New hack ideas

Posts 301–315 of 848 · Page 21 of 57
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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!
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.
Quote Originally Posted by UrASmurf View Post
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.
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.
Quote Originally Posted by Kithio View Post
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.
Yeah but... I think IDS are not the same each time you connect to your vault.
Quote Originally Posted by JustAnoobROTMG View Post
Yeah but... I think IDS are not the same each time you connect to your vault.
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.
Quote Originally Posted by Kithio View Post
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 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.
Quote Originally Posted by 059 View Post
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.
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.
Quote Originally Posted by Kithio View Post
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.
Could you link the thread or is it not mpgh?
Quote Originally Posted by RookieLazer View Post
Could you link the thread or is it not mpgh?
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
Quote Originally Posted by NisuxenZ View Post
Here's how soul bound drops work as far as I've been able to experiment. You might have noticed that whenever someone else gets soul bound loot you can see the bag for a split second. What is happening here is that the bag is sent to your client via an update packet and is promptly removed in the next update packet you receive. So I made it so bag removals would be ignored. Now I was able to see other players' soul bound bags, however they were empty. They are always empty if it is not your own soul bound drop. The servers do this to keep objectIds between clients and servers in sync.
This is a really old post and I might have skipped any replies between now and then, but did the SB bags show up as the individual colors (like blue/cyan) or did it show up as public?
Change the tiles in Forest Mazes so we can distinguish the "blocking" one than the others.
oOuld be made with a proxy btw
Quote Originally Posted by JustAnoobROTMG View Post
Change the tiles in Forest Mazes so we can distinguish the "blocking" one than the others.
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.
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
Posts 301–315 of 848 · Page 21 of 57

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