OutdatedAuto Ranking 1

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Auto Ranking 1
The auto ranking program is designed to unlock all 14 class’s automatically.



Features
Auto nexus at 50 percent.
Auto moving to fountains to recover full health.
Auto reconnects when DC.
Auto equipping from loot bags, note only tiered items are currently supported, UT items are disregarded(discard), only higher tier items will be auto equipped from loot bags.
Auto aiming at closest enemy.
Auto moves towards quest object
Auto moves towards nearest enemy
Ability items are used automatically, however projectiles won’t effect the enemies.

The option to suicide at level 20, tells the bot to die and create the new class once it reaches level 20, when this option is disabled the bot will continue playing and gaining more fame.

Instructions
copy the "auto ranking 1" folder to your desktop.
enter a email and password to a mule account
select the server
click the save button
click the connect button.

@Lovroman
@Raple

https://www.virustotal.com/uk/file/4...is/1396198331/
http://virusscan.jotti.org/en/scanre...d6d88bc08a35dc

auto ranking 1_mpgh.net.zip3.3 MB · 323 downloads Scanning…
How reliable is it? Does it die alot?
this is some crazy shit dude :0
@Botmaker if i have an account with multiple char slots and only 1 free is the bot going to keep using the free char slot or it will use my other maxed chars and kill them?
Quote Originally Posted by CrazyJani View Post
How reliable is it? Does it die alot?
Takes around 2-3 hours to get to level 20, in my experience the bot never died.
Sometimes it's faster at reaching level 20 it really just depends on luck, it will take around 36 hours to unlock all class, but that's just a guess, i've not had the resource to test yet.


Quote Originally Posted by lookbehindyou View Post
if i have an account with multiple char slots and only 1 free is the bot going to keep using the free char slot or it will use my other maxed chars and kill them?
yes it will use the other maxed char slots, i recommend using a mule account not your main.
Quote Originally Posted by Botmaker View Post
Takes around 2-3 hours to get to level 20, in my experience the bot never died.
Sometimes it's faster at reaching level 20 it really just depends on luck, it will take around 36 hours to unlock all class, but that's just a guess, i've not had the resource to test yet.
How exactly does this work? Does it go into dungeons? Does it just farm in lowlands? Can it fight in the godlands?
Amazing! Finally, I will have enough Fame for a ammy!

...Oh yeah, ammys where removed... Darn it!

Enough fame for feeding? I don't even..

Thanks Botmaker!
Quote Originally Posted by 314159265 View Post
Amazing! Finally, I will have enough Fame for a ammy!

...Oh yeah, ammys where removed... Darn it!

Enough fame for feeding? I don't even..

Thanks Botmaker!
You can't use it on your main anyway
Oh. God. I thought that Botmaker was a reserved guy who didn't cared about fame at all. I was mislead.

Anyway, good work. I hope it's not too easy to decompile..? (I know nothing about Euphoria)
Still waiting for it to be approved. Cmon its botmaker very trusted here. Its gonna be 20.0.0 before you know it.
Quote Originally Posted by YeahHacks View Post
Still waiting for it to be approved. Cmon its botmaker very trusted here.
That's not how it works, if he wanted to release any kind of sol stealer or even keyloggers, according to what you said we would all be fooled.
(I don't say he will, I'm saying he can)
What code do you use for detecting when a player hit an enemy? Did you use to code from jOryx or did you write your own?
nice
ı wait all time this hack thx
Quote Originally Posted by mSteaker View Post
What code do you use for detecting when a player hit an enemy? Did you use to code from jOryx or did you write your own?
when the bot shoots the playershoot packet is sent, the object type of the weapon is used to search the xml data for the projectile information, for example

the energy staff
Code:
<Object type="0xa97" id="Energy Staff">
      <Class>Equipment</Class>
      <Item/>
      <Texture>
         <File>lofiObj5</File>
         <Index>0x70</Index>
      </Texture>
      <SlotType>17</SlotType>
      <Tier>0</Tier>
      <Description>{equip.A_magical_wooden_staff_topped_with_a_white_crystal.}</Description>
      <RateOfFire>1</RateOfFire>
      <Sound>weapon/fire_wand</Sound>
      <Projectile>
         <ObjectId>Grey Missile</ObjectId>
         <Speed>180</Speed>
         <MinDamage>10</MinDamage>
         <MaxDamage>25</MaxDamage>
         <LifetimeMS>475</LifetimeMS>
         <Amplitude>0.5</Amplitude>
         <Frequency>2</Frequency>
      </Projectile>
      <BagType>0</BagType>
      <NumProjectiles>2</NumProjectiles>
      <ArcGap>0</ArcGap>
      <OldSound>magicShoot</OldSound>
      <feedPower>5</feedPower>
      <DisplayId>{equip.Energy_Staff}</DisplayId>
   </Object>

here is the euphoria coded for hit detection and projectile behaviour
Code:
procedure projectile_update_new()
atom dist,period,theta

atom amplitude,frequency

sequence list,object_list
integer bullet_id,ctype
atom x,y,start_time,angle,elapsed_time,vec,modvec,d

integer lifetime,speed

--collision
integer object_type

sequence stats

integer found_solid

for i=1 to length(client_list) do

    list=projectile_get_list(client_list[i][client_projectile])

    object_list=object_get_list( client_list[i][client_objectlist] )

    for j=1 to length(list) do

      if length(list[j]) then
        x=list[j][projectile_x]
        y=list[j][projectile_y]
        angle=list[j][projectile_angle]
        start_time=list[j][projectile_start_time]
        bullet_id=list[j][projectile_bullet_id]
        ctype=list[j][projectile_type]

        lifetime=real(object_delta(ctype, object_lifetime))
        speed=real(object_delta(ctype, object_speed))

      	elapsed_time=current_time()-start_time
      	if elapsed_time>=lifetime then
      	  projectile_free(client_list[i][client_projectile],j)
	    else
	
            dist = (elapsed_time / 1000.0) * (speed / 10.0)
            if is_even(bullet_id) then
              period=0
            else
              period=PI
            end if

            if sequence(object_delta(ctype,object_wavy)) then
              theta = angle + (PI * 64) * sin(period + 6 * PI * (elapsed_time / 1000))
              x += dist * cos(theta)
              y += dist * sin(theta)
            else
              x += dist * cos(angle)
              y += dist * sin(angle)
              if sequence(object_delta(ctype,object_amplitude)) then
                --puts(1,"amplitude\n")
                amplitude=real(object_delta(ctype,object_amplitude))
                frequency=real(object_delta(ctype,object_frequency))

                d = amplitude * sin(period + elapsed_time / lifetime * frequency * 2 * PI)
                x += d * cos(angle + PI / 2)
                y += d * sin(angle + PI / 2)

              end if
            end if

          found_solid=0
          for k=1 to length(object_list) do
   	        if length(object_list[k]) then
   	          object_type=object_get_type(client_list[i][client_objectlist],k)
   	          if sequence(object_delta(object_type,object_OccupySquare)) then
          	  	if point_distance(x,y,object_get_x(client_list[i][client_objectlist],k),object_get_y(client_list[i][client_objectlist],k))<1 then
          	      projectile_free(client_list[i][client_projectile],j)
          	      found_solid=1
          	      exit
          	    end if
              end if
            end if
          end for

          if found_solid=0 then
            for k=1 to length(object_list) do
   	        if length(object_list[k]) then
   	          object_type=object_get_type(client_list[i][client_objectlist],k)
          	  if sequence(object_delta(object_type,object_enemy)) then
   	
                if point_distance(x,y,object_get_x(client_list[i][client_objectlist],k),object_get_y(client_list[i][client_objectlist],k))<0.5 then
                  stats=object_get_stats(client_list[i][client_objectlist],k)

                  if real(object_delta(ctype,object_mindamage))>stats[stat_health][2] then
                  	enemyhit_packet_write( i, bullet_id,  object_get_id(client_list[i][client_objectlist],k),1)
                  else
                    enemyhit_packet_write( i, bullet_id,  object_get_id(client_list[i][client_objectlist],k),0)
                  end if
          	
          	      projectile_free(client_list[i][client_projectile],j)
          	      exit
          	    end if
              end if
            end if
            end for
          end if

      	end if

      end if	

    end for

end for
end procedure
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