Stripped ProjectAlchemy Source Code

05/16/2011 23:28 OELABOELA#1246
So block monsters you basicly block the spawn entity packet, which is 10014.

(Ofcourse you have to check if it's a player or not by checking its UID and mesh/model)

To block it, you basicly go to handler -> HandleServer and you block the 10014 packet. But i believe that the proxy already has an /alone command to block those.
05/16/2011 23:56 denominator#1247
Ahhhh so that's what alone is for lol. I never tested it hehe.

I have taken Cyclone out again because it is just to problematic. I will just use my tro without XPSkill Cyclone lol. I think part of the problem is updating. It seems the char will jump to money sometimes but not pick it up then the char stops moving and attacking or sometimes he will move and stand next to the mob or in the mob but doesn't attack so I can only imagine it is not updating properly. No idea why though because there are enough "Calculations.UpdateLocal(C);" in the hunt and loot code as it is >.<

By the way what is Calculations.UpdateLocal for anyway? If it's taken out of the hunt, loot and pathfinding code will it throw an invalid jump error? I commented it out and it didn't seem to make much difference but I did get an invalid jump afterwards but that was after several kills.
05/17/2011 21:43 OELABOELA#1248
updateLocal is basicly for checking if the distance between you and a mob/item is correct, else it will remove it.
05/17/2011 22:13 denominator#1249
Would it be something to do with that for my char to stop attacking or looting? I am not so sure it is because the char seems to jump exactly where it is supposed to jump but just stops >.<
05/18/2011 16:15 OELABOELA#1250
I don't know why your bot is stop attacking. It could be the lagg also.
05/18/2011 17:19 denominator#1251
I thought it might be the lag but nope because if he is already attacking then he stops with lag but he will kill the mob, it only happens when he has killed so many mobs or is looting then jumping to the next mob?
05/19/2011 16:10 demon17#1252
xD .. after new patch .. the bot wont hunt .... lol ... anyone have a solution?
05/19/2011 17:12 BadBoY_AC#1253
yup they changed a lot cogen and cofarmer stopped working too but they fixed it after some hours already

i still have to check whats the problem.

stay tuned!
05/19/2011 17:21 demon17#1254
Quote:
Originally Posted by BadBoY_AC View Post
yup they changed a lot cogen and cofarmer stopped working too but they fixed it after some hours already

i still have to check whats the problem.

stay tuned!
ok thank you ....
05/19/2011 18:04 BadBoY_AC#1255
im still not sure what they changed but my first thought would be the monsters.. its like the bot does not recognize the mobs
05/19/2011 19:15 pro4never#1256
Jeez people... ONE value was added to the spawn packet and you all freak out?

Find where the new value is and move everything down a few bytes from there.

Hell, my pserver had it fixed within like an hour of the patch coming out.

*hint* it's cause they added steed armors/garments
05/19/2011 19:28 BadBoY_AC#1257
yeayea got it^^

still its not really safe now except u have a working multiclient xD


edit:
@ p4n did u read my pm?
05/19/2011 19:34 denominator#1258
In laymans terms you mean sniff for something correct?
05/19/2011 19:42 demon17#1259
xD IDK how to find that :D
05/20/2011 00:25 OELABOELA#1260
This is really fun as people go wild, now they don't have a working proxy. Tbh, on my new project i fixed it really within 30 minutes. Just compare packet lenghts, and check the values. you'll see from where it goes wrong, and you basicly move some bytes from there. Not to hard (Refer to spawn entity packet, and change some shit there)