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  1. #1
    Nisuxen's Avatar
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    Realm Relay Updates + Ability Auto Aim

    Updates:

     
    Code:
    // tp.js
    
    var ID_PLAYER_TEXT = $.findPacketId("PLAYERTEXT");
    var ID_UPDATE = $.findPacketId("UPDATE");
    var ID_TELEPORT = $.findPacketId("TELEPORT");
    
    var players = {};
    
    function onClientPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_PLAYER_TEXT: {
    			var text = packet.text.toLowerCase();
    			if(text.length() >= 3 && text.substring(0,3) == "/tp"){
    				event.cancel();
    
    				if(text.length() <= 4){
    					break;
    				}
    				var toTp = text.substring(4, text.length());
    
    				for(var player in players){
    					var name = players[player].toLowerCase();
    					if(name.length() < toTp.length())
    						continue;
    					if (toTp == name.substring(0,toTp.length())){
    						//send tp packet
    						var tp_packet = event.createPacket(ID_TELEPORT);
    						tp_packet.objectId = player;
    						event.sendToServer(tp_packet);
    						break;
    					}
    				}
    			}
    			break;
    		}
    	}
    }
    
    function onServerPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_UPDATE: {
    			// New objects
    			for (var i = 0; i < packet.newObjs.length; i++) {
    				var objectData = packet.newObjs[i];
    
    				var type = objectData.objectType;
    				if(type == 768 || type == 775 || type == 782 || type == 784 || (type >= 797 && type <= 806)){ // player classes
    					for (var j = 0; j < objectData.status.data.length; j++) {
    						var statData = objectData.status.data[j];
    
    						if(statData != null && statData.obf0 == 31){
    							players[objectData.status.objectId] = statData.obf2;
    							break;
    						}
    					}
    				}
    			}
    
    			// Removed objects
    			for (var i = 0; i < packet.drops.length; i++) {
    				var droppedObjectId = packet.drops[i];
    
    				if(players[droppedObjectId] != null){
    					delete players[droppedObjectId];			
    				}
    			}
    			break;
    		}
    	}
    }

     
    Code:
    // tq.js
    
    var ID_CREATE_SUCCESS = $.findPacketId("CREATE_SUCCESS");
    var ID_PLAYER_TEXT = $.findPacketId("PLAYERTEXT");
    var ID_UPDATE = $.findPacketId("UPDATE");
    var ID_TELEPORT = $.findPacketId("TELEPORT");
    var ID_NEW_TICK = $.findPacketId("NEW_TICK");
    var ID_QUEST_OBJECTID = $.findPacketId("QUESTOBJID");
    
    var questObjectId = -1;
    var questLoc = null;
    var playerLocs = {};
    var myId = -1;
    
    function onClientPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_PLAYER_TEXT: {
    			var text = packet.text.toLowerCase();
    			if(text == "/tq"){
    				event.cancel();
    
    				if(questObjectId == -1 || questLoc == null){
    					break;
    				}
    				var minDist = questLoc.distanceSquaredTo(playerLocs[myId]);
    				var toTp = myId;
    				for(var player in playerLocs){
    					var distToQuest = questLoc.distanceSquaredTo(playerLocs[player]);
    					
    					if(distToQuest < minDist){
    						minDist = distToQuest;
    						toTp = player;
    					}
    				}
    				if (toTp != myId){
    					//send tp packet
    					var tp_packet = event.createPacket(ID_TELEPORT);
    					tp_packet.objectId = toTp;
    					event.sendToServer(tp_packet);
    					break;
    				}
    			}
    			break;
    		}
    	}
    }
    
    function onServerPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_CREATE_SUCCESS: {
    			myId = packet.objectId;
    			break;
    		}
    		case ID_UPDATE: {
    			// New objects
    			for (var i = 0; i < packet.newObjs.length; i++) {
    				var objectData = packet.newObjs[i];
    
    				var type = objectData.objectType;
    				if(type == 768 || type == 775 || type == 782 || type == 784 || (type >= 797 && type <= 806)){ // player classes
    					playerLocs[objectData.status.objectId] = objectData.status.pos;
    				}else{
    					if(objectData.status.objectId == questObjectId){
    						questLoc = objectData.status.pos;
    					}
    				}
    			}
    
    			// Removed objects
    			for (var i = 0; i < packet.drops.length; i++) {
    				var droppedObjectId = packet.drops[i];
    
    				if(playerLocs[droppedObjectId] != null){
    					delete playerLocs[droppedObjectId];		
    				}
    				else if(droppedObjectId == questObjectId){
    					questObjectId = -1;
    					questLoc = null;
    				}
    			}
    			break;
    		}
    		case ID_NEW_TICK: {
    			for (var i = 0; i < packet.statuses.length; i++) {
    				var status = packet.statuses[i];
    
    				for (player in playerLocs){
    					if(status.objectId == player){
    						playerLocs[player] = status.pos;
    						break;
    					}
    				}
    			}
    			break;
    		}
    		case ID_QUEST_OBJECTID: {
    			questObjectId = packet.objectId;
    			break;
    		}
    	}
    }

     
    Code:
    // wc.js
    
    var ID_CREATE_SUCCESS = $.findPacketId("CREATE_SUCCESS");
    var ID_NOTIFICATION = $.findPacketId("NOTIFICATION");
    var ID_PLAYER_TEXT = $.findPacketId("PLAYERTEXT");
    var ID_UPDATE = $.findPacketId("UPDATE");
    
    var helloPacket = null;
    
    var player_id = null;
    var inc_holders = {};
    
    function onClientPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_PLAYER_TEXT: {
    			var text = packet.text;
    			if(text == "/wc"){
    				event.cancel();
    
    				var toPrint = "Inc Holders:\\n";
    
    				for (var id in inc_holders){
    					if (!inc_holders.hasOwnProperty(id))
    						continue;
    
    					toPrint += inc_holders[id] + "\\n"
    				}
    
    				this.displayNotification(event, player_id, 0xFF8000, toPrint);
    			}
    			break;
    		}
    	}
    }
    
    function onServerPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_CREATE_SUCCESS: {
    			player_id = packet.objectId;
    			break;
    		}
    		case ID_UPDATE: {
    			var boss = this;
    
    			// New objects
    			for (var i = 0; i < packet.newObjs.length; i++) {
    				var objectData = packet.newObjs[i];
    				if(objectData == null)
    					continue;
    
    				var type = objectData.objectType;
    				if(type == 768 || type == 775 || type == 782 || type == 784 || (type >= 797 && type <= 806)){ // player classes
    					var inc = false;
    
    					for (var j = 0; j < objectData.status.data.length; j++) {
    						var statData = objectData.status.data[j];
    						if(statData != null && ((statData.obf0 >= 8 && statData.obf0 <= 19) || (statData.obf0 >= 71 && statData.obf0 <= 78))){
    							if(statData.obf1 == 1826) { //1826 - Value for incantation
    								inc = true;
    							}
    						}
    
    						if(inc && statData.obf0 == 31){
    							inc_holders[objectData.status.objectId] = statData.obf2;
    
    							boss.displayNotification(event, player_id, 0xFF8000, statData.obf2 + " has an inc!");
    							break;
    						}
    					}
    				}
    			}
    
    			// Removed objects
    			for (var i = 0; i < packet.drops.length; i++) {
    				var droppedObjectId = packet.drops[i];
    
    				if(inc_holders[droppedObjectId] != null){
    					boss.displayNotification(event, player_id, 0xFF8000, inc_holders[droppedObjectId] + " has left.");	
    					delete inc_holders[droppedObjectId];			
    				}
    			}
    			break;
    		}
    	}
    }
    function displayNotification(event, playerObjectId, color, text) {
    	var notificationPacket = event.createPacket(ID_NOTIFICATION);
    	notificationPacket.objectId = playerObjectId;
    	notificationPacket.message = "{\"key\":\"blank\",\"tokens\":{\"data\":\"" + text + "\"}}";
    	notificationPacke*****lor = color;
    	event.sendToClient(notificationPacket);
    }

     
    Code:
    // connect.js
    
    var ID_PLAYER_TEXT = $.findPacketId("PLAYERTEXT");
    
    var servers = { "usw"	: "54.241.208.233",
    				"usw2"	: "54.193.168.4",
    				"use"	: "4.224.68.81",
    				"use2"	: "54.204.50.57",
    				"use3"  : "54.226.214.216",
    				"uss"	: "23.22.180.212",
    				"uss2"	: "50.19.7.133",
    				"uss3"	: "54.80.250.47",
    				"usmw"	: "54.80.67.112",
    				"usmw2"	: "50.17.143.165",
    				"ussw"	: "54.219.44.205",
    				"usnw"	: "50.18.24.120",
    				"euw"	: "54.195.57.43",
    				"euw2"	: "54.195.154.140",
    				"eue"	: "46.137.30.179",
    				"eus"	: "54.195.179.215",
    				"eun"	: "54.195.96.152",
    				"eun2"	: "54.216.200.98",
    				"eusw"	: "54.217.63.70",
    				"ae"	: "175.41.201.80",
    				"ase"	: "54.255.15.39" };
    
    var usage = 
    "Usage: /con <server>\n \
    \t\tusw   	\n \
    \t\tusw2	\n \
    \t\tuse		\n \
    \t\tuse2	\n \
    \t\tuse3	\n \
    \t\tuss		\n \
    \t\tuss2	\n \
    \t\tuss3	\n \
    \t\tusmw	\n \
    \t\tusmw2	\n \
    \t\tussw	\n \
    \t\tusnw	\n \
    \t\teuw		\n \
    \t\teuw2	\n \
    \t\teue		\n \
    \t\teus		\n \
    \t\teun		\n \
    \t\teun2	\n \
    \t\teusw	\n \
    \t\tae		\n \
    \t\tase		\n";
    
    function onClientPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_PLAYER_TEXT: {
    			var text = packet.text.toLowerCase();
    			if(text.length() >= 4 && text.substring(0,4) == "/con"){
    				event.cancel();
    
    				if(text.length() <= 5){
    					event.echo(usage)
    					break;
    				}
    				var server = text.substring(5, text.length());
    
    				if(servers[server] == null)
    					event.echo("Server " + server + " not found.");
    				else{
    					event.setGameIdSocketAddress(-2, servers[server], event.getRemotePort());
    					event.kickUser();
    				}
    			}
    			break;
    		}
    	}
    }


    Auto aims abilities to the nearest enemy on the enemy list. Comment out things or add your own. I will not make you a list.
    Mostly made for wizard spell bombs. They do not hit perfect everytime. It is quite likely to hit perfectly if you are at 0 degrees camera angle. Mess around with offset numbers if you like.
    There is a max distance an enemy must be within to activate the auto aim.
    It will not auto aim prism or planewalker teleports. I still don't care if you die using this script.
    It will not auto aim quiver shots or ninja shurikens. I do not know why.
    The script is completely toggleable with the command /abi. By default it is on; if you want it to be off by default, change the code.
    The script is not thoroughly tested.

     
    Code:
    // ability.js
    
    var ID_MOVE = $.findPacketId("MOVE");
    var ID_USE_ITEM = $.findPacketId("USEITEM");
    var ID_UPDATE = $.findPacketId("UPDATE");
    var ID_NEW_TICK = $.findPacketId("NEW_TICK");
    var ID_NOTIFICATION = $.findPacketId("NOTIFICATION");
    var ID_PLAYER_TEXT = $.findPacketId("PLAYERTEXT");
    var ID_CREATE_SUCCESS = $.findPacketId("CREATE_SUCCESS");
    var ID_PLAYER_SHOOT = $.findPacketId("PLAYER_SHOOT");
    
    var playerLocation = null;
    var toHitIds = {};
    
    var ability = true;
    var player_id = -1;
    var type = -1;
    
    var enemies = { 
                    "5952"  : "Oryx 1",
                    "2354"  : "Oryx 2",
                    "3425"  : "Hermit God",
                    "3412"  : "Sphinx",
                    "3417"  : "Cube God",
                    "3414"  : "Skull Shrine",
                    "3422"  : "Pentaract",
                    "3639"  : "Ghost Ship",
                    "24184" : "Rock Dragon",
                    "3408"  : "LotLL",
                    "3334"  : "Limon",
                    "3472"  : "Septavius",
                    "5894"  : "Thessal",
                    "2357"  : "Crystal",
                    "2369"  : "C Prisoner",
                    "1618"  : "Sprite God",
                    "1620"  : "Medusa",
                    "1621"  : "Ent God",
                    "1622"  : "Beholder",
                    "1623"  : "Flying Brain",
                    "1624"  : "Slime God",
                    "1625"  : "Ghost God",
                    "1752"  : "Leviathan",
                    "2309"  : "Rock Bot",
                    "2330"  : "Djinn",
                    // "1540"  : "Scorpion Queen" // Non-Lethal test - Found on beaches
                  };
    
    // Maybe add distance check
    
    function onClientPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_MOVE: {
    			playerLocation = packet.newPosition;
    			break;
    		}
    		case ID_USE_ITEM: {
    			var itemId = event.findItem(packet.slotObject.objectType).id.toLowerCase();
    
    			if(!ability || toHitIds == {} || itemId.indexOf("prism") != -1 || itemId.indexOf("planewalker") != -1)
    				break;
    			
    			// Targets closest desired enemy
    			var min_dist = -1;
    			var toHitLoc = null;
    			for(var objId in toHitIds){
    				var dist = playerLocation.distanceSquaredTo(toHitIds[objId]);
    
    				if(min_dist == -1 || dist < min_dist){
    					toHitLoc = toHitIds[objId];
    					min_dist = dist;					
    				}
    			}
    			if(min_dist <= 200 && toHitLoc != null){
    				packet.itemUsePos.x = toHitLoc.x;
    				packet.itemUsePos.y = toHitLoc.y + .01; // If the location is exact, all bullets miss.			
    			}
    			break;
    		}
    		case ID_PLAYER_TEXT: {
    			var text = packet.text;
    			if(text == "/abi"){
    				event.cancel();
    
    				ability = !ability;
    
    				if(ability)
    					this.displayNotification(event, player_id, 0xFF3333, "Auto-Aim abilities enabled");
    				else
    					this.displayNotification(event, player_id, 0xFF3333, "Auto-Aim abilities disabled");
    			}
    			break;
    		}
    	}
    }
    
    function onServerPacket(event) {
    	var packet = event.getPacket();
    	switch (packet.id()) {
    		case ID_CREATE_SUCCESS: {
    			player_id = packet.objectId;
    			break;
    		}
    		case ID_UPDATE: {
    			// New objects
    			for (var i = 0; i < packet.newObjs.length; i++) {
    				var objectData = packet.newObjs[i];
    				if(objectData == null)
    					break;
    
    				var type = objectData.objectType;
    
    				if(enemies[type] != null){
    					// A Challenger Appears
    					toHitIds[objectData.status.objectId] = objectData.status.pos;
    				}
    			}
    
    			// Removed objects
    			for (var i = 0; i < packet.drops.length; i++) {
    				var droppedObjectId = packet.drops[i];
    
    				if(toHitIds[droppedObjectId] != null){
    					delete toHitIds[droppedObjectId];			
    				}
    			}
    
    			break;
    		}
    		case ID_NEW_TICK: {
    			for (var i = 0; i < packet.statuses.length; i++) {
    				var status = packet.statuses[i];
    
    				if(toHitIds[status.objectId] != null){
    					// Location Updated
    					toHitIds[status.objectId] = status.pos;
    				}
    			}
    			break;
    		}
    	}
    }
    
    function displayNotification(event, playerObjectId, color, text) {
    	var notificationPacket = event.createPacket(ID_NOTIFICATION);
    	notificationPacket.objectId = playerObjectId;
    	notificationPacket.message = "{\"key\":\"blank\",\"tokens\":{\"data\":\"" + text + "\"}}";
    	notificationPacke*****lor = color;
    	event.sendToClient(notificationPacket);
    }
    Last edited by Lovroman; 03-05-2014 at 09:12 AM. Reason: Fixed servers.

  2. The Following 15 Users Say Thank You to Nisuxen For This Useful Post:

    059 (04-06-2014),CrazyJani (12-18-2013),Cryogen235 (10-20-2013),Cyeclops (10-19-2013),DeVoidCoder (10-19-2013),fragged123 (08-22-2014),krishtna999 (03-21-2014),Lunation (04-03-2014),maat7043 (12-30-2013),Pepsi Cola (05-13-2014),StonedMAD (10-19-2013),Yotsuba (01-22-2014),The_En|D (10-19-2013),Zasx (10-19-2013),zekikez (11-12-2013)

  3. #2
    The_En|D's Avatar
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    Im getting erorrors because of the $ in the code.......

    Sry im dumb didnt saw the update for realmrelay.... good job
    Last edited by The_En|D; 10-19-2013 at 04:03 AM. Reason: IM DUMB

    "They say the best weapon is one you never have to fire.
    I respectfully disagree.
    I prefer the weapon you only have to fire once."

    ~ Tony Stark

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    Lunation (04-03-2014)

  5. #3
    Zasx's Avatar
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    "First get me some porn accounts"
    . . . . . . . . . . . . . . .-Trapped

  6. #4
    Cyeclops's Avatar
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    Quote Originally Posted by Nisuxen View Post
    Auto aims abilities to the nearest enemy on the enemy list. Comment out things or add your own. I will not make you a list.
    Mostly made for wizard spell bombs. They do not hit perfect everytime. It is quite likely to hit perfectly if you are at 0 degrees camera angle. Mess around with offset numbers if you like.
    There is a max distance an enemy must be within to activate the auto aim.
    It will not auto aim prism or planewalker teleports. I still don't care if you die using this script.
    It will not auto aim quiver shots or ninja shurikens. I do not know why.
    The script is completely toggleable with the command /abi. By default it is on; if you want it to be off by default, change the code.
    The script is not thoroughly tested.
    Seems to work fine for the most part, there is the odd time it might spell a different monster to the one I aimed at, I guess due to distance, and from what I noticed, a few of the misses were due to lag on my part, the delay from when I shot special and the special actually being fired. 0 angle does make a slight difference, facing your enemy as apposed to shooting at a 90* angle (firing at 3 o'clock), so running circles around enemies and hitting special won't always be perfect.

    also I am getting this error:

    10:49:50 sun.org.mozilla.javascript.internal.EvaluatorExcep tion: Cannot convert undefined to int (<Unknown source>#148) in <Unknown source> at line number 148
    10:49:50 sun.org.mozilla.javascript.internal.EvaluatorExcep tion: Cannot convert undefined to int (<Unknown source>#92) in <Unknown source> at line number 92

    The only script with 148 lines is "abilities":

    notificationPacke*****lor = color;

    And if I search in other scripts, "wc" has this at line 92, which I assume is the second error? but the text still shows.

  7. #5
    Nisuxen's Avatar
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    Quote Originally Posted by Cyeclops View Post
    also I am getting this error:

    10:49:50 sun.org.mozilla.javascript.internal.EvaluatorExcep tion: Cannot convert undefined to int (<Unknown source>#148) in <Unknown source> at line number 148
    10:49:50 sun.org.mozilla.javascript.internal.EvaluatorExcep tion: Cannot convert undefined to int (<Unknown source>#92) in <Unknown source> at line number 92

    The only script with 148 lines is "abilities":

    notificationPacke*****lor = color;
    This is probably due to the displayRealmRelayNotification in your core.js. I changed mine to a different name and made my own notification display for each script that needed it. Now that I think about it I should really use a different name in the scripts... So change the name of the function in the core.js and I believe the error will go away.

    The scripts now have a different named notification function so let me know if the error goes away.
    Last edited by Nisuxen; 10-19-2013 at 09:07 AM.

  8. #6
    shivira's Avatar
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    I tried using AstroGrep, Yodga, and so far,
    I couldn't find any ID myself,
    could you give me a help over here?

  9. #7
    Nisuxen's Avatar
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    Quote Originally Posted by shivira View Post
    I tried using AstroGrep, Yodga, and so far,
    I couldn't find any ID myself,
    could you give me a help over here?
    Beg DeVoid or AngelofSilence to make a findEnemy function.

  10. #8
    DeVoidCoder's Avatar
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    Quote Originally Posted by Nisuxen View Post
    Beg DeVoid or AngelofSilence to make a findEnemy function.
    It is planned.

  11. #9
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    I dont want anything done, I wanna learn how to do it myself, if possible.

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  13. #10
    gorgor's Avatar
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    you remember one post i did long ago... well use the same with assassin.. remove distance then for assassin.
    there is simply no check of distance for assassin... so you can basically poison gods at incredible distance.

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    Nisuxen's Avatar
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    Quote Originally Posted by gorgor View Post
    you remember one post i did long ago... well use the same with assassin.. remove distance then for assassin.
    there is simply no check of distance for assassin... so you can basically poison gods at incredible distance.
    While you would be able to throw poison (or any other ability supported with this) to the active quest enemy, gods only load when you are within a certain distance. And if the map isn't loaded for an area where the quest enemy is, I'm pretty sure your ability is nullified and does no damage. The distance check is quite lenient though so you could easily bomb O2 from a good distance assuming you've gotten close enough to load the area around him.

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    Quote Originally Posted by Nisuxen View Post
    While you would be able to throw poison (or any other ability supported with this) to the active quest enemy, gods only load when you are within a certain distance. And if the map isn't loaded for an area where the quest enemy is, I'm pretty sure your ability is nullified and does no damage. The distance check is quite lenient though so you could easily bomb O2 from a good distance assuming you've gotten close enough to load the area around him.
    If you manage to do this, dont share it please

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    Quote Originally Posted by IziLife View Post
    If you manage to do this, dont share it please
    As I mention in a different thread, loading an area you haven't actually gotten near is not possible as far as I understand this game. Now I've gotten all curious though and have to try.

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    I added these into */RealmRelay/scripts but none of them work, what did else do I have to do?

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    Quote Originally Posted by Nisuxen View Post
    It will not auto aim quiver shots or ninja shurikens. I do not know why.
    If I remember correctly the reason it does not work for shooting abilities is because you need to provide the packet with a direction rather than the location of a tile. Also I think there is a bool at the end of the packet to dictate if you are providing a direction or a location to a tile.
    Be careful, stray too far from the pack and you'll get lost.

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