Stripped ProjectAlchemy Source Code

12/11/2010 09:52 pro4never#181
Quote:
Originally Posted by demon17 View Post
I wana ask something .
Could you tell me how i set the bot to dont jump exactly in mosnter ?
I mean i need Distance 2 cuz i use wand for exemple .
Distance 1 to Katanas
Use shift target.
12/11/2010 09:55 demon17#182
...I use but with shifting going exactly in monster ( My name is in Monsters name) ;))

<Edit>
BTW works nice ;)) lvl 44 ninja in bird just 28 for FS ;))
12/11/2010 11:20 shitboi#183
Wow, i never expect you to release your codes. Big thanks for that. But still, i wont give up on my own project, lol.

I still cannot cross the final hurdle before getting my proxy to work; It seems that my proxy cannot derive a proper shared key between client and itself.

You codes are really massive; to the point that I find difficult to obtain what i need. Please excuse me, i'll bug you just this once. When you received the client public key packet and obtained the client public key (as bytes), did you immediately create a BigInteger using the array of bytes? Or did you create a hex string out of those bytes, then make a big integer out of the hex string?

Also, after you have generated your proxy-client shared key, was it generated as bytes? Did you store it as is, or did you convert it to hex string representation then changed to big integer?
12/11/2010 12:12 OELABOELA#184
P4N, to loot, must i use a flash jump? Because when i use a flash jump, it doesnt really update my server position. How can i fix this?
12/11/2010 13:48 Warlax#185
Quote:
Originally Posted by shitboi View Post
Wow, i never expect you to release your codes. Big thanks for that. But still, i wont give up on my own project, lol.

I still cannot cross the final hurdle before getting my proxy to work; It seems that my proxy cannot derive a proper shared key between client and itself.

You codes are really massive; to the point that I find difficult to obtain what i need. Please excuse me, i'll bug you just this once. When you received the client public key packet and obtained the client public key (as bytes), did you immediately create a BigInteger using the array of bytes? Or did you create a hex string out of those bytes, then make a big integer out of the hex string?

Also, after you have generated your proxy-client shared key, was it generated as bytes? Did you store it as is, or did you convert it to hex string representation then changed to big integer?
whats the difference? its all just a number. altho obviously u shouldnt use a 'hex string'
12/11/2010 13:58 demon17#186
I thinking why wont loot perfectly and how to add a command to loot specific item
12/11/2010 14:21 OELABOELA#187
Quote:
Originally Posted by demon17 View Post
I thinking why wont loot perfectly and how to add a command to loot specific item
Code it, how you say. It isnt that easy.

<Edit>
P4N, how did you add random jumps? i got the function working, but how can i let it jump there, and see it myself?
12/11/2010 18:29 demon17#188
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This was in 7-8 minits
12/11/2010 18:48 shitboi#189
Quote:
Originally Posted by Warlax View Post
whats the difference? its all just a number. altho obviously u shouldnt use a 'hex string'
The difference is that when you simple construct a BigInteger, the array of bytes is been taken by the compiler as a binary representation of the integer, while a string (hexidecimal) carries different value as compared to the binary representation version.

So... i need make sure of this part in order to further narrow down the scope of error.
12/11/2010 19:13 OELABOELA#190
Quote:
Originally Posted by demon17 View Post
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This was in 7-8 minits
Wanna test it with the proxy with autopot support?



<Edit>
New stability vid:
12/11/2010 19:50 pro4never#191
Quote:
Originally Posted by OELABOELA View Post
P4N, to loot, must i use a flash jump? Because when i use a flash jump, it doesnt really update my server position. How can i fix this?
The flash step is CLIENT updates. To update position server side you have to send the server a jump packet (or you could use a teleport packet which is limited to 7x7 distance)

Quote:
Originally Posted by OELABOELA View Post
Code it, how you say. It isnt that easy.

<Edit>
P4N, how did you add random jumps? i got the function working, but how can i let it jump there, and see it myself?
To see anything client side you will have to send the client a packet (IE flash step).

There are two sides to packets... ToServer and ToClient... to see anything client side you have to send the corresponding packet to the client... to do any action server side you have to send the server the correct packet.

I could write a super basic script that caused you to see yourself attack every single monster around you 100x a second... but that's client side only. Same with your jumping. You are either only sending to server (you don't see the changes yourself) or you are sending to client (you see the changes but fail cause the server doesn't receive the info so then dc's later or w/e).


As for the fatal strike video... you can attack with a much greater range then that... What distance are you limiting fatal attacks to? Cause that's only hitting like 7 range.
12/11/2010 20:11 OELABOELA#192
Quote:
Originally Posted by pro4never View Post
The flash step is CLIENT updates. To update position server side you have to send the server a jump packet (or you could use a teleport packet which is limited to 7x7 distance)



To see anything client side you will have to send the client a packet (IE flash step).

There are two sides to packets... ToServer and ToClient... to see anything client side you have to send the corresponding packet to the client... to do any action server side you have to send the server the correct packet.

I could write a super basic script that caused you to see yourself attack every single monster around you 100x a second... but that's client side only. Same with your jumping. You are either only sending to server (you don't see the changes yourself) or you are sending to client (you see the changes but fail cause the server doesn't receive the info so then dc's later or w/e).


As for the fatal strike video... you can attack with a much greater range then that... What distance are you limiting fatal attacks to? Cause that's only hitting like 7 range.
It's 19, if you got teamview i could show you what my code is, because i really can't expand it somehow.
12/11/2010 20:16 demon17#193
you wana told you made the Range to 19 ?
12/11/2010 20:24 OELABOELA#194
Quote:
Originally Posted by demon17 View Post
you wana told you made the Range to 19 ?
Im trying something atm.
12/11/2010 21:19 gabrola#195
I guess you can remove the shift packet from the source and re-upload it, we should avoid TQ patching it plus only people interested already have the current source, would be quite useless to have it patched for having it up to the public even though no one is making use of it. Not like I care anyway, I have other methods *cough*, but it's always nice to have backup plans ^^