Quote:
Originally Posted by hussienm37
who make this proxy
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Umm... obviously I made it myself. It's using some sections of code from various projects but project alchemy is my own work. Most of it is removed in this version to encourage people to learn coding and do things themselves.
99 pct of the pm's I've gotten about it though are just ppl begging me to code things for them or worse, help them get it running.
IF YOU CANNOT FIGURE OUT HOW TO SETUP THE DAMN THING THEN YOU HAVE NO REASON TO BE IN THIS THREAD!
Even after you get it set up you will need to code in functionality as NOTHING is added in this version (no mining, looting, speed hack, hunting, ANYTHING). Adding functionality is the easiest part though, I've written all the required things you'd need really
<edit>
just a thought and something I never really coded myself but things like fatal strike on targets that take more than 1 hit to kill... it would be useful to set up a mob target in the client and at the start of attack code do something like..
if(C.Target != Null)
{Attack(C,C.Target)
return true;}
else
{decide on either loot or new mob to target}
That way you can attack a mob faster than you move between monsters. Hitting same mob you could easily do like 50ms fatal strikes but doing constant 50 ms between all mobs would mean dc fairly easy due to out of range attacking/incorrect proxy/server coord synchronization.
Then just clear target on it being killed/despawned or max hits reached. Would reduce the processor load significantly.
Also if you ever added a proper speedhack system (note: using cyclone effect is NOT a speed hack, that's why you dc. There are modified/fake packets involved in it lol!) you could jump back to last server known location after fatal strike kills a target. Would essentially eliminate fatal strike dcing.