Created a method for automatically updating the hacks

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Created a method for automatically updating the hacks
So I was thinking back to when I used to update the MOD Selector for every release and a ton of the hacks are basically the exact same every time. With that I decided to try and recreate an automatically updating version of nilly's MOD Selector. Process:

**I wont go into detail**
1. Decompile
2. If the file to mod is dynamic between updates I use a command to search for the correct class
3. Then I use a streamreader/streamwriter combo to update the methods in the hacks that change code between updates
4. Next I read through the files to mod until the correct line number and write the code
5. Recompile

So far my application can pull the current client and add the following hacks:
  • Connect to Production
  • Force Low Quality
  • No Quest Delay
  • FPS Cap to 60
  • Lava Walls Hack
  • Numerical HP/MP/Fame
  • Autonexus
  • Confuse, Drunk, Blind, Halucinating


Here is the request part:
1. What hacks am I missing that you think I should add in? There has been a ton over time that don't get updated anymore because they just take more time.
2. How should the Add Hacks page function? Currently you choose an swf and have to click a button for each individual hack to be added. This is not ideal and just what I used for the debugging process. You have to wait for the client to decompile and recompile for every hack, Plus you end up with a full recycling bin lol

Also if you would like to help with the project or would like to see how I did things in more detail (VB.Net) shoot me a PM.
Bigger projectiles, and a option for 120 max fps cap.
I cant play without these anymore thanks to angel.
Quote Originally Posted by Trollaux View Post
Bigger projectiles, and a option for 120 max fps cap.
I cant play without these anymore thanks to angel.
I don't think flash renders anything faster than 60fps (someone correct me if I'm wrong). Even if you get something above 60, I'm pretty sure all you are getting is copies of previous rendered frames.
Quote Originally Posted by nilly View Post
I don't think flash renders anything faster than 60fps (someone correct me if I'm wrong). Even if you get something above 60, I'm pretty sure all you are getting is copies of previous rendered frames.
I used it and received massive performance boosts.
Quote Originally Posted by Trollaux View Post


I used it and received massive performance boosts.
Can you quantify this massive performance boost in any way besides feeling it helped?
Quote Originally Posted by nilly View Post
Can you quantify this massive performance boost in any way besides feeling it helped?
No because I don't have the client anymore nor do I have one to compare it to.
Quote Originally Posted by Trollaux View Post


No because I don't have the client anymore nor do I have one to compare it to.
Just add:
Code:
      getlex              QName(PackageNamespace(""), "stage")
      pushdouble          120
      setproperty         QName(PackageNamespace(""), "frameRate")
At the end of the setup method WebMain.class.asasm just before returnvoid (Line 214 for 17.4.0). I think that nilly is correct. I just searched and found actionscript 3 - Flash frame-rate is different in browser than it is in flash player - Stack Overflow a post with some info on it. Also it really just makes no sense to do that anyways. You are wasting so much memory drawing those extra frames to the back buffer.


And any more requests? I will get most of the other simple ones done today like the tile hack.
Quote Originally Posted by maat7043 View Post
Just add:
Code:
      getlex              QName(PackageNamespace(""), "stage")
      pushdouble          120
      setproperty         QName(PackageNamespace(""), "frameRate")
At the end of the setup method WebMain.class.asasm just before returnvoid (Line 214 for 17.4.0). I think that nilly is correct. I just searched and found actionscript 3 - Flash frame-rate is different in browser than it is in flash player - Stack Overflow a post with some info on it. Also it really just makes no sense to do that anyways. You are wasting so much memory drawing those extra frames to the back buffer.


And any more requests? I will get most of the other simple ones done today like the tile hack.
Less chance of losing frames though.
Seriously? Can you even tell a difference at all after 60. Any ways I included the code file for fps control as a .txt file so you can modify it to 120 easily.

Do you have the code for making the projectiles larger? Ive only ever done this with the .bin files
You can easily add Sprite Tile hack . cause of the unique "push_"
Wouldn't there be a huge problem with this; as new code is added the line numbers would be off, thus meaning hacks would be inserted in the wrong places?
Correct me if I'm wrong.
Quote Originally Posted by Phoenix1123 View Post
Wouldn't there be a huge problem with this; as new code is added the line numbers would be off, thus meaning hacks would be inserted in the wrong places?
Correct me if I'm wrong.
Thats the point of the app

Logic for Blocking confuse:

Read through each line of ConditionEffects.class.asasm for the string "Confused"
Write the next line to a string
Trim it so it is just _-***
Search through Player.class.asasm for that string
Now insert pushfalse returnvalue right after the line that contains "code" immediately above
Quote Originally Posted by maat7043 View Post
Thats the point of the app

Logic for Blocking confuse:

Read through each line of ConditionEffects.class.asasm for the string "Confused"
Write the next line to a string
Trim it so it is just _-***
Search through Player.class.asasm for that string
Now insert pushfalse returnvalue right after the line that contains "code" immediately above
Ah ok, makes sense now, good job on it so far!
Quote Originally Posted by maat7043 View Post
Thats the point of the app

Logic for Blocking confuse:

Read through each line of ConditionEffects.class.asasm for the string "Confused"
Write the next line to a string
Trim it so it is just _-***
Search through Player.class.asasm for that string
Now insert pushfalse returnvalue right after the line that contains "code" immediately above
No-SS Debuffs would be easy to implement.
i believe there is already a self updating client... from a different site...the one i use
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