
Originally Posted by
PKTINOS
Don't talk about cracks for copyrighted shit here.
If you want to make a client follow another client, your best bet is to modify the ROTMG client such that you can make the client move by sending specific packets to the client. A common way of doing this is by modifying the client such that if an AOE packet is received with an effect of (some number which will never be sent by the ROTMG server), the client will internally simulate key-presses until the player's X and Y coordinates are equal to the duration and radius variables of the AOE packet (and also, don't send an AOEACK). (AOE is used because the 'radius' and 'duration' variables are of type 'number' and not 'int')
Second option, you could externally simulate keypresses on the client through means such as using the WinApi (not very elegant)
Third Option, you could try sending GOTO packets. Goto packets should be sent to the client (like client.SendToClient) and remember to block the GOTOACK packets with which the client responds from getting to the ROTMG server - to prevent insta d/c.
Fourth option, you could try sending MOVE packets... good luck with that

NB: On 'clientless' clients, sending MOVE packets seem to work fine.