Increase Range of all skills

09/10/2023 07:47 IPbanned#31
Does this work on Chronicles of Madrigal?
its way too different life. it have all new different skills on every job, and has new game mechanics.
11/27/2024 14:43 rftech23#32
Quote:
Originally Posted by cookie69 View Post
Yeah this is old as you said and also this is based on the client modification. I would call it client range as it affects the game client and if you connect with another character it will affect it too.
What's better is the skill range, so you will execute any skill with unlimited range. Skill range is only for the connected character and IMO it still works for many servers.
Basically, you find your logged-in character structure/pointer and you try to find the offset of the skill range.
I don't have a hint for that right now but maybe you can try to use a skill that increases the range (hawk eye?) or a potion or just open up the source and be inspired ...

If you need, I can try to find it for a pserver that you play just PM me.
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hello, i am not sure if the unlimited range had a fixed on private server nowadays. the method i am using is nopping the jumps below any checks or test in the GetRange() i guess. So what it does is giving me an unlimited range for normal attacks but only 10-20 range for any skills. Any range more than that 10-20% increase of skill range returns an ingame error 'not in range' and the character was not movin at all like it wont even try to get to that certain position to cast the skill.
Plus, when i nopped the said jump, another effect is that i could not see any targeted (chars or monsters) approaching me. They'll just teleport on my face within like a 3 - 5 sec delay depending on the distance where i am attackin them.

ive been lookin on the source code of flyff but really could not just get any solutions for this. hope u notice this tho! thanks
11/27/2024 18:29 netHoxInc#33
Quote:
Originally Posted by rftech23 View Post
hello, i am not sure if the unlimited range had a fixed on private server nowadays. the method i am using is nopping the jumps below any checks or test in the GetRange() i guess. So what it does is giving me an unlimited range for normal attacks but only 10-20 range for any skills. Any range more than that 10-20% increase of skill range returns an ingame error 'not in range' and the character was not movin at all like it wont even try to get to that certain position to cast the skill.
Plus, when i nopped the said jump, another effect is that i could not see any targeted (chars or monsters) approaching me. They'll just teleport on my face within like a 3 - 5 sec delay depending on the distance where i am attackin them.

ive been lookin on the source code of flyff but really could not just get any solutions for this. hope u notice this tho! thanks
1. Only nopping those checks will effectively make it use the 'last written value' on the variable/register in the assembly opcodes and then return that.
2. This function is determining the distance between you and a monster to be 'fine' for attacking, effectively means, if you enhance the range, the 'movement towards an enemy' will not happen as the game effectively thinks he is in range already, no need to move.
3. Synchronization bugs will happen for obvious reasons, your client is sending specific packets to the server (so the server can send it back to others to reflect your position, and to verify your position in this case and give you an error message, you can call this a 'serversided' fix.
4. For the 10-20 range thing, you need to modify either the opcodes or the variable behind, or even swap the variable if its used by other game elements like the renderer class (this depends on the VS version, code behind, compiler and optimization options used by the games developer).

Conclusion: As the range is explicitly fixed from the server side, this approach will not function. While this means you cant do it directly, it doesn't mean its impossible. I wont spoonfeed you that as I already gave a detailed overview of why you run into issues, and it is enough knownledge only by that to 'be creative and develop' a workarround for it. Good luck!

Cheers, net
12/03/2024 10:55 rftech23#34
Quote:
Originally Posted by netHoxInc View Post
1. Only nopping those checks will effectively make it use the 'last written value' on the variable/register in the assembly opcodes and then return that.
2. This function is determining the distance between you and a monster to be 'fine' for attacking, effectively means, if you enhance the range, the 'movement towards an enemy' will not happen as the game effectively thinks he is in range already, no need to move.
3. Synchronization bugs will happen for obvious reasons, your client is sending specific packets to the server (so the server can send it back to others to reflect your position, and to verify your position in this case and give you an error message, you can call this a 'serversided' fix.
4. For the 10-20 range thing, you need to modify either the opcodes or the variable behind, or even swap the variable if its used by other game elements like the renderer class (this depends on the VS version, code behind, compiler and optimization options used by the games developer).

Conclusion: As the range is explicitly fixed from the server side, this approach will not function. While this means you cant do it directly, it doesn't mean its impossible. I wont spoonfeed you that as I already gave a detailed overview of why you run into issues, and it is enough knownledge only by that to 'be creative and develop' a workarround for it. Good luck!

Cheers, net
Thank you buddy for a very well informed comment! Surely will figure this thing out since learning takes practice! ^^
04/20/2025 19:42 inlogn1to1#35
hello, please tell me an unlimited range attack, the first time it turned out to be done , the second time it doesn't work anymore , it throws it out immediately.