88 22 00 00 00 00 4A 13 F2 1F 9F EE 92 F4 4E 67 A1 3C DA B4 67 9A FE CC
The array of 24 bytes above is from Infamy^^ earlier post, this portion of the code changes everytime you log in. The array above usually follow by 4 bytes that never change 4A 98 76 54, after will be the monster's special spawn ID represent by 2 bytes completing the targeting array of 30 bytes.
After firing the shot using any range skill the following four bytes is added 09 1E 2C 3C. The combine package total is 34, from adding four more bytes to the targeting 30 bytes.
And so I suspect the last four code 09 1E 2C 3C stand for the shot been fired, thus making us shoot right after the loaded of range skill is complete.
Even following Marvinody method (finding the 34 bytes size array from miss fired or out of range fired), which shoot right away after skill is loaded I still miss unless i zero shoot(stand right in front) the monster. This will happen instantly with range and magnum, ar still required aim to reach a certain percentage to fired off.
If you looking at the aim bar closely, your aim never reach 100% before a shot if fired off.
We know the array of bytes for targeting and firing off the arrow, the wild card here is monster's ID. All we need now is a program to find the monster ID, insert them into the number 29 and 30 bytes to make something useful.
{And so achieving the range skills 100% aim with packet editing is a myth for now, unless someone is doing it with a certain other file.} I take back this statement here.
4 hours of test and repeat in this work.
Any of your through is welcome,
Anybody know of anything that will get the target's ID, and insert them into the array of byte automatically?
Try to look for the 30 bytes size and use the step posted in the OP first post, the aim meter goes up and down but if you shoot chance of your hitting are very high.