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# Ac tool clock broken?

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Sorry guys, really working a lot during this covid time. Will post the code in here asap!

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This is my actual healing code:
IsObject lifemin at 147, 34

compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr//random keyrate
keys {f5}
call delaytime
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f2}

IsObject nmana at 753, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f4}
end// isobjc mana
loop 3
call delaytime
end

end

This is my plan for future healing code, that isn't working yet:

IsObject lifemin at 147, 34

if \$tt = {minute}

if \$ttt > {second}

compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr//random keyrate
keys {f5}
call delaytime
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f2}

IsObject nmana at 753, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f4}
end// isobjc mana

setconst t = {hour}

setconst tt = {minute}

setconst ttt = {second}

end

end

end

IsObject lifemin at 147, 34

if \$tt > {minute}

compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr//random keyrate
keys {f5}
call delaytime
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f2}

IsObject nmana at 753, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f4}
end// isobjc mana

setconst t = {hour}

setconst tt = {minute}

setconst ttt = {second}

end

end

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Ok, in the first set of code for the healing. It looks good, but i don't see how that relates to the clock not working issue. Must be in some other part of your script.

IsObject lifemin at 147, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr//random keyrate
keys {f5}
call delaytime
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f2}

IsObject nmana at 753, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f4}
end// isobjc mana
loop 3
call delaytime
end
end

I do like the idea of doing random KeyRates. It can help to make it harder to determine a script is being run. Although I had thought of using a random time of Delay between sending Keys.

But, I think that using both a ramdom time of Delay between sending Keys and using a random KeyRate. Would make for a script that would seem like the user is at the keyboard.

But, with that code I would make one suggestion. I would suggest that you perform the mana Object check and the delay loop outside of the lifemin Object check. And I would perform the check for the mana object before doing the check for the lifemin object. The reason I would have the mana checked before the lifemin. Is because as much as checking for your life should be first. There will be times when you check the health and attempt to heal. but, you do not have enough mana to perform the healing. Which then causes your script to have to go through another cycle before it actually heals the character. Which is could lead to the character dying.

So, here is what I think you should have the above code as:

IsObject nmana at 753, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f4}
end// isobjc mana

{ NOTE: you might want to put some form of delay here.
it all depends on the game you are playing.
and how fast you want it to check the character's
life after checking the mana. }

IsObject lifemin at 147, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr//random keyrate
keys {f5}
call delaytime
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f2}
end

loop 3
call delaytime
end

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Now as for the rest of your code.

IsObject lifemin at 147, 34
if \$tt = {minute}
if \$ttt > {second}
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr//random keyrate
keys {f5}
call delaytime
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f2}

IsObject nmana at 753, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f4}
end// isobjc mana

setconst t = {hour}
setconst tt = {minute}
setconst ttt = {second}
end
end
end

IsObject lifemin at 147, 34
if \$tt > {minute}
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr//random keyrate
keys {f5}
call delaytime
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f2}

IsObject nmana at 753, 34
compute kr = int(RND(\$krx - \$krn + 1)) + \$krn//
keyrate \$kr
keys {f4}
end// isobjc mana

setconst t = {hour}
setconst tt = {minute}
setconst ttt = {second}
end
end

based on what I can see. (since you have given code that is not even remotely complete.)

• You have the exact same code being used twice to heal. The only difference is the constants being checked.
• At first the constants \$t, \$tt and \$ttt have no values. So when the script runs, it more than likely won't perform either of the healings.
• But, if the first heal is performed, because of the checks found the constants to have values matching what you have for the checks.
Then after performing the first healing. The constants \$t, \$tt and \$ttt receive a value based on the {hour}, {minute} and {second}
special variables currently have at that time.
• But the second heal will still not be performed. Why? Because it checking to see if \$tt is greater then the current {minute}. Which
by the time the check is made, milliseconds after \$tt receives its value, \$tt won't be greater than the current {minute}.

I'm going to take a very big leap of faith, of biblical proportions, and assume that somewhere in your script. You have given the constants a starting value. And that I am going to further assume that the code that you have posted above. Is in some way repeated at least every second, if not more often. (Otherwise why perform a check based on the time.) Now with those assumptions in place. When the script is run, the first healing is performed every second. And the second healing is performed every minute.

So, If you are healing every second, which is over kill in any game. Then why are you also performing the exact same healing every minute? Shouldn't you have some form of wait time in between healings? Doesn't the game have some form of cool down time between performing any healing?

I am going to assume that you have placed the above code within its own procedure. That is then called every second, or more often. It would be best that you post that whole procedure and any relevant up to the calling of the procedure or used by the procedure.

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The cd for the heal is 1 second, and with this logic I can set other cds just adding {ttt}+ 5.

Nice assumptions, at the very start of the code it sets the constants as that time. And the bigger code calls that function once in a while!

I will test this code and if it works I will post it here. I want to make it so I won´t lose the cd time waiting, so the code can go to other parts and become a little bit faster.

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