Stripped ProjectAlchemy Source Code

05/12/2011 15:37 denominator#1216
Trojan stops attacking when he uses Cyclone he just stops and stands there lol.

When I asked for help about looting nobody helped me and now it seems I am one of the only people to have found out what the problem was with the disconnects, maybe in future don't act like a moron and actually help people about things when they ask. I am NOT a coder and yet I am the one with the proxy still working lol.
05/12/2011 15:50 OELABOELA#1217
Quote:
Originally Posted by denominator View Post
Trojan stops attacking when he uses Cyclone he just stops and stands there lol.

When I asked for help about looting nobody helped me and now it seems I am one of the only people to have found out what the problem was with the disconnects, maybe in future don't act like a moron and actually help people about things when they ask. I am NOT a coder and yet I am the one with the proxy still working lol.
Im still working on it, and you didnt see my hunting code with my cyclone yet. + i gave you instructions on how to make this looting code, so stop crying about it, i spended a total of 3 hours on looting to get it perfect, if it takes longer for you? /care
05/12/2011 15:54 denominator#1218
You told me to get the hunting to work first which it already was. Ok THIS is the reason you can't get the thing to work

Code:
if (Ninja(Client))
                            {
                                Client.XpSkill = 6011;
                                Client.XpAttackSpeed = 300;
                                Client.ActionSpeed = 100;
                                Client.XpJumpSpeed = 800;
                                Client.XpLootSpeed = 300;
                            }
NOTE THERE IS NO NORMAL JUMP SPEED AT ALL ONLY XPJUMPSPEED! Take the jump speed out and the proxy works fine again and I am giving an answer instead of some stupid cryptic crap. It's in the handler.cs just take out jump speed for ALL characters and you do not get the disconnect any more.
05/12/2011 16:12 OELABOELA#1219
So you're basicly saying, use the same timestamp for EVERYTHING?
05/12/2011 16:18 demon17#1220
Quote:
Originally Posted by denominator View Post
You told me to get the hunting to work first which it already was. Ok THIS is the reason you can't get the thing to work

Code:
if (Ninja(Client))
                            {
                                Client.XpSkill = 6011;
                                Client.XpAttackSpeed = 300;
                                Client.ActionSpeed = 100;
                                Client.XpJumpSpeed = 800;
                                Client.XpLootSpeed = 300;
                            }
NOTE THERE IS NO NORMAL JUMP SPEED AT ALL ONLY XPJUMPSPEED! Take the jump speed out and the proxy works fine again and I am giving an answer instead of some stupid cryptic crap. It's in the handler.cs just take out jump speed for ALL characters and you do not get the disconnect any more.
.. let me see ...

you are not the one who have a perfectly working proxy ... my source ( thx oela 4 mounths ago ) works fine after few modifications .. but the only problem I have is to make the path and rand jump working ... i can farm easily a ninja in 2 hours and 30 minits .. thats because i need to jump manualy ...

also i get 140k/fs when i need to hit twice the mob
and 300+k/fs when i kill within 1 hit the mob.. :D

Oela i think you can help me ... I have a random jump code but i dont know how to make it working ... i think you can help me because i am using one of your old sources ..
05/12/2011 16:18 denominator#1221
I am saying I took out the jumpspeed = 300; and it works that is what I am saying. I can farm a ninja in the same time as well with random jump and pathfinding >.< My proxy works fine if I use ninja?
05/12/2011 16:31 OELABOELA#1222
Use this..
Code:
Packets.Jump(C, (ushort)Program.Rand.Next(C.X - 15, C.X + 15), (ushort)Program.Rand.Next(C.Y - 15, C.Y + 15), 137);
With an delay of 800ms to randomjump -15 to +15 coords X and Y.


<Edit>
You seem to be jumping before you slash, that's why your fs is stable.
05/12/2011 17:11 denominator#1223
I should also add I do not use any of the /speed attack or /speed jump. I just open the bot and all I use is /dcplayers and /hunt and that is all. My FS was unstable as well so was my normal jump until I deleted it from handler.cs

I was testing something and thought it was something that I had done and I thought that was the reason why mine disconnected. I then noticed it had something to do with normal jump and it was jumping way to fast. I didn't realise at first that just taking it out from handler.cs would work but it did.

I thought maybe it was something to do with speed and loot as to why it disconnected on looting. But it seems to be when the mob dies and drops items that it disconnects. I had looting turned on and killed several mobs with disconnecting all up until a mob died and dropped an item.

What we really need to try to figure out is why the loot decided to have problems?
05/12/2011 18:11 BadBoY_AC#1224
well ive tried ur method denom.. but it didnt fix my problem.. normal hunting is fine tho.. and i doubt its the packets

@ olea i tried to check the packets again.. same shit its not the packets, they are all the same
05/12/2011 18:44 demon17#1225
Some cuts while i was lvling at hawks ... there i not need rand jump .. its going around the island because the mobs are in the perfect distances ... 18 max .

Oh and to prevent trolling or confusions ... The title of proxy is [NickerProxy] because its one of the old sources of Oela .. thanx mate :D
05/12/2011 20:48 OELABOELA#1226
Quote:
Originally Posted by denominator View Post
I should also add I do not use any of the /speed attack or /speed jump. I just open the bot and all I use is /dcplayers and /hunt and that is all. My FS was unstable as well so was my normal jump until I deleted it from handler.cs

I was testing something and thought it was something that I had done and I thought that was the reason why mine disconnected. I then noticed it had something to do with normal jump and it was jumping way to fast. I didn't realise at first that just taking it out from handler.cs would work but it did.

I thought maybe it was something to do with speed and loot as to why it disconnected on looting. But it seems to be when the mob dies and drops items that it disconnects. I had looting turned on and killed several mobs with disconnecting all up until a mob died and dropped an item.

What we really need to try to figure out is why the loot decided to have problems?
I haven't got any problem on looting, what you should do is basicly test if the lastserverx and y are on the item you want to loot it, else jump to it again. That's basicly how i did it :)
05/14/2011 14:24 BadBoY_AC#1227
i wouldnt jump at all with fs... only when looking for mob.. it will be superfast like that. with no dc BUT adding jump into will slow it down and give u dc..

at least for me lol
05/14/2011 14:39 pro4never#1228
Quote:
Originally Posted by BadBoY_AC View Post
i wouldnt jump at all with fs... only when looking for mob.. it will be superfast like that. with no dc BUT adding jump into will slow it down and give u dc..

at least for me lol
Yes jump is not used except for looting and finding a new group of mobs.

FS should cover all of your main movement.
05/14/2011 16:19 BadBoY_AC#1229
Quote:
Originally Posted by pro4never View Post
Yes jump is not used except for looting and finding a new group of mobs.

FS should cover all of your main movement.
yea well i know.. still 1022 packet error, as soon as you add random jump..
they just changed something with the jump, cuz no dc at all while using fs with no jump.. add some jump bam dc.. cuz the jump while fs is too fast.. i dont know.. it sucks xD

so right now we have either a slow fs with slow jump.. not even really enough to chain fs...
or a super fast fs with no jump xD
05/14/2011 16:24 pro4never#1230
I can just about guarantee you're just coding it wrong. Someone was saying they are using an old version of the proxy and it works just fine in fs so that proves that it's not something server side that changed (at least not drastically)