ACTool is back! [Deprecated]

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HellsWrath
Site Admin
Posts: 389

Post #11 »

Psyintz wrote:As a former player who hasn't played in years, looking to make a return... What would be recommended to use between ACTool and/or the Virindi Bundle stuff?
Virindi Tank Bundle

ACTool isn't necessary for anything the normal player/macroer would need. Vbundle covers it all beautifully.

http://www.virindi.net/wiki/index.php/B ... undleGuide

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FluffySquishyPiggyPetter
Posts: 3

Post #12 »

Virtually everything I've tried so far is working. Really awesome!
I'll list bugs (minor or major) in this post as I find them, and maybe some suggestions too.

2015-06-19
BUG: The search option for the AC Tool help menu is no longer working. Nothing searched for will be found.
BUG: The Set command is no longer maroon colored in the editor (SetConst is still maroon colored though).
BUG: Clicking Object on the menu at the right no longer brings up the Object Mapper.
BUG: Creating objects with Object Mapper no longer works (no object text is inserted into your macro upon clicking OK).
BUG: {tab}, {esc}, and the function keys ({f1}, {f2}, {f3}, etc) still don't work with the Keys command.
BUG: The KeyDown command doesn't work properly. Instead of holding down the key for the specified length of time, it just presses & releases the key then delays for the specified length of time.
SUGGESTION: Would be nice if AC Tool had an option for processing screen-coordinate-related things -- such as mouse movements & object finding -- relative to the width & height of the active window, rather than just the width & height of the full screen.

2015-07-25
POSSIBLE BUG: The WORKMANSHIP field in DSWorld and DSInventory rarely contains the workmanship of items (usually contains -1 instead). (update: if the item is examined before loading the dataset, the item's workmanship will appear in the dataset)
SUGGESTION: Would be nice if we could get rid of the prompt that pops up every time AC Tool is opened. Besides being annoying, it also interferes with macros that are launched via other macros/processes.
Here is the text from the prompt I'm referring to:
non registered
PlusMemo v6.2d by Electro-Concept Mauricie
2015-08-15
BUG: In DSCharAttrib, the CURRENT field doesn't contain the base attribute like it's supposed to. It contains the buffed attribute instead (same as the EFFECTIVE field).
BUG: Appears the DelayUntil command is broken
BUG: There's an error prompt that occasionally appears and interferes with macro operation:
To make the prompt appear, close AC, Decal & AC Tool then reopen them but don't enter the world, instead, while at the character entry screen, run a macro that tries to use a companion variable such as _LoginComplete.
Note: After the error prompt has appeared once, and you click OK, the prompt apparently won't appear again (if you try to use a companion variable at the entry screen again) unless you close and re-open everything again.
Heres is the text from the prompt:
Companion reports version and AC Tool is "5.4.0.5. The version must be the same
BUG: When attempting to access _idDamageRange after examining certain missile weapons (and apparently all melee weapons), the following error prompt appears:
Invalid floating point operation
BUG: Load a dataset from file, use DSCopy to copy the dataset, edit the first record in the copy (using DSEdit & DSPost), save the copy to file, open the file in CDSEdit and you'll find that the record you edited was moved to the end of the dataset.
SUGGESTIONS: Would be nice to have the following if it ever becomes possible:
- A variable containing the yellow text that appears near the top of the screen (try dropping an undroppable item to see an example).
- A variable that contains the properties of an examined item (eg, Attuned, Bonded, Ivoryable)
- A dataset (and maybe variables) to track what's it the right side of a trade window, rather than just the left.

2015-08-16
Here's a list of all _id* variables that appear to be broken:
_idcharclass - always blank after examining character
_idcharcoordination - always 0 after examining character
_idcharcurhealth - always 0 after examining character
_idcharcurMana - always 0 after examining character
_idcharcurStamina - always 0 after examining character
_idcharendurance - always 0 after examining character
_idcharfocus - always 0 after examining character
_idcharfellowship - works but, once loaded with data (the name of the fellowship), it retains the data even after examining a character that isn't in a fellowship
_idchargender - always blank after examining character
_idcharleadership - always 0 after examining character
_idcharloyalty - always 0 after examining character
_idcharmaxhealth - always 0 after examining character
_idcharmaxMana - always 0 after examining character
_idcharmaxStamina - always 0 after examining character
_idcharquickness - always 0 after examining character
_idcharrace - always blank after examining character
_idcharself - always 0 after examining character
_idcharspecies - always blank after examining character
_idcharstrength - always 0 after examining character
_idDamage - supposed to contain max damage but contains the same thing as _idDamageType
_idDamageBonus - doesn't contain the damage bonus; it contains a number which appears to be related to a missile weapon's damage modifier ... if the weapon's modifier is 130 the variable contains 2.30000000, if the modifier is 145 the variable contains 2.45000000, 150 would be 2.50000000, and so on
_idDamageRange - accessing it triggers a floating point error prompt after examining certain missile weapons (and apparently all melee weapons) ... after examining a missile weapon which doesn't trigger the error prompt, it will contain 0.00000000
_idhealing - always 0 after examining a healing kit which has a healing bonus (don't know for certain if the variable is meant for healing kits though)
_idInscribable - always blank
_idmanacost - always -1
_idManaEfficiency - appears to always contain "Not Found"
_idRange - appears to always contain "Not Found"
_idSkill - contains the same thing as _idskillreq (I think perhaps it's supposed to contain the name of the skill required for activation ... eg, Missile Defense)
_idskilllevel - appears to always be 0
_idskillreqid - appears to always be 0
_idspellids - appears to always be blank
_idspelltypes - appears to always be blank
_idWorkmanshipUnits - appears to always contain 0 (not entirely certain what it should contain though, or when it should contain it)
_idcharPK - always 0 whether the character examined is non-PK, PK or PK-Lite
Last edited by FluffySquishyPiggyPetter on August 16th, 2015, 1:12 pm, edited 5 times in total.

Shofun
Posts: 3

Post #13 »

Just want to say THANKS!!!!!!!