Stripped ProjectAlchemy Source Code

12/08/2010 22:48 OELABOELA#121
Quote:
Originally Posted by pro4never View Post
You have no idea how hilarious I find all this ^^
Yea, already thought i heard something. What if we just ignore those people?

PS:Can i send you some PM's and actually get a respond lol?
12/08/2010 23:14 denominator#122
One more little thing that I seem to notice is that when you have the bot running and you try to log into Conquer with the green lights it will NOT load Conquer so wait for the little green lights to turn purple first then try to log in and it`s also unstable so you may have to try a few times to log into conquer.
12/08/2010 23:51 hussienm37#123
who make this proxy
12/09/2010 00:54 OELABOELA#124
Quote:
Originally Posted by hussienm37 View Post
who make this proxy
Pro4Never
12/09/2010 01:11 pro4never#125
Quote:
Originally Posted by hussienm37 View Post
who make this proxy
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.
12/09/2010 10:23 gorgone#126
wonder post is perfect job thx again !!
12/09/2010 15:20 OELABOELA#127
Quote:
Originally Posted by pro4never View Post
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.
I made it jump to the item, and try to loot it (IT IS AT THE ITEM) but somehow it sends the packet. Succeed doing that, and after saying it is out of range?

<EDIT> Just found out, when you send messages to fast like
Code:
Handler.Chat(C, "txthere", 2008);
It will DC because of a invalid message. Keep it in mind when you debug some stuff people.
12/09/2010 16:49 denominator#128
That explains my dcing then rofl
12/09/2010 16:53 OELABOELA#129
Quote:
Originally Posted by denominator View Post
That explains my dcing then rofl
Could be, what packet is last send?
12/09/2010 16:56 pro4never#130
Quote:
Originally Posted by OELABOELA View Post
I made it jump to the item, and try to loot it (IT IS AT THE ITEM) but somehow it sends the packet. Succeed doing that, and after saying it is out of range?

<EDIT> Just found out, when you send messages to fast like
Code:
Handler.Chat(C, "txthere", 2008);
It will DC because of a invalid message. Keep it in mind when you debug some stuff people.
Make sure you're trying to loot the same item (the one you've jumped to) and that you've jumped there server side AND finished that jump (there is a delay after a jump and when server lets you perform next action often).

Personally I prefer using shifting for loots cause then you don't have that nasty delay. It's limited to a range of 7 though.

<note>

Sending too much of almost ANY packet will cause dc. There's a reason I limited how often the client position was updated. It's cause if you send too many the client will actually crash.
12/09/2010 16:57 OELABOELA#131
Quote:
Originally Posted by pro4never View Post
Make sure you're trying to loot the same item (the one you've jumped to) and that you've jumped there server side AND finished that jump (there is a delay after a jump and when server lets you perform next action often).

Personally I prefer using shifting for loots cause then you don't have that nasty delay. It's limited to a range of 7 though.
Hmm, could i pm you my code and you take a look at it? Because im trying to put the lootspeed delay in it, and it works but somehow still does it.
12/09/2010 17:36 †he Knight#132
omggggggg <3
12/09/2010 17:37 pro4never#133
Quote:
Originally Posted by OELABOELA View Post
Hmm, could i pm you my code and you take a look at it? Because im trying to put the lootspeed delay in it, and it works but somehow still does it.
If I were you I'd store a "trying item" and then when you start the bot thread check if tryingitem is not null and if so attempt to loot or jump/shift to it.

IE...

if(C.TryingItem != null)
{
Loot(C, C.TryingItem);
return true;
}

Where loot is a method that checks range and last loot times and then resets trying item to null when the item tries passes a certain amount.


<Offtopic>

If anyone has too much money and is incredibly lazy, I'd be willing to do some paid coding lessons/adding features to this/explaining stuff ^^
12/09/2010 20:53 Whoopsiedoodle#134
Quote:
Originally Posted by pro4never View Post

If anyone has too much money and is incredibly lazy, I'd be willing to do some paid coding lessons/adding features to this/explaining stuff ^^
what's ya price? :bandit:
12/09/2010 21:03 OELABOELA#135
omg, it loots like 1/24 items!