AC Tool Final

Plugin/Utility Releases and Community Support. Do not release software without the author's consent.
Phinius
Posts: 27

Post #11 »

[align=center]Top Base A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Variables[/align]

LoadDecalCharList
Load a dataset (DSCharList) with the names of the characters on the character selection screen.

DSCharList fields:
  • GUID = Character GUID
  • NAME = Character Name
  • INDEX = Position within the character list on the character selection screen.
Syntax
LoadDecalCharList


LoadDecalCharStats
Load two datasets (DSCharAttrib and DSCharSkill) with character attribute and skill information.

DSCharAttrib fields:
  • ATTRIBID = Attribute ID (See the GetAttribEx command)
  • NAME = Attribute display name
  • EXPSPENT = Amount of XP applied
  • CREATION = Innate attribute level
  • BASE = Base attribute level
  • EFFECTIVE = Effective attribute level (Base level plus buffs)
  • CURRENT = Current attribute level (Effective level minus debuffs)
DSCharSkill fields:
  • SKILLID - Skill ID (See the GetSkillEx command)
  • NAME - Skill display name
  • SHORTNAME - Skill reference name
  • TRAININGTYPE - Skill training type (0=Unusable, 1=Untrained , 2=Trained, 3=Specialized)
  • EXPSPENT - Amount of XP applied
  • INCREMENT - Number of times the skill has been raised
  • BASE - Base skill level (includes specialization bonus)
  • BONUS - Skill bonuses (includes augmentations)
  • EFFECTIVE - Effective maximum skill level (Base level plus buffs and bonuses)
  • CURRENT - Current skill level (Effective level minus debuffs and vitae penalty)
Syntax
LoadDecalCharStats


LoadDecalEnchantment
Load a dataset (DSEnchantment) with information about the enchantments on the character.

DSEnchantment fields:
  • SPELLID = Spell ID
  • SPELLNAME = Spell name
  • LAYER = Layer ID (when the same enchantment exists more than once)
  • TIMEREMAINING = Time remaining for this layer (in seconds)
Syntax
LoadDecalEnchantment


LoadDecalEquipment
Load a dataset (DSEquipment) with information about the characters equipped items.

DSEquipment fields:
  • GUID = Item GUID
  • NAME = Item Name
  • CATEGORY = Decal category ID
  • SLOTID = Slot ID where the item is equipped
  • SLOTMASK = Slot mask value where the item is equipped
Syntax
LoadDecalEquipment


LoadDecalFellowship
Load a dataset (DSFellow) with information about the members of the characters fellowship.

DSFellow fields:
  • GUID = Member GUID
  • NAME = Member Name
  • LEVEL = Member Level
  • HEALTH = Current health
  • MAXHEALTH = Maximum health
  • HEALTHPCT = Current health percentage of maximum health
  • STAMINA = Current stamina
  • MAXSTAMINA = Maximum stamina
  • STAMINAPCT = Current stamina percentage of maximum stamina
  • MANA = Current mana
  • MAXMANA = Maximum mana
  • MANAPCT = Current mana percentage of maximum mana
Syntax
LoadDecalFellowship


LoadDecalInventory
Load a dataset (DSInventory) with information about the characters inventory. Some fields will not contain valid values unless the item has been examined.

DSInventory fields:
  • GUID = Item GUID
  • NAME = Item Name
  • TYPE = Decal type value
  • CATEGORY = Decal category ID
  • OBJECTCLASS = Decal object class
  • BEHAVIOR = Decal behavior flags
  • CREATEFLAGS1 = Decal create flags 1
  • CREATEFLAGS2 = Decal create flags 2
  • FLAGS = Decal flags
  • ICON = Icon ID
  • ICONUNDERLAY = Icon underlay ID
  • ICONOVERLAY = Icon overlay ID
  • SLOTMASK = Slot coverage mask
  • CONTAINER = Container where this items is stored
  • SLOT = Slot number within the container
  • COUNT = Stack count for stacked items
  • USESLEFT = Remaining number of uses
  • TOTALUSES = Maximum number of uses
  • VALUE = Value in pyreal
  • BURDEN = Burden units
  • WORKMANSHIP = Material workmanship (requires item to be examined)
Syntax
LoadDecalInventory


LoadDecalMonarch
Load a dataset (DSMonarch) with information about the characters allegiance. Information for the characters Monarch, Patron, and direct Vassals only.

DSMonarch fields:
  • GUID = Member GUID
  • NAME = Member Name
  • TYPE = Relationship Type (0=Monarch, 1=Patron, 2=Self, 3=Vassal)
  • EXPERIENCE = Amount of experience gained or given
  • ONLINE = Member is online (0=No, 1=Yes)
  • GENDER = Gender
  • RACE = Race
  • RANK = Allegiance rank
  • LOYALTY = Current Loyalty skill level
  • LEADERSHIP = Current Leadership skill level
  • PARENTGUID = GUID of the characters patron
Syntax
LoadDecalMonarch


LoadDecalSpellbook
Load a list (LSTSpellbook) with the IDs of the spells in the characters spellbook.

Syntax
LoadDecalSpellbook


LoadDecalText
Load a dataset (DSText) with information about the characters equipped items.

DSText fields:
  • TYPE = Message type (Server, Chat, Tell, Fellow, Allegiance, General, and Trade)
  • NAME = Sender Name
  • TEXT = Message text (maximum of 255 characters)
Syntax
LoadDecalText Option
  • Option - (Optional) - Option keywords.
    • Clear = Clear the text logs after loading the dataset.
Example

Code: Select all

LoadDecalText
LoadDecalText Clear

LoadDecalTrade
Load a dataset (DSTrade) with information about the items placed into the trade window (left side) by the characters tradign partner. Some fields will not contain valid values unless the item has been examined.

DSTrade fields:
  • GUID = Item GUID
  • NAME = Item Name
  • TYPE = Decal type value
  • CATEGORY = Decal category ID
  • COUNT = Stack count for stacked items
  • USESLEFT = Remaining number of uses
  • TOTALUSES = Maximum number of uses
  • VALUE = Value in pyreal
  • BURDEN = Burden units
  • WORKMANSHIP = Material workmanship (requires item to be examined)
Syntax
LoadDecalTrade


LoadDecalVendor
Load a dataset (DSVendor) with information about the items a vendor has for sale.

DSVendor fields:
  • GUID = Item GUID
  • NAME = Item Name
  • TYPE = Decal type value
  • CATEGORY = Decal category ID
  • COUNT = Stack count for stacked items
  • USESLEFT = Remaining number of uses
  • TOTALUSES = Maximum number of uses
  • VALUE = Value in pyreal
  • BURDEN = Burden units
  • MATERIAL = Material ID
  • WORKMANSHIP = Material workmanship (requires item to be examined)
Syntax
LoadDecalVendor


LoadDecalWorld
Load a dataset (DSWorld) with information about the objects in the world near the character. Some fields will not contain valid values unless the item has been examined.

DSWorld fields:
  • GUID = Item GUID
  • NAME = Item Name
  • TYPE = Decal type value
  • CATEGORY = Decal category ID
  • OBJECTCLASS = Decal object class
  • BEHAVIOR = Decal behavior flags
  • CREATEFLAGS1 = Decal create flags 1
  • CREATEFLAGS2 = Decal create flags 2
  • FLAGS = Decal flags
  • CONTAINER = Container where this items is stored
  • SLOT = Slot number within the container
  • COUNT = Stack count for stacked items
  • USESLEFT = Remaining number of uses
  • TOTALUSES = Maximum number of uses
  • VALUE = Value in pyreal
  • BURDEN = Burden units
  • WORKMANSHIP = Material workmanship (requires item to be examined)
  • DISTANCE = Two-dimensional distance (in map units) to the object
  • DISTANCE3D = Three-dimensional distance (in map units) to the object
Syntax
LoadDecalWorld Option
  • Option - (Optional) - Option keywords.
    • Distance = Calculate distances.
Example

Code: Select all

LoadDecalWorld 
LoadDecalWorld Distance

LoadDecalWorldEx
Load a dataset (DSWorld) with information about the objects in the world near the character. The dataset can be restricted to objects that match a search filter. Some fields will not contain valid values unless the item has been examined.

DSWorld fields:
  • GUID = Item GUID
  • NAME = Item Name
  • TYPE = Decal type value
  • CATEGORY = Decal category ID
  • OBJECTCLASS = Decal object class
  • BEHAVIOR = Decal behavior flags
  • CREATEFLAGS1 = Decal create flags 1
  • CREATEFLAGS2 = Decal create flags 2
  • FLAGS = Decal flags
  • CONTAINER = Container where this items is stored
  • SLOT = Slot number within the container
  • COUNT = Stack count for stacked items
  • USESLEFT = Remaining number of uses
  • TOTALUSES = Maximum number of uses
  • VALUE = Value in pyreal
  • BURDEN = Burden units
  • WORKMANSHIP = Material workmanship (requires item to be examined)
  • DISTANCE = Two-dimensional distance (in map units) to the object
  • DISTANCE3D = Three-dimensional distance (in map units) to the object
Syntax
LoadDecalWorldEx Type, Value, Option
  • Type - (Optional - Default: Type) - Filtering type.
    • Name = Filter based upon the Name or Partial Name of objects.
    • Type = Filter based upon the Class of objects.
  • Value - (Optional - Default: All) - Filtering value.
  • Option - (Optional) - Option keywords.
    • Distance = Calculate distances.
Example

Code: Select all

LoadDecalWorldEx Name, Tusker Guard
LoadDecalWorldEx Name, Tusker*
LoadDecalWorldEx Name, Tusker Guard, Distance
LoadDecalWorldEx Type, 14
LoadDecalWorldEx Type, 14, Distance

Logout
Logout the character.

Syntax
Logout

Phinius
Posts: 27

Post #12 »

[align=center]Top Base A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Variables[/align]

MoveItem
Move an item to a different container or to a different slot within a container. Items can be stacked when moved.

Syntax
MoveItem Item, Pack, Slot, Stack
  • Item - (Required) - Name, Partial Name, or GUID of the item.
  • Pack - (Required) - Pack ID (1=Main, 2-9=Side packs)
  • Slot - (Optional - Default: 0) - Slot number (0=First slot)
  • Stack - (Optional - Default: 0) - Stack the moved item (0=No, 1=Yes)
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
    • INVALID PACK = Pack ID is out of range
Example

Code: Select all

MoveItem Plentiful Healing Kit, 1, 0, 0
MoveItem Plentiful*, 1
MoveItem Pyreal, 1, 0, 1

MoveItemEx
Move an item from a container to another container. The item does not need to be in the characters inventory.

Syntax
MoveItemEx Item, Container
  • Item - (Required) - Name, Partial Name, or GUID of the item.
  • Container - (Optional - Default: Selected Object) - Name, Partial Name, or GUID of the container.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
    • INVALID CONTAINER = Container could not be located
Example

Code: Select all

MoveItemEx Plentiful Healing Kit, Phinius
MoveItemEx Plentiful Healing Kit, Storage
MoveItemEx Plentiful*, Phin*

Phinius
Posts: 27

Post #13 »

[align=center]Top Base A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Variables[/align]

PackSlots
Count the number of free pack slots within a pack. The pack must be in the characters inventory.

Syntax
PackSlots Pack
  • Pack - (Optional - Default: 1) - Pack ID (1=Main, 2-9=Side packs)
Returns
  • {PluginResult}
    • INVALID PACK = Pack ID is out of range
    • Number of free pack slots
Example

Code: Select all

PackSlots
PackSlots 2

Phinius
Posts: 27

Post #14 »

[align=center]Top Base A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Variables[/align]

Select
Select a world object.

Syntax
Select Object
  • Object - (Required) - Name, Partial Name, or GUID of the object.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID OBJECT = Object could not be located
Example

Code: Select all

Select Phinius
Select Phin*

SelectGUID
Select a world object by GUID only.

Syntax
SelectGUID Object
  • Object - (Required) - GUID of the object.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID OBJECT = Object could not be located
Example

Code: Select all

Command Params

SelectNearest
Select the nearest world object.

Syntax
SelectNearest Object, Distance, DistanceType
  • Object - (Required) - Name, Partial Name, or GUID of the object.
  • Distance - (Optional - Default: 0) - Beginning search distance (in map units).
  • DistanceType - (Optional - Default: 1) - Distance type (1=2D, 2=3D)
Returns
  • {PluginResult}
    • OK = Successful
    • NOT FOUND = Object could not be located
Example

Code: Select all

SelectNearest Tusker Guard, 0.3, 1
SelectNearest Tusker*, 0.1, 2
SelectNearest Tusker*

SelectNext
Select the next world object. Searching continues from the results of the previous SelectNearest or SelectNext command.

Syntax
SelectNext
Returns
  • {PluginResult}
    • OK = Successful
    • NOT FOUND = Object could not be located

SendText
Send text directly to a game chat window. Text color specifies the game text channel to which the message is sent. Messages may appear in any of the various chat windows based upon user chat configuration.

Text Channels
  • Main Window = 0, 1, 5, 8, 9, 13, 14, 15, 16, 20, 23, 24, 25, 31
  • Gamplay = 0, 5, 13, 16, 20, 23, 24, 25, 31
  • Combat = 6, 21, 22
  • Magic = 7, 17
  • Area Chat = 2, 12
  • Tells = 3, 4
  • Allegiance = 10, 11, 18
  • Fellowship = 19
  • General = 27
  • Trade = 28
  • LFG = 29
  • Roleplay = 30
  • Society = 32
  • Errors = 26
Syntax
SendText Color, Text
  • Color - (Required) - Color of the text.
  • Text - (Required) - Message text.

SetACTLabel
Set the chat tag that AC Tool uses when displaying text in the game chat window. The label defaults to <Act> when AC Tool starts.

Syntax
SetACTLabel Label
  • Label - (Optional - Default: None) - Chat text tag.
Example

Code: Select all

SetACTLabel <Act>

SetCombatState
Set the characters stance. The character must be able to enter the specified stance. No checks are made to determine if the character has the proper items equipped to enter the desired stance.

Syntax
SetCombatState Stance
  • Stance - (Optional - Default: 1) - Stance (1=Peace, 2=Melee, 3=Missile, 4=Spell).
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID STATE = State is out of range
Example

Code: Select all

SetCombatState
SetCombatState 2

SetIdleTimeout
Set the amount of time the client can remain idle before the character is automatically logged out.

Syntax
SetIdleTimeout Time
  • Time - (Required) - Idle time (in seconds).
Example

Code: Select all

// Set the Idle timeoue to 1 day.
SetIdleTimeout 86400

SetItemAutoIDFlags
Set the item category mask for automatically examining items within a container. Whenever a container is opened, AC Tool will add items that match this category mask to the DecalID queue. The mask defaults to 0 when AC Tool starts.

Category Mask Values
  • 1 = Melee Weapon
  • 2 = Armor
  • 4 = Clothing
  • 8 = Jewelry
  • 32 = Food
  • 64 = Pyreals
  • 128 = Miscellaneous
  • 256 = Missile Weapons/Ammunition
  • 512 = Containers
  • 1024 = Wrapped Fletching Supplies, House Decorations
  • 2048 = Gems, Pack Dolls, Decorative Statues
  • 4096 = Spell Components
  • 8192 = Books, Parchment
  • 16384 = Keys, lockpicks
  • 32768 = Casting Items
  • 262144 = Trade Notes
  • 524288 = Mana Stones
  • 4194304 = Cooking Ingredients and Suplies
  • 8388608 = Loose Fletching Supplies
  • 67108864 = Alchemy Ingredients and Supplies
Syntax
SetItemAutoIDFlags Mask
  • Mask - (Optional - Default: 0) - Category mask (0=Disabled).

SpellInBook
Check whether a spell exists in the characters spellbook using spell name.

Syntax
SpellInBook Spell
  • Spell - (Required) - Spell name or ID
Returns
  • {PluginResult}
    • OK = Spell was located
    • NOT FOUND = Spell was not located
Example

Code: Select all

SpellInBook Strength Self I

SpellInBookRoot
Check whether a spell exists in the characters spellbook using spell root name and spell level.

Syntax
SpellInBookRoot Params
  • Root - (Required) - Spell root name.
  • Level - (Required) - Spell level.
Returns
  • {PluginResult}
    • OK = Spell was located
    • NOT FOUND = Spell was not located
Example

Code: Select all

SpellInBookRoot Strength Self, 1

StackItem
Combine a stack of items with a different stack of the same item. The result is a single stack or a full stack with a separate partial stack. The first item must be in the characters inventory. At least one of the item stacks should be referenced by GUID.

Syntax
StackItem Item1, Item2
  • Param - (Required) - Name, Partial Name, or GUID of the first stack.
  • Param - (Required) - Name, Partial Name, or GUID of the second stack.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID SOURCE = Item1 could not be located
    • INVALID TARGET = Item2 could not be located

Phinius
Posts: 27

Post #15 »

[align=center]Top Base A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Variables[/align]

ToggleAutoRun
Set character autorun. Despite the name the command will not toggle autorun.

Syntax
ToggleAutoRun State
  • State - (Required) - Autorun state (On or Off)
Example

Code: Select all

ToggleAutoRun On
ToggleAutoRun True
ToggleAutoRun Yes
ToggleAutoRun Off

TradeAction
Perform various actions on the trade panel.

Syntax
TradeAction Action
  • Action - (Required) - Action keywords.
    • Accept - Activate the Accept button on the trade window.
    • Clear - Clear the contents of the trade window.
    • Decline - Deactivate the Accept button on the trade window.
    • End - Close the trade window.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ACITON = Action is not a valid trade action
Example

Code: Select all

TradeAction Accept
TradeAction Decline
TradeAction Clear
TradeAction End

TradeAddItem
Add an item to the trade window. The item must be in the characters inventory. A trade window must be open.

Syntax
TradeAddItem Item
  • Item - (Required) - Name, Partial Name, or GUID of the item.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
Example

Code: Select all

TradeAddItem Plentiful Healing Kit
TradeAddItem Plentiful*

Phinius
Posts: 27

Post #16 »

[align=center]Top Base A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Variables[/align]

Unequip
Unequip an equipped item. The item will be placed in the characters main pack. AC Tool will wait while the item is unequipped.

Syntax
Unequip Item
  • Item - (Required) - Name, Partial Name, or GUID of the item.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
Example

Code: Select all

Unequip Bracers
Unequip Brac*

Usable
Check whether an item or object is usable by the character. Wield requirements, activation requirements, usage reuirements, level requirements, and other requirements can be tested. The item must be examined prior to using this command.

Syntax
Usable Item, Wield, Usage, Activate
  • Item - (Required) - Name, Partial Name, or GUID of the item.
  • Wield - (Optional - Default: 0) - Check wield requirements (0=No, 1=Yes)
  • Usage - (Optional - Default: 0) - Check usage requirements (0=No, 1=Yes)
  • Activate - (Optional - Default: 0) - Check activation requirements (0=No, 1=Yes)
Returns
  • {PluginResult}
    • USABLE = Item is usable by the character
    • UNUSABLE = Item is not usable by the character
    • NOT AVAILABLE = Item has not been examined
    • INVALID ITEM = Item could not be located
Example

Code: Select all

Usable Sword, 1, 0, 1
Usable Swo*, 1
Usable Fire Skeleton Essence, 0, 1, 0

UseFociSpell
Cast the built-in spell on a casting device. The character must be in spellcasting stance and the casting device must have a castable spell. The spell will be cast on the selected object.

Syntax
UseFociSpell

Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
    • INVALID STANCE = The character is not in spellcasting stance

UseItem
Use a world object. This is identical to a player clicking on an object or otherwise activating an object in the game. Doors are opened or closed, Levers and buttons are activated, etc.

Syntax
UseItem Item
  • Item - (Required) - Name, Partial Name, or GUID of the item.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
Example

Code: Select all

UseItem Door
UseItem Storage
UseItem Stor*

UseItemOther
Use an inventory item on the selected object. The item must be in the characters inventory.

Syntax
UseItemOther Item
  • Item - (Required) - Name, Partial Name, or GUID of the item.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
Example

Code: Select all

UseItemOther Plentiful Healign Kit
UseItemOther Plenti*

USTAddItem
Add an item to the UST (Universal Salvaging Tool). The item must be in the characters inventory. The UST must be opened prior to using this command.

Syntax
USTAddItem Item
  • Item - (Required) - Name, Partial Name, or GUID of the item.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
Example

Code: Select all

UstAddItem Sword
UstAddItem Swo*

USTSalvage
Activate the salvage button on the UST. All items contained in the UST will be salvaged.

Syntax
USTSalvage

Phinius
Posts: 27

Post #17 »

[align=center]Top Base A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Variables[/align]

VendorBuyAdd
Add a vendor item to the buy list on the vendor panel buy tab. The character must be trading with a vendor. The item must be available for purchase.

Syntax
VendorBuyAdd Item, Quantity
  • Item - (Required) - Name, Partial Name, or GUID of the item.
  • Quantity - (Optional - Default: 1) - Quantity to purchase.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
    • NO VENDOR = The character is not trading with a vendor
Example

Code: Select all

VendorBuyAdd Mana Scarab, 3
VendorBuyAdd Mana Scarab
VendorBuyAdd Mana Sca*

VendorBuyAll
Activate the Buy All button on the vendor panel buy tab. The character must be trading with a vendor and there must be items in the buy list.

Syntax
VendorBuyAll

Returns
  • {PluginResult}
    • OK = Successful
    • NO ITEMS = The buy list is empty
    • NO VENDOR = The character is not trading with a vendor

VendorBuyClear
Activate the Clear List button on the vendor panel buy tab. The character must be trading with a vendor and there must be items in the buy list.

Syntax
VendorBuyClear

Returns
  • {PluginResult}
    • OK = Successful
    • NO ITEMS = The buy list is empty
    • NO VENDOR = The character is not trading with a vendor

VendorSellAdd
Add an inventory item to the sell list on the vendor panel sell tab. The item must be in the characters inventory. The character must be trading with a vendor. If the item is a stack of items, the entire stack is placed in the list.

Syntax
VendorSellAdd Item
  • Item - (Required) - Name, Partial Name, or GUID of the item.
Returns
  • {PluginResult}
    • OK = Successful
    • INVALID ITEM = Item could not be located
    • NO VENDOR = The character is not trading with a vendor
Example

Code: Select all

VendorSellAdd Sword
VendorSellAdd Swo*

VendorSellAll
Activate the Sell All button on the vendor panel sell tab. The character must be trading with a vendor and there must be items in the sell list.

Syntax
VendorSellAll

Returns
  • {PluginResult}
    • OK = Successful
    • NO ITEMS = The sell list is empty
    • NO VENDOR = The character is not trading with a vendor

VendorSellClear
Activate the Clear List button on the vendor panel sell tab. The character must be trading with a vendor and there must be items in the sell list.

Syntax
VendorSellClear

Returns
  • {PluginResult}
    • OK = Successful
    • NO ITEMS = The sell list is empty
    • NO VENDOR = The character is not trading with a vendor

Phinius
Posts: 27

Post #18 »

[align=center]Top Base A B C D E F G H I J K L M N O P Q R S T U V W X Y Z Variables[/align]
_AllegianceFollowerCount = The number of followers you have.
_AllegianceMemberCount = The number of members in your allegiance.
_AllegianceName = The name of your allegiance.
_AllegianceOnline = The names of patron/monarch/vassals who are online, separated by commas (Cam,Rick,Once Bitten)
_AllegName = Name of the person that said the allegiance message.
_AllegText = What they said
_CharAge = The characters age in seconds. Populated with the GetCharacterData command.
_CharBirth = The characters date of birth as an integer. Populated with the GetCharacterData command.
_CharBurden = The characters burden percentage level. Populated with the GetCharacterData command.
_CharCoordination = The characters current coordination. Populated with the GetCharacterData command.
_CharCurHealth = The characters current health. Populated with the GetCharacterData command.
_CharCurMana = The characters current mana. Populated with the GetCharacterData command.
_CharCurStamina = The characters current stamina. Populated with the GetCharacterData command.
_CharDeaths = The number of times the character has died. Populated with the GetCharacterData command.
_CharEndurance = The characters current endurance. Populated with the GetCharacterData command.
_CharFocus = The characters current focus. Populated with the GetCharacterData command.
_CharGender = The characters gender. Populated with the GetCharacterData command.
_CharHeading = The characters heading (in degrees). Populated with the GetCharacterData command.
_CharLandblock = The characters landblock. Populated with the GetCharacterData command.
_CharLeadership = The characters current leadership. Populated with the GetCharacterData command.
_CharLevel = The characters current level. Populated with the GetCharacterData command.
_CharLoyalty = The characters current loyalty. Populated with the GetCharacterData command.
_CharMaxHealth = The characters maximum health. Populated with the GetCharacterData command.
_CharMaxMana = The characters maximum mana. Populated with the GetCharacterData command.
_CharMaxStamina = The characters maximum stamina. Populated with the GetCharacterData command.
_CharMonarch = The name of the characters allegiance monarch. Populated with the GetCharacterData command.
_CharName = The characters name. Populated with the GetCharacterData command.
_CharPatron = The name of the characters patron. Populated with the GetCharacterData command.
_CharQuickness = The characters current quickness. Populated with the GetCharacterData command.
_CharRace = The characters race. Populated with the GetCharacterData command.
_CharRank = The characters allegiance rank. Populated with the GetCharacterData command.
_CharSelf = The characters current self. Populated with the GetCharacterData command.
_CharSkillPoints = The number of skill points the character has available. Populated with the GetCharacterData command.
_CharStrength = The characters current health. Populated with the GetCharacterData command.
_CharVitae = The characters current vitae penalty. Populated with the GetCharacterData command.
_CharX = The characters X offset. Populated with the GetCharacterData command.
_CharY = The characters Y offset. Populated with the GetCharacterData command.
_CharZ = The characters Z offset. Populated with the GetCharacterData command.
_ChatName = The last person to chat.
_ChatState = True (1) if in the chat box, False (0) if not.
_ChatText = The last chat text displayed.
_CombatState = The combat state your char is in (1=Standing, 2=Melee, 3=Missle, 4=Spellcasting).
_CombatTargetHealth = Health of the monster you are fighting (0 - 100).
_CombatTargetKilled = Your target has been killed (0=No, 1=Yes).
_CommandText = Contains the results of the CommandText command.
_ContainerIDComplete = Completed the automatic ID of items in a container (0=No, 1=Yes).
_ContainerOpenGUID = Contains the GUID of the currently open container (chest, corpse).
_CraftingChance = The chance of success of a crafting attempt.
_DamageFromAmount = How much dmg you received.
_DamageFromCritical = Critical hit (0=No, 1=Yes).
_DamageFromLocation = You just received damage to this area.
_DamageFromName = You just received damage from this monster or human.
_DamageFromType = You just received this type of damage.
_DamageToAmount = How much damage you did.
_DamageToCritical = Critical hit (0=No, 1=Yes).
_DamageToName = You just damaged this monster or human.
_DamageToType = You just did this type of damage.
_DeathCount = Number of deaths since plugin was started
_DeathCorpseLocation = The location of my most recent corpse (Coords are given even indoors).
_DeathMessage = The death message for something you killed or if you died.
_Distance = distance between you and currently selected object. Sometimes a landblock will return zero
_EquipComplete = The most recent Equip command is complete (0=No, 1=Yes).
_FellowCount = Total number of players in the fellowship.
_FellowInviteGUID = GUID of the person inviting you to a fellowship.
_FellowInviteName = Name of the person inviting you to a fellowship.
_FellowLeaderGUID = GUID of the fellowship leader.
_FellowLeaderName = Name of the fellowship leader.
_FellowName = Name of the fellowship you belong to.
_FellowOpen = The fellowship is open (0=No, 1=Yes).
_FellowShare = The fellowship is sharing XP (0=No, 1=Yes).
_GeneralName = Name of the person that said the general channel message.
_GeneralText = What they said
_GroupName = Name of the person that said the fellowship message.
_GroupText = What they said
_Heading = Your heading
_idAcidProt = contains the acid protection
_idAcidProtValue = the derived acid protection effective armor level
_idActivateName = The name of the character that can activate an item.
_idArmorLevel = contains the armor level after an id
_idArmorSet = Armor set type
_idAttackBonus = contains the attack bonus after an ID
_idAttackBonusValue = the attack bonus display value
_idBehavior = Game behavior flags
_idBludgeonProt = contains the bludgeon protection
_idBludgeonProtValue = the derived bludgeoning protection effective armor level
_idBurden = burden of the item in inventory just ID'd
_idCategory = Game category flags
_idCharAge = The IDed characters age.
_idCharCritDamage = The IDed characters cumulative critical damage rating.
_idCharCritDamageResist = The IDed characters cumulative critical damage resistance rating.
_idCharDamage = The IDed characters cumulative damage rating.
_idCharDamageResist = The IDed characters cumulative damage resistance rating.
_idCharDeaths = The number of times the IDed character has died.
_idCharFellowship = The name of the fellowship to which the IDed character is a member.
_idCharFollowers = The number of followers of the IDed character (must be a monarch).
_idCharGender = The IDed characters gender.
_idCharLevel = The IDed characters or IDed monsters level.
_idCharMonarch = The monarch of the allegiance to which the IDed character belongs.
_idCharPatron = The IDed characters patron.
_idCharRank = The IDed characters allegiance rank.
_idCharSociety = The IDed characters society (0 = None, 1 = Celestial Hand, 2 = Eldritch Web, 4 = Radiant Blood.
_idCharSpecies = The IDed characters race or IDed monsters species.
_idCleaveType = cleave type for two-handed weapons
_idColdProt = contains the cold protection
_idColdProtValue = the derived cold protection effective armor level
_idCooldown = The cooldown duration (in seconds).
_idCooldownID = The cooldown ID of an item (213[/b] = Summon Essence, 1000[/b] = Portal Gem)
_idCreateFLags1 = game object creations flages 1
_idCreateFLags2 = game object creations flages 2
_idDamageBonus = contains the damage bonus after an ID
_idDamageBonusValue = the damage bonus display value
_idDamageMax = maximum damage value for melee weapons
_idDamageMin = minimum damage value for melee weapons
_idDamageType = contains the damage type after an ID
_idDoorDifficulty = difficulty of picking the lock on a locked door
_idDoorLockable = specifies whether a door can be locked or become locked
_idDoorLocked = specifies whether a door is currently locked
_idDoorOpen = specifies whether a door is currently open
_idDyeable = can the object be dyed
_idElementBonus = weapon elemental damage bonus
_idEquipID = the skill ID required to equip a weapon (Finesse Weapons, Light Weapons, etc.)
_idEquipType = the requirement type to equip a weapon
_idFlags = game flags
_idFireProt = contains the fire protection
_idFireProtValue = the derived fire protection effective armor level
_idGUID = contains the GUID of the item that has been ID'ed most recently
_idHealingRestore = healing kit restoration bonus
_idHealingRestoreValue = healing kit restoration bonus display value
_idHealingSkill = healign skill bonus of a healing kit
_idIcon = icon ID of an item
_idIconOutline = icon outline on an item icon
_idIconOverlay = overlay graphic on an item icon
_idIconUnderlay = underlay graphic on an item icon
_idImbued = Has the item been imbued
_idImbuedBy = Who imbued it
_idInscribable = can the item be inscribed
_idInscribedBy = Author of the item's inscription
_idInscription = contains the inscription on the item after an ID
_idKilledByName = The name of the character or monster that killed the IDed corpse.
_idKilledByGUID = The GUID of the character or monster that killed the IDed corpse. Only available if the killer is still nearby.
_idLastIDTime = time (in milliseconds) the object was last IDed
_idLevelRestrictMax = maximum character level to enter a portal
_idLevelRestrictMin = minimum character level to enter a portal
_idLightningProt = contains the lightning protection
_idLightningProtValue = the derived lightning protection effective armor level
_idLoreReq = contains the lore requirement after an id
_idMagicDefBonus = contains the MAGIC defense bonus after an ID
_idMagicDefBonusValue = the magic defense bonus display value
_idManaCost = contains the mana cost after an id
_idManaCostInterval = the interval (in seconds) when the mana cost is applied
_idManaMax = contains the max mana after an id
_idManaModifier = mana conversion modifier of an object after an id
_idManaModifierValue = the mana conversion modifier display value
_idManaRate = mana rate of an object after an id
_idManaRemaining = contains the mana remaining after an id
_idMaterialType = contains the material type after an ID
_idMaximumLevel = contains the maximum level an item can achieve
_idMeleeDefBonus = contains the MELEE defense bonus after an ID
_idMeleeDefBonusValue = the melee defense bonus display value
_idMissileDefBonus = contains the MISSILE defense bonus after an ID
_idMissileDefBonusValue = the missile defense bonus display value
_idMissileType = missile weapon type
_idObjectClass = object class of an item
_idPhysicsDataFlags = physics data flags of an item
_idPierceProt = contains the piercing protection
_idPierceProtValue = the derived piercing protection effective armor level
_idRange = legacy variable - contains the range after an ID
_idRankReq = contains the rank requirement after an id
_idRatingCrit = contains the crit rating of an item
_idRatingCritDamage = contains the crit damage rating of an item
_idRatingCritDamageResist = contains the crit damage resist rating of an item
_idRatingCritResist = contains the crit resist rating of an item
_idRatingDamage = contains the damage rating of an item
_idRatingDamageResist = contains the damage resist rating of an item
_idSalvageItems = the number of items salvaged for a bag of salvage
_idSalvageWorkmanship = workmanship of a bag of salvage
_idskillReq = contains the skill requirement after an id
_idskillReqID = contains the skill requirement id after an id
_idSlashProt = contains the slashing protection
_idSlashProtValue = the derived slashing protection effective armor level
_idSlayerType = slayer species for a weapon or wand
_idSpecialProps = object special properties
_idSpeed = contains the weapon speed after an ID
_idSpellcraft = contains the spell craft after an id
_idSpellCount = number of spells an item will cast when activated
_idSpellCountActive = number of active enchantments on an object
_idSpellFoci = spell ID of the built in spell on a casting device
_idSpellIDs = contains a list of spell ids that are innate to the item
_idSpellIDsActive = contains a list of spell ids cast on the item from another source
_idTinkerCount = contains the tinker count after an id
_idType = decal object type
_idUnenchantable = specifies whether an item can be enchanted
_idUsage = contains the skill level use req after an id
_idUsageCharLevel = contains the minimum character level to use after an id
_idUsageID = contains the skill id use req after an id
_idUsageSpecID = conatains the id of a skil lthat must be specialized to use after an id
_idUsesCurrent = contains the current uses after an id
_idUsesMax = contains the max uses after an id
_idValue = contains the item value after an id
_idVariance = melee weapon variance
_idVarianceValue = the melee weapon variance display value
_idWieldName = The name of the character that can wield an item.
_idWieldReq = contains the first wield requirement after an id
_idWieldReqID = contains the first wield requirement id after an id
_idWieldReqType = contains the first wield requirement type after an id
_idWieldReq2 = contains the second wield requirement after an id
_idWieldReqID2 = contains the second wield requirement id after an id
_idWieldReqType2 = contains the second wield requirement type after an id
_idWieldReq3 = contains the third wield requirement after an id
_idWieldReqID3 = contains the third wield requirement id after an id
_idWieldReqType3 = contains the third wield requirement type after an id
_idWandElementBonus = bonus elemental damage a casting device deals to monsters
_idWandElementBonusValue = casting device bonus elemental damage display value
_idWandElementType = type of elemental damage a casting device deals to monsters
_idWorkmanship = item workmanship. for bags of salvage this values equals _idWorkmanshipItems x _idWorkmanshipUnits
_InvInsertContainer = The pack of the last item moved or added to inventory.
_InvInsertItem = The name of the last item moved or added to inventory.
_InvInsertItemGUID = The GUID of the last item moved or added to inventory.
_InvInsertSlot = The slot it was moved to.
_InvInsertType = The type of the last item moved or added to inventory.
_InvRemoveContainer = The destination of the last item removed from inventory.
_InvRemoveItem = The name of the last item removed from inventory.
_InvRemoveItemGUID = The GUID of the last item removed from inventory.
_ItemEquip = Name of last equipped object (wands, hats, shoes, robes...).
_ItemEquipGUID = GUID of last equipped object (wands, hats, shoes, robes...).
_ItemManaGUID = GUID of an inventory item that received a mana level update.
_ItemManaLevel = How much percentile mana is left (0-100).
_ItemManaLow = contains the name(s) of items that are low on mana.
_ItemManaName = Name of an inventory item that received a mana level update.
_ItemRareName = The name of a rare found by the character.
_ItemUnequip = Name of last unequipped object (wands, hats, shoes, robes...).
_ItemUnequipGUID = GUID of last unequipped object (wands, hats, shoes, robes...).
_Landblock = Your landblock.
_LandblockHex = Your landblock in hexadecimal.
_Location = Your coordinates (Eg: 34.1N, 45.9W).
_LocationNS = Your absolute north/south location.
_LocationEW = Your absolute east/west location.
_LoginComplete = Login is complete (0=No, 1=Yes).
_MeleeAttackerGUID = GUID of the last monster that attacked you.
_MeleeAttackerName = Name of the last monster that attacked you.
_MeleeEnvironment = Your attack hit the environment (0=No, 1=Yes).
_MeleeEvaded = You evaded a melee attack (0=No, 1=Yes).
_MeleeReady = You are ready to attack (0=No, 1=Yes).
_MeleeTargetEvaded = Your target evaded your attack (0=No, 1=Yes).
_MonstersNear = The number of monsters within 1.5 radar ranges.
_MyBurden = Your total percentage burden (0 - 300).
_MyHealth = Your current health.
_MyID = Your unique world ID (GUID).
_MyLevel = Your character level.
_MyMana = Your current mana.
_MyMaxHealth = your maximum health.
_MyMaxMana = Your maximum mana.
_MyMaxStamina = Your maximum stamina.
_MyName = Your character's name.
_MyPyreals = The number of pyreals you have in inventory.
_MyStamina = your current stamina.
_MyVitae = Your character's current vitae.
_OptAdvanceCombat = Contains the Advanced Combat Interface character option.
_OptAllowOthersGive = Contains the Allows Others to Give You Items character option.
_OptAutoTarget = Contains the Auto Target character option.
_OptChargeAttack = Contains the Charge Attack character option.
_OptIgnoreTrade = Contains the Ignore All Trade Requests character option.
_OptRepeatAttacks = Contains the Repeat Attacks character option.
_OptStretchUI = Contains the Stretch UI character option.
_PhysicsLandblock = Landblock of an object.
_PhysicsX = X offset of an object.
_PhysicsY = Y offset of an object.
_PhysicsZ = Z offset of an object.
_PhysicsHeading = Heading of an object.
_PlayersNear = The number of players within 1.5 radar ranges.
_PointerState = Returns the state of the mouse pointer.
_PortalEnter = You have entered a portal (0=No, 1=yes).
_PortalExit = You have exited a portal (0=No, 1=yes).
_PortalStorm = Severity of portal storm in your area.
_Selected = Name of the currently selected object.
_SelectedCategory = Object Category of the currently selected object.
_SelectedGUID = GUID of the currently selected object.
_SelectedLandblock = Landblock of the currently selected object.
_SelectedX = X offset of the currently selected object.
_SelectedY = Y offset of the currently selected object.
_SelectedZ = Z offset of the currently selected object.
_SelectedStackCount = Stack count of the currently selected object.
_SelectedType = Object Type of the currently selected object.
_SelectedUsesNow = Current uses of the currently selected object.
_SelectedUsesTotal = Total uses of the currently selected object.
_SelectedValue = value of the currently selected object.
_ServerName = Name of server you're on.
_ServerText = Text messages from the server.
_SkillChangeID = You received experience into this skill name (Eg: Item Enchantment).
_SkillChangeXPApplied = How much total XP that skill has now.
_SpellbookAdd = The ID of the most recent spell added to your spellbook.
_SpellbookRemove = The ID of the most recent spell removed from your spellbook.
_SpellDispelled = An enchantment on your cahracter is dispelled (0=No, 1=Yes).
_SpellDispelNames = A comma delimited list of all spell names (not just player cast spells) that were dispelled.
_SpellHitTarget = Your spell landed on your target (0=No, 1=Yes).
_SpellOutOfRange = Your target is out of range (0=No, 1=Yes).
_SpellReady = You are ready to cast a spell (0=No, 1=Yes).
_SpellResisted = Your spell was resisted (0=No, 1=Yes).
_StatusMessage = The ID of the general status message displayed in the chat window.
_StatusMessageType = The type of the parameterized status message displayed in the chat window.
_StatusMessageText = The text for the parameterized status message displayed in the chat window.
_StatusMessageOverhead = The status message displayed at the top of the 3D area.
_TellName = This person just /tell'd you.
_TellText = What they said.
_TradeAccept = Your trade partner clicked the trade accept button (0=No, 1=Yes).
_TradeAddGUID = The item GUID that was dropped in trade window.
_TradeAddName = The item name that was dropped in trade window.
_TradeClear = The trade clear all button was clicked (0=No, 1=Yes).
_TradeEnd = The trade was ended (0=No, 1=Yes).
_TradeFailure = The trade could not be completed (0=No, 1=Yes).
_TradeItemFailGUID = GUID of an item could not be traded.
_TradeItemFailReason = Reason an item could not be traded.
_TradeMoney = How much money (pyreals and trade notes) your partner has added to the trade window.
_TradeName = Name of the person that said the trade channel message.
_TradePartner = The name of the person you are trading with.
_TradeText = What they said
_TradeValue = The value of the items your trade partner has added to the trade windows.
_VendorBuyCategories = Categories the vendor will buy. Mask against the item type desired.
_VendorBuyRate = Buy rate for this vendor.
_VendorCount = The number of items in vendor inventory.
_VendorGUID = Vendor GUID.
_VendorMaxValue = The maximum item value the vendor will buy.
_VendorName = Vendor name.
_VendorSellRate = Sell rate for this vendor.
_X = Your X coordinate.
_XPTotal = Total XP for your character.
_XPUnassigned = Unassigned XP.
_Y = Your Y coordinate.
_Z = Your Z coordinate.

bradacc
Posts: 128

Post #19 »

I remember ACTool fondly :) Was especially proud when I set a personal best for macro uptime

Image

yaroz
Moderator
Posts: 129

Post #20 »

Phinius wrote:AC Tool is finally complete and apparently so is the game.
Holy crap.. how long did it take you to do the documentation?