Wrong thread
New hack ideas
-Autotrader
-Autolooter
-Autolooter
I have a suggestion that would reduce lag: removing pet sprites! you can already disable people that you dont want to see but if you could dissable pets, and the particles from say healing that would be great!
Also removing the Healing text above your head, that gets annoying with having a pet, and the delay with it. there is no use to that feature anymore!
I used to love the idea of all the settings for hacks in the client. if you could somehow make more tabs like the clients used to have that would be awesome! I loved the ability to turn off ally projectiles and turn it on when ever i wanted t0!
Maybe a way to tell if your friends are online, other than mreyeball or /telling them.
Thanks!
Also if i could add semi-transparent text bubbles, and something to stop "{"Key":"server.realm_full"}" from spamming when trying to fame train!
Also removing the Healing text above your head, that gets annoying with having a pet, and the delay with it. there is no use to that feature anymore!
I used to love the idea of all the settings for hacks in the client. if you could somehow make more tabs like the clients used to have that would be awesome! I loved the ability to turn off ally projectiles and turn it on when ever i wanted t0!
Maybe a way to tell if your friends are online, other than mreyeball or /telling them.
Thanks!
Also if i could add semi-transparent text bubbles, and something to stop "{"Key":"server.realm_full"}" from spamming when trying to fame train!
Got a new one, vault chest labels. Not sure in the SLIGHTEST how you would go about this or how it would work.
Just the ability to add text above vault chests as a sort of label, like your chest of Weapons you could label "WEAPONS", etc.
Just the ability to add text above vault chests as a sort of label, like your chest of Weapons you could label "WEAPONS", etc.
It would be possible to make a forced name for an object. You just need to access the array list for chests. After that you can just make a command like /vault [chest id] [name]
I'm not saying it's Easy to do. It's probably a bit more complicated than ABC but I know it's possible to do.
I'm not saying it's Easy to do. It's probably a bit more complicated than ABC but I know it's possible to do.
No but the general location output for all chests stay the same. I did some testing with that and I found out that chests follow a small pattern. Muledump has the finished product in a single array.
Muledump uses it to show the chest ordering the proper way. That way you can just look at the muledump and then move to the same chest in-game and have it be the correct one.
Using that, You can actually make a hack for that, All you'd have to do is save the tile location for each chest. Chest 1 being the first center one at the bottom row.
Muledump uses it to show the chest ordering the proper way. That way you can just look at the muledump and then move to the same chest in-game and have it be the correct one.
Using that, You can actually make a hack for that, All you'd have to do is save the tile location for each chest. Chest 1 being the first center one at the bottom row.
Muledump does not use newtick object ids for vaults. Muledump just formats what is given from this.
This is what muledump sees:
<Vault><Chest>2728,2860,2709,2591,2592,2591,2592,2 591</Chest></Vault>
That is not what your client sees when you enter a vault. When you enter a vault, you are given an array of objects (which IS in the same order every time if I remember correctly) each with a unique ID. You could make a hack/rr script that shows specific text depending on the unique ID. That would be easier than matching a tile location to an object anyways.
This is what muledump sees:
<Vault><Chest>2728,2860,2709,2591,2592,2591,2592,2 591</Chest></Vault>
That is not what your client sees when you enter a vault. When you enter a vault, you are given an array of objects (which IS in the same order every time if I remember correctly) each with a unique ID. You could make a hack/rr script that shows specific text depending on the unique ID. That would be easier than matching a tile location to an object anyways.
Map size is consistant. You bind the id of the chest to the tile x, y Then you just make it possible to force any object ontop of that tile to have a name.
There is a hack that was made a long time ago that let you set a name for a tile you were standing on if it had an object which wasn't taking up the entire tile so you could walk straight through it. That's how I know it's possible.
There is a hack that was made a long time ago that let you set a name for a tile you were standing on if it had an object which wasn't taking up the entire tile so you could walk straight through it. That's how I know it's possible.
It's old as well and it wasn't a released hack. It was a side project some people had in school.
It's the way we learned about AVM2 code and realm hacking. Took a while to make but considering the knowledge of most hack makers around mpgh now adays I'm sure someone will be able to replicate it for prods new 512x512 map size
It's the way we learned about AVM2 code and realm hacking. Took a while to make but considering the knowledge of most hack makers around mpgh now adays I'm sure someone will be able to replicate it for prods new 512x512 map size
Change the tiles in Forest Mazes so we can distinguish the "blocking" one than the others.
oOuld be made with a proxy btw
oOuld be made with a proxy btw
Ok, problem is I rarely every do woodland labyrinth, so I won't be able to test this much.
Also, side note, am I the only one who gets really annoyed when I see typos in the client object names? I know they'll never be seen by a large majority of the community but that makes it worse. For example:
<Ground type="0x5e" id="Forrest Floor FullBlack">
Forrest is a name, a forest is a community of fucking trees.
Anyways, let me know if this works.
Code:
/* tile.js by 059
UPDATE
Tile[] tiles
Entity[] newObjs
int[] drops
string obf2
Tile
short x
short y
int type
*/
var ID_UPDATE = $.findPacketId("UPDATE");
function onServerPacket(event) {
var packet = event.getPacket();
if (packet.id() == ID_UPDATE) {
for (var j = 0; j < packet.tiles.length; j++)
if (packet.tiles[j].type == 0x5e)
packet.tiles[j].type = 101;
}
}
Also, side note, am I the only one who gets really annoyed when I see typos in the client object names? I know they'll never be seen by a large majority of the community but that makes it worse. For example:
<Ground type="0x5e" id="Forrest Floor FullBlack">
Forrest is a name, a forest is a community of fucking trees.
Anyways, let me know if this works.
Two things I miss from old clients:
1. Ability to do /wc to check if anyone in realm has an inc
2. Loot announcer. It would show (like a quest) when you got a pbag white or cyan. Would also show text above loot bags saying what they have.
I think these were both done through oryxdom or marinepower
1. Ability to do /wc to check if anyone in realm has an inc
2. Loot announcer. It would show (like a quest) when you got a pbag white or cyan. Would also show text above loot bags saying what they have.
I think these were both done through oryxdom or marinepower
