[Tutorial] how to reduce the 3sec wait trade limit

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[Tutorial] how to reduce the 3sec wait trade limit
- disassemble game

- search/grep the code for
Code:
2999
in the "\com\company\assembleegameclient\ui\" folder.
(((in 19.2, its the _-1mG.class.asasm file)))

- change to something lower
- reassemble game
????
- saves time mass muling = profit



feel free to make this a MOD for future mod selectors
Quote Originally Posted by infern000 View Post
- disassemble game

- search/grep the code for
Code:
2999
in the "\com\company\assembleegameclient\ui\" folder.
(((in 19.2, its the _-1mG.class.asasm file)))

- change to something lower
- reassemble game
????
- saves time mass muling = profit



feel free to make this a MOD for future mod selectors
So you're telling me..
Quote Originally Posted by infern000 View Post
how to reduce the 3sec wait trade limit
This makes you vulnerable to trade packet spam I guess?
Quote Originally Posted by CrazyJani View Post

This makes you vulnerable to trade packet spam I guess?
No. This handles the duration of the fill animation of the accept trade button, nothing to do with TRADEREQUESTED.
This is great! I think I know how to dissasemble too, so I'm glad you found this and shared it with us. Thank you
Quote Originally Posted by infern000 View Post
change to something lower
Is 1 too low? Or why dis you say it like that?
I'm setting it to 1 as I type here. I'll edit with an update on how it is.

Edit:
I set it to 1 and the accept button is constantly on

Edit 2:
If this can be done for trade, couldn't it also be done for the teleport button?
Should be released for the mod selector shortly, testing it out now. Nice work
Edit: Mod selector is giving me issues. It may be a bit then expected.
Quote Originally Posted by CrazyJani View Post
Is 1 too low? Or why dis you say it like that?
no. the check can even be removed alltogether, but i thought the searching for 2999 is more noobfriendly , so i put "reduce" and not "remove" in the title
Quote Originally Posted by Rutsy View Post
If this can be done for trade, couldn't it also be done for the teleport button?
teleport is checked serverside (afaik), people have tested it with the TELEPORT to playerid packet, which basically means we dont care for the 10sec delay.
but the server did not allow you to actually teleport.
i could be wrong tho.


Quote Originally Posted by IAmDM View Post
Edit: Mod selector is giving me issues. It may be a bit then expected.
did you
pop
after pushshort 2999?
Quote Originally Posted by infern000 View Post
teleport is checked serverside (afaik), people have tested it with the TELEPORT to playerid packet, which basically means we dont care for the 10sec delay.
but the server did not allow you to actually teleport.
i could be wrong tho.



did you
pop
after pushshort 2999?
yeh. I messed something up with a few other mods of mine so I can't release just yet since it won't open now. ;p
I still suggest removing the time check for the tp, because teleporting to someone that in the meantime changed instance will leave you with no tp and a cooldown that isn't allowing you to use a tp that is not in cooldown, wich is kinda stupid:

in the Player class, method that returns a boolean, basically canTeleport, scroll to the botton, something along these lines, remove what's in red:

Code:
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "gsc_")
      getlocal1
      getproperty         QName(PackageNamespace(""), "objectId_")
      callpropvoid        QName(PackageNamespace(""), "teleport"), 1
      
      getlocal0
      findpropstrict      QName(PackageNamespace("flash.utils"), "getTimer")
      callproperty        QName(PackageNamespace("flash.utils"), "getTimer"), 0
      getlex              QName(PackageNamespace(""), "_-At")
      add
      initproperty        QName(PackageNamespace(""), "_-1NO")
We're setting the time of our next "available" tp to now
Quote Originally Posted by Knorrex View Post
I still suggest removing the time check for the tp, because teleporting to someone that in the meantime changed instance will leave you with no tp and a cooldown that isn't allowing you to use a tp that is not in cooldown, wich is kinda stupid:
good point, havent thought of that...
i usually just reconnect with P and get another teleport if that happened, but this is nicer.

this doesnt remove the UI time "bar" until the next tp, so that we still have a clue when the next tp is really ready, or does it??
Quote Originally Posted by infern000 View Post
good point, havent thought of that...
i usually just reconnect with P and get another teleport if that happened, but this is nicer.

this doesnt remove the UI time "bar" until the next tp, so that we still have a clue when the next tp is really ready, or does it??
It does remove it unfortunately, you could try to add a boleean to check if a goto packet was received.. but yeah.. kinda overkill
no, its better that way, for all the normal cases where u really teleport once, and then have a clue still when you can teleport again!
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