New hack ideas

Posts 241–255 of 848 · Page 17 of 57
Quote Originally Posted by Necc View Post
They did have this for RR. But I'm not sure if RR is working now.
They are already working on RealmRealy to change the HelloPacket ( I think is this packet wich have changed )

Quote Originally Posted by Necc View Post
I mean I'm sure nilly or some other leet hacker(s) has it working but for the lowly leecher such as myself: Not working.
It's the same for me I have so many problems to make it work I need to be in an client without fullscreen v2
Maybe we can't have god mode and absorb damage but how about and auto dodge? Maybe only a few preconfigured ones such as in tomb, avatar, oryx, etc? I guess avatar would be "easiest" considering he doesnt move.

RR/Client Mod: Customizable Auto-Heal(Priest), Auto-target+heal(Necromancer), Auto-pot, Auto Nexus, and, if all else fails, Auto-DC that all work in conjunction with eachother. Something similar to @nilly script with the added Necromancer special that will target the largest mob and instead of static rates of usage (50%, 40%, 30%, etc.), something that will consider the book or skull equipped and heal based off that. Give it a thought
Smallthing
Mini-Map Markers
When you teleport, sometimes you lose a quest you wanted like a CG and get an Avatar. Instead you could just click and it would turn a pixel on the map a certain color so you know where the event is located. Some key can be used to reset the map, I suppose.
Would it be possible to use realm relay to check how many things you kill and how many drops you get so we can have a combined drop rate database so e.g. accross 100 people we killed 10000 beholders got 500 pots, 100 labs (possibly) etc etc.
Auto-Explorer
Something that would auto explore abyss of demons and snake pits so you can see if there are any treasure rooms.
Or like master said, have a marker where treasure rooms are so you know they're there.
a mode there my char autowalk to the nearest player(or to following a specific player by entering the name)? That would be awesome for following the fametrain.
Quote Originally Posted by AgentRoop View Post
Something that would auto explore abyss of demons
Without getting killed?

Quote Originally Posted by AgentRoop View Post
have a marker where treasure rooms are so you know they're there.
Already said, impossible.
What if this:

Code:
<Projectile>
         <ObjectId>Blade</ObjectId>
         <Speed>100</Speed>
         <MinDamage>45</MinDamage>
         <MaxDamage>90</MaxDamage>
         <LifetimeMS>350</LifetimeMS>
      </Projectile>
=

This:
Code:
<Projectile>
         <ObjectId>Blade</ObjectId>
         <Speed>100</Speed>
         <MinDamage>89</MinDamage>
         <MaxDamage>90</MaxDamage>
         <LifetimeMS>350</LifetimeMS>
         <MultiHit/>
      </Projectile>
or

This:
Code:
<Projectile>
         <ObjectId>Blade</ObjectId>
         <Speed>100</Speed>
         <MinDamage>45</MinDamage>
         <MaxDamage>120</MaxDamage>
         <LifetimeMS>350</LifetimeMS>
      </Projectile>
or

This:
Code:
<Projectile>
         <ObjectId>Blade</ObjectId>
         <Speed>200</Speed>
         <MinDamage>45</MinDamage>
         <MaxDamage>120</MaxDamage>
         <LifetimeMS>350</LifetimeMS>
      </Projectile>
Thoughts?
Quote Originally Posted by Necc View Post
What if this:

Code:
<Projectile>
         <ObjectId>Blade</ObjectId>
         <Speed>100</Speed>
         <MinDamage>45</MinDamage>
         <MaxDamage>90</MaxDamage>
         <LifetimeMS>350</LifetimeMS>
      </Projectile>
=

This:
Code:
<Projectile>
         <ObjectId>Blade</ObjectId>
         <Speed>100</Speed>
         <MinDamage>89</MinDamage>
         <MaxDamage>90</MaxDamage>
         <LifetimeMS>350</LifetimeMS>
         <MultiHit/>
      </Projectile>
or

This:
Code:
<Projectile>
         <ObjectId>Blade</ObjectId>
         <Speed>100</Speed>
         <MinDamage>45</MinDamage>
         <MaxDamage>120</MaxDamage>
         <LifetimeMS>350</LifetimeMS>
      </Projectile>
or

This:
Code:
<Projectile>
         <ObjectId>Blade</ObjectId>
         <Speed>200</Speed>
         <MinDamage>45</MinDamage>
         <MaxDamage>120</MaxDamage>
         <LifetimeMS>350</LifetimeMS>
      </Projectile>
Thoughts?
A long time ago I experimented with removing the rng in weapon damage so that the weapon would always do max damage (or close to it). The reason I thought this was possible is because the client displays the amount of damage your projectile does to a mob before the server even knows about the hit. The way it would work is by manipulating the bulletid. The bulletid is used with a rng function built into the client. By continually feeding new bulletid's to the rng function, waiting for a damage output that is acceptable, then finally using that id for the projectile I thought one could manipulate the damage output of any weapon. I never gotten it to work though. If one skips to many id's (as the bulletid's wrap around back to zero at 128), disco can happen. It also makes me question whether the damage displayed by the client is actually the damage that the server uses. It could be that the damage displayed on ones screen from ones weapon is actually meaningless and the server uses whatever the hell it wants.
Quote Originally Posted by nilly View Post
A long time ago I experimented with removing the rng in weapon damage so that the weapon would always do max damage (or close to it). The reason I thought this was possible is because the client displays the amount of damage your projectile does to a mob before the server even knows about the hit. The way it would work is by manipulating the bulletid. The bulletid is used with a rng function built into the client. By continually feeding new bulletid's to the rng function, waiting for a damage output that is acceptable, then finally using that id for the projectile I thought one could manipulate the damage output of any weapon. I never gotten it to work though. If one skips to many id's (as the bulletid's wrap around back to zero at 128), disco can happen. It also makes me question whether the damage displayed by the client is actually the damage that the server uses. It could be that the damage displayed on ones screen from ones weapon is actually meaningless and the server uses whatever the hell it wants.
That's what it made me think many times.. same thing would apply with ground damage.
Unless there's some sort of shared seed on the random generation it's strange, a thing we might want to do is just record in parallel and compare single damages, and see if they match
Quote Originally Posted by Knorrex View Post
That's what it made me think many times.. same thing would apply with ground damage.
Unless there's some sort of shared seed on the random generation it's strange, a thing we might want to do is just record in parallel and compare single damages, and see if they match

I think you may be correct about a shared seed, that would make sense...
Quote Originally Posted by Necc View Post
This:
DC
Quote Originally Posted by Necc View Post
This:
DC
Quote Originally Posted by Necc View Post
This:
DC
@nilly
I've already experimented with Changing Min/Max Damage,
It Works for like 5-10 minutes then DC.
I Noticed if there was a smaller increment in Min(Ex. Max is 290, Min is 220, Change Min to 235) theres rarely a dc.

Just something i noticed.
Quote Originally Posted by marceliino View Post
@nilly
I've already experimented with Changing Min/Max Damage,
It Works for like 5-10 minutes then DC.
I Noticed if there was a smaller increment in Min(Ex. Max is 290, Min is 220, Change Min to 235) theres rarely a dc.

Just something i noticed.
What's with you and making stuff that will D/C you? There is no point of editing, even if it rarley D/Cs you. All it will do it un-render the enemy from the screen early. If you look at the Devel build of the game and you hit 'c' - "Cheated" then it sets your attack to 100. That didn't work very well, as it was probably made to test out server handling of modded xmls/stats
Posts 241–255 of 848 · Page 17 of 57

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