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  1. #1
    gorgor's Avatar
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    map id or World Type

    Hi


    how does the crazy latest client recognize the type of wolrd ?
    is it an id that is passed to the client when landing on the server, and for which crazy have range to find out which world it is ?
    I would like some help thank you

  2. #2
    willfuttbuck's Avatar
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    hi, the way it's done in crazy client is every object has a field that contains the map its in, the player is an object so you can just check what map the player object is in and do accordingly.

    so say i wanted to add a Boolean check to see if the players in nexus, i'd just add this to the player class
    Code:
    		private function inNexus():Boolean
    			{
    				if (map_.name_ == "Nexus")
    					return true;
    				else
    					return false;		
    			}
    and i'd be able to use that to tell me whether i'm in the nexus or not

  3. #3
    infern000's Avatar
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    ^not what OP was asking

    my guess is: when u enter a realm you get that 'circle' of ground type information sent from the server, u get NO world number. the hack then tries to match this with the known pre-stored map data of all 13(?) worlds, then picks the best fit (which CAN be wrong) and says ur in world X and loads the minimap.

    the lower the uncertainity number, the higher the chances it guessed the wrong world number. or the other way around lol idk really.

    imo its the best new hack feature in a long time...apart from the opautonexus.

    edit: i dont think someone went through the hassle of saving the data of all multiple starting positions...for all 13 worlds...to then manually assign the correct world number to it. that WOULD be possible tho, only depending on the real number of starting positions, assuming they are fixed.
    Last edited by infern000; 02-05-2018 at 04:55 AM.

  4. #4
    elisrael's Avatar
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    Quote Originally Posted by willfuttbuck View Post
    hi, the way it's done in crazy client is every object has a field that contains the map its in, the player is an object so you can just check what map the player object is in and do accordingly.

    so say i wanted to add a Boolean check to see if the players in nexus, i'd just add this to the player class
    Code:
    		private function inNexus():Boolean
    			{
    				if (map_.name_ == "Nexus")
    					return true;
    				else
    					return false;		
    			}
    and i'd be able to use that to tell me whether i'm in the nexus or not
    Code:
    private function inNexus(): Boolean {
          return map_.name_ == "Nexus";
    }


    OT: just find the map hack code, I'm pretty sure its in the class "MiniMapImp" and see how its done there.
    Last edited by elisrael; 02-05-2018 at 05:18 AM.

  5. #5
    gorgor's Avatar
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    @CrazyJani would you help on this ?
    Last edited by gorgor; 02-05-2018 at 11:45 AM.

  6. #6
    willfuttbuck's Avatar
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    LOL man, remind me not to reply to shit when i'm half asleep, not sure how he goes about it but i'll take a look

  7. #7
    Kushala Daora's Avatar
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    You can get the map name from the mapinfo packet. The world id is never given to you except in the reconnect packet.

    "There is no higher form of user validation than having customers support your product with their wallets." ~ Google


  8. #8
    infern000's Avatar
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    Quote Originally Posted by elisrael View Post
    Code:
    private function inNexus(): Boolean {
          return map_.name_ == "Nexus";
    }


    OT: just find the map hack code, I'm pretty sure its in the class "MiniMapImp" and see how its done there.
    thx.
    and i forgot that you get the x,y coordinates sent for every ground tile, so it can just check with the x,y coordinates of the full map

  9. #9
    gorgor's Avatar
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    when i mean to find what world is it, i didn't mean NEXUS or not, mean WORLD 3 , 10 or 11 for exemple... mainly for fametrain

  10. #10
    willfuttbuck's Avatar
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    here's the function it's done in and the files in kabam/rotmg/minimap/view/MiniMapImp

    Code:
    override public function setGroundTile(_arg_1:int, _arg_2:int, _arg_3:uint):void
            {
                var _local_4:int;
                var _local_5:int;
                var _local_6:int;
                var _local_7:uint;
                var _local_8:* = 0;
                var _local_9:* = 0;
                var _local_10:* = 0;
                var _local_11:uint = GroundLibrary.getColor(_arg_3);
                this.miniMapData_.setPixel(_arg_1, _arg_2, _local_11);
                if (((Parameters.data_.mapHack) && (map.gs_.gsc_.needsMap)))
                {
                    _local_5 = int.MAX_VALUE;
                    _local_8 = (_local_11 & 0xFF);
                    _local_9 = ((_local_11 >> 8) & 0xFF);
                    _local_10 = ((_local_11 >> 16) & 0xFF);
                    _local_4 = 0;
                    while (_local_4 < this.maps.length)
                    {
                        _local_7 = this.maps[_local_4].getPixel32(_arg_1, _arg_2);
                        this.scores[_local_4] = (this.scores[_local_4] + ((this.abs((_local_8 - (_local_7 & 0xFF))) + this.abs((_local_9 - ((_local_7 >> 8) & 0xFF)))) + this.abs((_local_10 - ((_local_7 >> 8) & 0xFF)))));
                        _local_4++;
                    };
                    this.score++;
                    if (this.score >= 50)
                    {
                        _local_4 = 0;
                        while (_local_4 < this.scores.length)
                        {
                            if (this.scores[_local_4] < _local_5)
                            {
                                _local_6 = _local_4;
                                _local_5 = this.scores[_local_4];
                            };
                            _local_4++;
                        };
                        this.miniMapData_ = this.maps[_local_6];
                        map.gs_.gsc_.addTextLine2("*Help*", (((("World " + ++_local_6) + " (") + _local_5) + " uncertainty)"));
                        map.gs_.gsc_.needsMap = false;
                    };
                };
            }

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