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  3. @DigitekUpdated Tutorial to reword Step 7, nothing more. Although it should have been obvious from Step 8 "If using a custom database, you may need to update the schema for the emulator to operate correctly. If you're using the official release data, this step is not recommended." that you would be done. as for the acclient file, and the other files from the ac_updates.zip file. As stated in the tutorial above. Only two of the files are required if you are hosting a ACE server. This Tutorial is strictly about setting and hosting your own ACE server. Now, if you want a Tutorial about how to setup Asheron's Call game client to run on a emulated server. The I would fully suggest that you go to one of my oldest Tutorials How to setup Asheron's Call to play on a emulated server. Where you will find all the information on how to install and setup Asheron's Call to include the replacing of file in the C:\Turbine directory. (In fact that is Step 3 & 4 in that Tutorial.)
  4. Earlier
  5. Confused on setting up the world database. Do I skip this step: ACE\Server\DatabaseSetupScripts\Base\WorldBase.sql if I'm using the downloaded file: ACE-World-Database-v0.9.219.sql ? Also, what about the acclient file left in the ac update folder? Do I use it? Edit: I figured it out. You may want to include the step about replacing files in c:/Turbine.
  6. @Digitek the current instructions, provided above in and on the project's GitHub Wiki, do not use Micro$ucks VisualStudio. If you are using that to compile the binaries. Then I would state that you need to stop using Micro$ucks VisualStudio and follow the instructions as given. You need to use the .Net Core 3.1.0 package, for Windows, or the .Net Core SDK for Linux (I believe that it should also be v3.1). I have personally used the same instructions to build the binaries and deployed the server. So, I know that they actually work. If you followed the instructions above to create the binaries and you are still having problems. Then I would suggest that you check the project's GitHub Wiki for possible new information. Or use the the project's Discord channel to get help with your problem. As for your trying to use WAMP I would suggest that you use the Discord channel to get help with that. I would ask that if you are able to get ACE running with WAMP, that you PM me with the instructions needed to setup WAMP for ACE. That way I can add it to the tutorial above.
  7. I'm trying to run ACE as localhost using WAMP. I've done this in the past with GDLE but I'm having trouble with ACE. Also, I can't find ACE.sin Edit: I found ACE.sin but now I'm having VisualStudio issues.
  8. Thanks for the info Wabbit. I'm looking at just opening a few windows via VM/sandbox and moving between them, a modified version of the 6 player log in macro I coded ages ago. E&B allows multi windows, ace online doesn't, so need to run sandboxs.
  9. @Ego As I have stated, you can not get the window stats of a Window for a Game/App that is running in a VM. Because, all that AC Tool, and Divide for that matter, see is the VM's windows. Not what windows are being display in it. But, using GetColor, IsColor, and using Objects would still work. As that really does not work based on the Windows size and position. It is based on a specific Pixel, or set of pixels, that are being displayed on the Desktop. But, if you have the size and coordinates of the VM's window. then you can figure out the placement, just like E&B, of where to search. @alistair as a reminder, those special variables will only have a value set for the Window that you want to work with. Only after using the SetActiveWindow command. So, they are updated every time the SetActiveWindow command is executed, no before. As for the ScreenWidth and ScreenHeight Special Variables. The show the Desktop screen resolution's width & height. (In a Multi-Monitor system, this would be the current resolution of the monitor that is the Primary Monitor, or Monitor 1.) And just like the Window versions, these two will only be updated when the SetActiveWindow command is used. And I also, know of BlueStacks! I just have not used it in years. It is just to resource hungry for even my best laptop. And most things run slow, in some cases too slow. Don't have a Desktop. Also, remember, each and every BlueStacks Window needs to have a different Caption/Title in order for you to change between them. Or else this will never work.
  10. @The WABBIT sorry wasn't particularly clear there. I am looking to get the coordinates of an active window, specifically a blue stacks instance. Thanks for the pointer I found the special variables needed, not sure how I missed them. @Ego I am using bluestacks - minding farms on a mobile game. Makes a change all previous macros were E&B. bluestacks.txt
  11. What VM program are you using? I find it interesting to try a few ideas by opening a few windows of a game I play and do some testing. Opening each window and waiting for focus before the code continues is the way to do it as Wabbit suggested, that's how I use 2 windows in-game, but would like to try multiple windows in a VM.
  12. @alistair My first question to you is this. Are you actually running the game a multiple VMs? If that is the case, then there is no way of actually getting the coordinates of the game window being displayed in a VM's window. All that you can do, is get the coordinates of the VM's windows. Now if you are looking for a way to get the window coordinates of all the windows. All at once before doing so. Then the Answer to your question is NO. The only way AC Tool will know the coordinates of a window, or any window, is once it makes it the Active Window. In order to get the coordinates of the VM windows, you have to have each window have a different Title/Caption. (That bit of text at the top of the window.) Once you have done that I would Read your AC Tool Help file, and pay particular attention to the Special Variables portion of it. And then set the VM window as the active window before getting/using the windows coordinates.
  13. @Saab after reading your post, and looking at your code. It is a very simple and easy code, but one where a lot of noobs tend to have trouble with. I would suggest that you place the SetActiveWindow command outside of your while loop. You do not need to constantly set the game's window the active. Just the one time at the beginning of your script is all you need to do. I would also suggest that you place a Delay command directly after the SetActiveWindow command. The reason for it is to allow the Games's window time to become the active window, be moved to the front of all other windows, and to a tiny amount of time for the graphics to stabilize. Or if the Game's window is Full screen - to allow to go from minimized to maximized, to display the graphics, and to stabilize. I know, that with today's hardware that should not be needed. But, you find that a lot of scripts tend to fail their Color, Object, checks because a delay was not added. Before continuing on with the rest of the script. The amount of a delay between the SetActiveWindow and the rest of your script, Is up to you. But, a good rule of thumb is to have a 2 second delay. Use the modified version of your script as a bases for your contining edits: SetActiveWindow PCIK1.5 Delay(2 sec) While 1=1 IsBlue 1352, 536 // Do these commands if true Else // Do these commands if false Keys {F4} End End But, now to the problem of your script. First, I'll describe to you how the script is currently working, with the setactivewindow command placed outside of the while loop: Enter While loop. Check to see if 1 = 1 if yes continue to step 3. Pixel at Coord 1352, 536 is Blue goto Step 2 Pixel at Coord 1352, 536 is not Blue press F4 key goto Step 2 In a nutshell that is what your script is doing. And on the surface this doesn't look wrong. The way it is coded right now. Steps 2 thru 7 are performed 2 to 3 times per second. There is no time to allow the game to perform the action of drinking a potion. Or to allow the game time to updated it's display before you check the pixel again. So, in the first 2 seconds, you have just drank 5 potions. And all before knowing if the first potion was enough. And if your games keeps a number of keys that was pressed in a buffer. By the time the script is finally registering that the pixel is Blue and doesn't do anything. The game will continue drinking a potion until the number a keys stored in the buffered run out. Another reason the script could be using potions, is because it is detecting that the pixel is no longer blue. Even for a fraction of a second. This may be a glitch in the game display, or something totally game related. As I would always suggest for all noobs. Is that you pick a range of between the max and Min amount of Mana/HP. And use that range to determine if and when you need to use a potion/spell. So, Check to see if the Mana/HP is maxed. If the Mana/HP is not Max then is it at lease no less then a certain amount. If the Mana/HP is not Max but is at lease no less than the certain amount, do nothing. But, if the Mana/HP is not Max and is less than the certain amount. Then drink a potion, or do a spell. at this point it is up to you. Either go back to Step 1 or have your code Max out your Mana/HP then go back to Step 1. But, no matter how you code your script. You have to allow time for the game to perform the action of actually drinking a potion, or doing a spell, and updating the display before you check to see if you are at Max or what ever lever you have set. One last thing that I have to say Is that you have to some form of delay at then end of checking to see if the Mana/HP is Max or not. Take for example your original code. Adding a delay between each check would look like this: SetActiveWindow PCIK1.5 Delay(2 sec) While 1=1 IsBlue 1352, 536 // Do these commands if true Else // Do these commands if false Keys {F4} End Delay(200) End The amount of the delay is up to you, to maximize the drinking of potions when needed. Usually it is no larger than a few hundred milliseconds. But, you have to have some form of delay between one iteration of the loop and then next.
  14. Hi all, I am trying to use AC tool to create some macros around a game where I have multiple copies open in virtual windows. Is there a way to get the co-ordinates of an active window in any way – say the top left corner of a window or similar so I can offset the mousepos commands so that any changes in window position don’t affect the macro? thanks
  15. First of all, I am new to ACTool and I may be making up some weird nonsense lol. I am trying to make a loop where it uses potion on slot F4 until mp/mana is filled back up to full. I believe the way I currently have it set up is suppose to press F4 when there is no blue filled up within the MP/Mana bar and press F4 to fill it back up until the command becomes true again. The problem I have is that even after the command becomes true(when the mp bar is full), it keeps on pressing F4. What should I be adding here to make it so it'll stop using mana potions when it's already full? Currently using AC Tool 5.4.0. While 1=1 SetActiveWindow PCIK1.5 IsBlue 1352, 536 // Do these commands if true Else // Do these commands if false Keys {F4} End End Skyblade.mac
  16. The above information has been added to the Tutorials area of the forums. You can find addition tutorials for setting up Asheron's Call. And there are several ACE servers available. Some are already included in the ThwargLauncher. And others can be found on the ACE Discord channel. Or is you want you can host your own ACE server. You can find a tutorial for how to set that up in the Tutorials area.
  17. This thread is for reporting any issues of using AC Tool Companion with a emulated server. Please note that since I do not play Asheron's Call. It might take some time for me to look into this issue, or even to fix the issue. All issue reports must include all of the following: Which emulated server: GDLE or ACE? Location within the game. Give the in game coordinates. A full description of what you are trying to do in the game. A full description of what the problem is. A test script that reproduces the issue. Any issue report that is missing this information, or missing the test script. Will be deleted without the issue being looked into. In the future, more information may be required. As such this post will be updated to include that information above. And that additional information will only be required. starting from the date this post has been updated.
  18. For those that do not already know about it. I had created several Tutorials on how to setup and play Asheron's Call on a emulated server. You may find this tutorials in the Tutorials section of the forums.
  19. This tutorial is for AC Tool v5.4.0. (AC Tool v5.5.1, and AC Tool v5.4.0.5 by @Phinius, do not seem to work.) I would recommend that any user that wishes to place Asheron's Call to first follow the instructions in the tutorial: How to setup Asheron's Call to play on a emulated server. Installing Decal and AC Tool & Companion: If you have followed the How to setup Asheron's call to play on a emulated server tutorial. Then start with step #3 below. Download the current version of Decal. Install Decal. You can find this in the download area of the forums. Download AC Tool v5.4.0, you can find this in the download area of the forums. Install AC Tool v5.4.0, don't forget to select installing Companion. In order to get Companion to work properly with Decal v2.9.7.5. Merge the attached .reg file into your windows registry. (This will remove a Surrogate entry from the AC Tool Companion plugin settings in Decal.) Run Decal with Administrator Rights. Right-click on the Decal icon and Select Configure. You should see AC Tool Companion listed and has a version of Click on the Update button. If you do not see AC Tool Companion specifically listed. Or you do not see the version number Then something went wrong with the installation of either Decal or AC Tool & Companion. Now to use AC Tool and Companion, do the following: Run Decal, with Administrator Rights. Run AC Tool with Administrator Rights. Run ThwargLauncher with Administrator Rights. Connect to the server of your choice. Make sure to have Decal Injection checkmarked. NOTE: Once you are logged into the game. AC Tool/Companion will not send text to the game after you have arrived in the game. I do not know if this is a problem with ThwargLauncher injecting Decal into the game client. Or if this is a problem Companion originally being made for a version of Decal earlier than I have to figure out where the problem is. But, it is kinda hard to do when there is no information available on creating plugins directly for, or connecting directly to, Decal. (The only information currently available is for the Virindi plugin system for Decal.) If anyone can point me to information on Decal and plugins, that does not use the Virindi system, I would be grateful. But, you can test that Decal and Companion is working. By using a new macro. Add the following and then run the macro: SendText 13, Test FaceHeading 0 Delay 1 sec FaceHeading 220 If you do not see a line of light blue text showing up in your chat box, and your character does not turn to face one way, and the another. Then you need to look into how you have Decal and AC Tool 5.4.0 w/ Companion installed. OPTIONALLY: Once you have followed the steps above. You may replace the ACTP.dll file in the AC Tool install directory with the one attached to this tutorial. The only difference between the one installed and the one attached. Is that a single value was changed from a 2 to a 1. Thus allowing Companion to announce in the game chat that it is activated when you log into the game on a emulated server. MAJOR NOTE: Although, AC Tool & Companion do seem to work with Decal v2.9.7.5 with a emulated server. There may be things in Companion that may not work properly or work at all. AC Tool Companion1.reg ACTP.dll
  20. Version


    This is the installation file for Decal v2.9.7.5 a.k.a. v3.0. This is the newest version of Decal to have been released. Although Decal does seem to work with the A.C. ACEmulator server. And although AC Tool & Companion do seem to work with Decal when connecting to a A.C. ACEmulator server. Do expect any support for Decal in any way beyond the setting up Decal and AC Tool & Companion when connecting to a A.C. ACEmulator server. As the developers of Decal had abandoned the project years ago, prior to Asheron's Call was closed down. And I have not found any forums, Discord channel or any website. Where there is any discussion of, let alone any support for, Decal. The following Tutorial well show you how to properly install the Asheron's Call game and Decal to play on a emulated server: How to setup Asheron's Call to play on a emulated server
  21. Wow this worked so far. Maybe it should be made into a stickie with how to get it to work on the ACE Emulator Going to test a old macro from 2006 for salvaging once the server is up.
  22. Sometime ago I created a Tutorial on how to setup and host your own ACEmulator server. It required Micro$ucks Visual Studio 2017 to compile the binaries and that it could only be deployed on a Windows system. Since that time the Devs of ACEmulator has made it easier to deploy the server. You no longer need Visual Studio and you can now deploy the server to Windows, Linux, even a Raspberry Pi 4 (64-bit). As such I thought it was time to create a new Tutorial. So, let's get to hosting our own Asheron's Call ACEmulator server. My full recommendation is that if you had used the previous Tutorial to create your ACEmulator host. That you completely uninstall Micro$ucks Visual Studio 2017, and all the packages and extensions that Visual Studio had installed, and the Database server software prior to your installing the current version of ACE and the Database. Then perform a complete fresh clean install following this Tutorial. ACE Hosting ACE consists of two main components. The database and the server (executable). ACE is very demanding on the database. This load increases with player count. For this reason, it is highly recommended your database be installed on the same instance as your server. Recommended System Requirements 1-10 Players 2 Threads 4 GB RAM 11-49 Players 4 Threads 8 GB RAM 50-499 Players 6 Threads 16 GB RAM 500+ Players 8 Threads 32 GB RAM 2 Mbps incoming network traffic 12 Mbps outgoing network traffic Now that we know the minimum required spec for the hardware. Let's move on to deciding our server setup. I created the following check list to help decide on software side of things. Database Operating System _____ Windows _____ Linux Database software _____ MySQL v5.7.17 or newer _____ MariaDB v10.2 or newer ACE Server Deploy on what Operating System _____ Windows (64-bit) _____ Linux (64-bit) _____ Raspberry Pi 4 (64-bit) Windows deployment _____ Using precompiled Binaries _____ Build the Binaries Download Now that we have decided on the software side of the server(s). We will now download what we need. Required AC DAT files: Here World data (for database): Latest release .Net Core 3.1.0 package Deployed on Windows Using precompiled Binaries: Runtime 3.1.0, Windows x64 Build Binaries: SDK 3.1.100, Windows x64 Deployed on Linux: .Net Core SDK ACE Server Latest Release (Source Code and Windows Binaries): Here Linux Users may use git to clone the project: git clone https://github.com/ACEmulator/ACE.git Database MySQL, minimum required 5.7.17 or newer Windows: Here Linux: Here MariaDB, minimum required 10.2 or newer: Here Optional: SQLYog editor (to help create the database): Here Installing the Server: ACE Hosting Windows ACE Hosting Linux Raspberry Pi 4 (64-bit): Here Instead of providing the information to install ACE on a Raspberry Pi 4. I provided the link original Wiki page for those few people that wish to install ACE on a Raspberry Pi 4. Database Host Agnostic Config.js Recommendation Host specific information can be found in both the Windows and Linux Specific Instructions above. The Config.js already has documentation. However, we have found the following settings pair well with typical servers of the given player counts: 1-10 Players WorldThreadCountMultiplier: 0.34 MultiThreadedLandblockGroupPhysicsTicking: false MultiThreadedLandblockGroupTicking: false 11-49 Players WorldThreadCountMultiplier: 0.5 MultiThreadedLandblockGroupPhysicsTicking: true MultiThreadedLandblockGroupTicking: false 50-499 Players WorldThreadCountMultiplier: 0.5 MultiThreadedLandblockGroupPhysicsTicking: true MultiThreadedLandblockGroupTicking: true 500+ Players WorldThreadCountMultiplier: 0.5 MultiThreadedLandblockGroupPhysicsTicking: true MultiThreadedLandblockGroupTicking: true Running the Server Start the server with the following commands: Windows: "C:\ACE\Server\ACE.Server.exe" Linux: In ACE/Source/ACE.Server/bin/x64/Debug/netcoreapp3.1, run the server with dotnet ACE.Server.dll Configuring the Server (Shard) Shard specific configurations are done in game, or on the console, using ACE Commands. Connecting to the Server Create your first account as an admin at the ACE prompt: accountcreate testaccount testpassword 5 Launch ACClient directly with this command: acclient.exe -a testaccount -v testpassword -h Resources View the ACE Wiki for additional and/or new information. ACE provides help for server operators. The ACE Discord can be a great resource with advice available from other server operators as well as developers.
  23. @Bear I just wanted to let you know that I had found what was causing the issue with AC Tool Companion not notifying you that it was active. The problem is within the following code from within the ACTP.pas unit file: $F74B: // Toggle Portal Animation begin ErrorMsg := '$F74B: Toggle Portal Animation'; pType := pMsg.Value['portalType']; if pType = $0408 then begin pLogins := pMsg.Value['loginPortals']; pChar := pMsg.Value['object']; if (pLogins = 2) and (pChar = GlobalData^._myid) then begin gd.bLoginComplete := True; s:= '=* AC Tool Companion ' + PROGRAMVERSION + ' ALPHA 8 for Decal 3.0 (Activated) *='; ACHook.AddChatText(s, 9, 0); gd.bLogToFile := False; GlobalData^._LoginComplete:= 1; end; end; end; The actual problem is with the second IF statement. It is looking for the value of pLogin, which is set three lines above, to be two. I don't know if this is because Live had two login portals, or just set the value as 2. But, in the ACE emulator this value is 1. So, a quick, and dirty, fix of this problem is just to change the (pLogins = 2) to (pLogins = 1). And then rebuild the actp.dll using Delphi 7. Once you done that, then backup your original actp.dll file and copy the new one in it's place. NOTE: This issue in no way causes AC Tool Companion from initializing and working. From my limited testing, Companion does initializes and works. (I just can't say how well it actually works due to what changes there are between Live and the Emulator.) as such you do not need to do anything.
  24. To follow up on what @Bear stated. There are Emulator servers for Asheron's Call out there. At first there were two different Emulator projects. They where Phat AC (Phat) and ACEmulator (ACE). Then sometime later a third server emulator appeared on the seen, GDLEnchanced (GDLE). Not to long after GDLE came onto the seen. Turbine, and it's parent company, served a Cease and Desist to the Developers of the Phat AC emulator. To shut down all development of the emulator and the destruction of any and all code for the Phat AC emulator. The Cease and Desist also included that any personal servers using the Phat AC emulator was also to brought down. And that any and all images and video content created from the Phat AC emulator and shared online. Had to also be deleted. From what I had read, the reason for this was because Phat AC was using server code that was leaked some years prior to AC's sunset. And that some how it was also using code that was generated from reverse engineering the actual AC server. (Personally, I do not see how this last was possible.) At this time the only Asheron's Call server emulators out there are ACE and GDLE. (I am quit sure that there might still be a few Phat servers out there too. But, they would be underground.) The Launcher that @Bear mentioned, will have a few ACE and GDLE servers setup to be able to log into. And I am sure that you can possibly find others with a search on Google. Or you can log into ACE's and GDLE's individuals Discords. And then be able to get addresses for any servers out there. Since I have never played the game when it was live. So, I can not say how close the emulators are to Live. Or if they will ever be as Live was at Sunset.
  25. You need the Launcher http://www.thwargle.com, You can have multiply Accounts (I'm sitting at 4) and signing on at these Two (?).. http://www.ac-tool.com/forums/index.php?/topic/16342-started-playing-ac-again-on-coldeve/
  26. Why? Need some input as to what game you wish to use what you want to do.
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