New hack ideas

Posts 556–570 of 848 · Page 38 of 57
Quote Originally Posted by FabioOG View Post
I have an awesome idea for a possible krelay plugin;

Basically, if someone was able to recode a multibox client in a way that allows a player to select another player to follow, there could be automatic fame farming hacks. You could select someone inside the fame train who is unlikely to leave, and actually do something productive for a few hours while the fame racks up. Of course this is risky, because someone might drag on you, so you could die, but if you're just using a fame farming character, it wouldn't matter anyway. If anyone could do this, I think it could be an extremely useful new hack.
Back when there was no tp delay, kronkboxer had a /follow <name> command that let you do this, it would constantly spam teleports on the name. I was getting roughly 600+ fame an hour from following ninjas.

Current version does have it but it doesn't follow correctly. If you do this I recommend setting autonexus high just in case.
Quote Originally Posted by 059 View Post
Back when there was no tp delay, kronkboxer had a /follow <name> command that let you do this, it would constantly spam teleports on the name. I was getting roughly 600+ fame an hour from following ninjas.

Current version does have it but it doesn't follow correctly. If you do this I recommend setting autonexus high just in case.
This would just teleport you every 10 seconds then?
Quote Originally Posted by Danny View Post
This would just teleport you every 10 seconds then?
Well the command must have been removed, I just tried it, but it would send WASD presses and move you towards your target but it would constantly be like 4 tiles away, it's not a feature ready for release basically.
Quote Originally Posted by 059 View Post
Well the command must have been removed, I just tried it, but it would send WASD presses and move you towards your target but it would constantly be like 4 tiles away, it's not a feature ready for release basically.
Oh right, thanks for the info!
Quote Originally Posted by 059 View Post
Back when there was no tp delay, kronkboxer had a /follow <name> command that let you do this, it would constantly spam teleports on the name. I was getting roughly 600+ fame an hour from following ninjas.

Current version does have it but it doesn't follow correctly. If you do this I recommend setting autonexus high just in case.
There's gotta be a way to make it more available to people who can't buy kronkboxer...also, there should be more added to make this hack more effective. I was thinking maybe there could be a way to code options in so you could set default people to tp to in the case that someone leaves the train, or even have the client scan the realm for the highest fame player at the time, and constantly tp to that person.
Quote Originally Posted by FabioOG View Post
There's gotta be a way to make it more available to people who can't buy kronkboxer...also, there should be more added to make this hack more effective. I was thinking maybe there could be a way to code options in so you could set default people to tp to in the case that someone leaves the train, or even have the client scan the realm for the highest fame player at the time, and constantly tp to that person.
Teleporting to the person with the highest fame...
Good idea, but is it effective?
Someone with a high fame doesn't mean he is in the godlands.

My current famebot:

http://www.mpgh.net/forum/showthread...9#post11340789
Quote Originally Posted by tmwilliamlin168 View Post
Teleporting to the person with the highest fame...
Good idea, but is it effective?
Someone with a high fame doesn't mean he is in the godlands.

My current famebot:

http://www.mpgh.net/forum/showthread...9#post11340789
The best possible way to do this is using a clustering algorithm to find the largest clump of players. My Zautonexus version of fametp used a meanshift algorithm to find the largest clump of players, then calculated distances from each other to find the player closest to the center of that clump.

Quote Originally Posted by tmwilliamlin168 View Post
It would be possible if the pseudorandom seed is created by the client.

I accidently saw this code while searching for the projectile collision code:
Code:
_loc13_ = int(_loc12_.§_-14Y§.minDamage_);
_loc14_ = int(_loc12_.§_-14Y§.maxDamage_);
It is in the Player class, so it is definitely talking about player shots.
I just have to chance mindamage to maxdamage.

I will explore further into this until I have time.
Random damage is not fakeable, as far as I've seen. The client's random number gen is synced up with the server's, grounddamage uses the same random gen.
let's say that my etherite dagger+att does a random damage between 180-250 - wouldn't we be able to freeze it on 250 or something higher than default like 240-250?
Quote Originally Posted by Plus22 View Post
let's say that my etherite dagger+att does a random damage between 180-250 - wouldn't we be able to freeze it on 250 or something higher than default like 240-250?
Nope. 10char
Quote Originally Posted by 059 View Post
Nope. 10char
That sneaky 10char...
Quote Originally Posted by 059 View Post
Nope. 10char
I thought it was possible since people were buffing their atts with the new krl plugin, and they seemed to get ghost monsters only when the damage exceeded their attack range. What's the problem with 240-250? Wouldn't it still be considered "randomly legit"?
Quote Originally Posted by Plus22 View Post
I thought it was possible since people were buffing their atts with the new krl plugin, and they seemed to get ghost monsters only when the damage exceeded their attack range. What's the problem with 240-250? Wouldn't it still be considered "randomly legit"?
Open a second client side by side with the changed attack one and look at the damage that it does, it won't be higher.
Quote Originally Posted by 059 View Post
Open a second client side by side with the changed attack one and look at the damage that it does, it won't be higher.
I know it can't be higher, but why isn't the "damage luck" hack possible? Do our clients just send a 'hit' packet and the server creates the damage amount or is it sent by our client?
Quote Originally Posted by Plus22 View Post
I know it can't be higher, but why isn't the "damage luck" hack possible? Do our clients just send a 'hit' packet and the server creates the damage amount or is it sent by our client?
It would be possible if the pseudorandom seed is created by the client.

I accidently saw this code while searching for the projectile collision code:
Code:
_loc13_ = int(_loc12_.§_-14Y§.minDamage_);
_loc14_ = int(_loc12_.§_-14Y§.maxDamage_);
It is in the Player class, so it is definitely talking about player shots.
I just have to chance mindamage to maxdamage.

I will explore further into this until I have time.
Quote Originally Posted by tmwilliamlin168 View Post
It would be possible if the pseudorandom seed is created by the client.

I accidently saw this code while searching for the projectile collision code:
Code:
_loc13_ = int(_loc12_.§_-14Y§.minDamage_);
_loc14_ = int(_loc12_.§_-14Y§.maxDamage_);
It is in the Player class, so it is definitely talking about player shots.
I just have to chance mindamage to maxdamage.

I will explore further into this until I have time.
It's not possible. Random number generators are 100% predictive given s seed.
The generator state changes per generation. The client and server use the same seed, and the seed is used exactly the same amount of times on each end, meaning their results are guaranteed to be the same, there is no room for error. Even if there was, the server's result would the final say anyway.
Posts 556–570 of 848 · Page 38 of 57

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