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Stripped ProjectAlchemy Source Code
Discussion on Stripped ProjectAlchemy Source Code within the CO2 Bots & Macros forum part of the Conquer Online 2 category.
12/08/2010, 22:48
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#121
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elite*gold: 223
Join Date: Dec 2007
Posts: 1,076
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Quote:
Originally Posted by pro4never
You have no idea how hilarious I find all this ^^
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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?
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12/08/2010, 23:14
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#122
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elite*gold: 0
Join Date: Aug 2010
Posts: 951
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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.
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12/08/2010, 23:51
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#123
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Join Date: Aug 2010
Posts: 45
Received Thanks: 1
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who make this proxy
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12/09/2010, 00:54
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#124
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elite*gold: 223
Join Date: Dec 2007
Posts: 1,076
Received Thanks: 257
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Quote:
Originally Posted by hussienm37
who make this proxy
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Pro4Never
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12/09/2010, 01:11
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#125
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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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.
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12/09/2010, 10:23
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#126
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elite*gold: 0
Join Date: Jan 2006
Posts: 158
Received Thanks: 20
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wonder post is perfect job thx again !!
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12/09/2010, 15:20
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#127
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elite*gold: 223
Join Date: Dec 2007
Posts: 1,076
Received Thanks: 257
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Quote:
Originally Posted by pro4never
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.
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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.
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12/09/2010, 16:49
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#128
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Join Date: Aug 2010
Posts: 951
Received Thanks: 76
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That explains my dcing then rofl
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12/09/2010, 16:53
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#129
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elite*gold: 223
Join Date: Dec 2007
Posts: 1,076
Received Thanks: 257
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Quote:
Originally Posted by denominator
That explains my dcing then rofl
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Could be, what packet is last send?
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12/09/2010, 16:56
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#130
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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Quote:
Originally Posted by OELABOELA
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.
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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.
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12/09/2010, 16:57
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#131
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elite*gold: 223
Join Date: Dec 2007
Posts: 1,076
Received Thanks: 257
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Quote:
Originally Posted by pro4never
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.
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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.
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12/09/2010, 17:36
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#132
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elite*gold: 0
Join Date: Apr 2010
Posts: 291
Received Thanks: 61
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omggggggg <3
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12/09/2010, 17:37
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#133
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elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
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Quote:
Originally Posted by OELABOELA
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.
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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 ^^
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12/09/2010, 20:53
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#134
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elite*gold: 0
Join Date: Jan 2007
Posts: 135
Received Thanks: 22
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Quote:
Originally Posted by pro4never
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 ^^
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what's ya price?
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12/09/2010, 21:03
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#135
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elite*gold: 223
Join Date: Dec 2007
Posts: 1,076
Received Thanks: 257
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omg, it loots like 1/24 items!
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