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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.

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Old 01/22/2011, 06:57   #796
 
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hey @pro4never i was looking throught this thread and at one point u said that u would do some codeing/teaching for money can u pm me ur msn i wanna buy some teaching idc about u codeing it infact i just want ur help ill pay u a price/hour so add me on msn so we ca talk about a price i need swome dire help cause im starting C++ and other object oriented codeing in about 2 months for school Collage Ftw but basicly i want to go in there with some background knolage so im able to look smart Xd so PM me ur msn so we can talk
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Old 01/22/2011, 08:48   #797
 
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Quote:
Originally Posted by pro4never View Post
Keep in mind pull closest will be a method pulling all possible coords near you that are valid and then checking their distance vs target and returning the closest one. Assuming no large obstacles it will return the most efficient coord to move to each time.
If you are talking about your pull weights method it is in no way efficient.
Unless I'm completely blind(slight chance) the following code gives me a wacked out path.
EDIT: Yes, this works very well for going short distances, but not when your trying to travel from one end of BI to the other.

PHP Code:
        public static Coord PullWeights(Client CCoord Where)
        {
            List<
WeightWeights = new List<Weight>();
            
Coord L = new Coord(C.MyChar.XC.MyChar.Y); 
            
Coord ToReturn L;
            try
            {
                for (
int Y C.MyChar.17C.MyChar.17Y++)
                {
                    for (
int X C.MyChar.17C.MyChar.17X++)
                    {
                        if (
C.MyChar.ValidDmap(C.MyChar.Map, (ushort)X, (ushort)Y))
                        {
                            
Coord Z = new Coord((ushort)X, (ushort)Y);
                            
Weights.Add(new Weight(Z, (ushort)Distance((ushort)X, (ushort)YWhere.XWhere.Y)));
                        }
                    }
                }
                
int Dist Distance(C.MyChar.XC.MyChar.YWhere.XWhere.Y);
                foreach (
Weight I in Weights)
                {
                    if (
I.Dist Dist)
                    {
                        
ToReturn I.Where;
                        
Dist I.Dist;
                        if (
Dist 2)
                            break;
                    }
                }
            }
            catch {  }
            
Console.WriteLine("Point: {0}, {1} Dist: {2}"ToReturn.XToReturn.YDistance(ToReturn.XToReturn.YC.MyChar.TargetCord.XC.MyChar.TargetCord.Y));
            return 
ToReturn;
        } 

This is the path that it returns. This image is on a small scale, Same results given on a large scale.
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Old 01/22/2011, 10:06   #798


 
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Quote:
Originally Posted by warning3 View Post
Lol im such a noob.


How do I make it understand it? :S
I told you already in my previous post...
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Old 01/22/2011, 11:35   #799
 
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Quote:
Originally Posted by StarBucks View Post
If you are talking about your pull weights method it is in no way efficient.
Unless I'm completely blind(slight chance) the following code gives me a wacked out path.
EDIT: Yes, this works very well for going short distances, but not when your trying to travel from one end of BI to the other.

PHP Code:
        public static Coord PullWeights(Client CCoord Where)
        {
            List<
WeightWeights = new List<Weight>();
            
Coord L = new Coord(C.MyChar.XC.MyChar.Y); 
            
Coord ToReturn L;
            try
            {
                for (
int Y C.MyChar.17C.MyChar.17Y++)
                {
                    for (
int X C.MyChar.17C.MyChar.17X++)
                    {
                        if (
C.MyChar.ValidDmap(C.MyChar.Map, (ushort)X, (ushort)Y))
                        {
                            
Coord Z = new Coord((ushort)X, (ushort)Y);
                            
Weights.Add(new Weight(Z, (ushort)Distance((ushort)X, (ushort)YWhere.XWhere.Y)));
                        }
                    }
                }
                
int Dist Distance(C.MyChar.XC.MyChar.YWhere.XWhere.Y);
                foreach (
Weight I in Weights)
                {
                    if (
I.Dist Dist)
                    {
                        
ToReturn I.Where;
                        
Dist I.Dist;
                        if (
Dist 2)
                            break;
                    }
                }
            }
            catch {  }
            
Console.WriteLine("Point: {0}, {1} Dist: {2}"ToReturn.XToReturn.YDistance(ToReturn.XToReturn.YC.MyChar.TargetCord.XC.MyChar.TargetCord.Y));
            return 
ToReturn;
        } 

This is the path that it returns. This image is on a small scale, Same results given on a large scale.
PxN already told us that PullWeight is not perfect but does provide the what u need. If you really think about efficiency, check distance function. It uses max of delta X and delta Y meaning cost of diagonal path is same as delta X and delta Y. You can change to more accurate function, but is it worthy to add unnecessary CPU cycles ? For the long distance, you can't really use this function. Consider A*. Or change distance function.
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Old 01/22/2011, 13:34   #800
 
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Quote:
Originally Posted by argon69 View Post
PxN already told us that PullWeight is not perfect but does provide the what u need. If you really think about efficiency, check distance function. It uses max of delta X and delta Y meaning cost of diagonal path is same as delta X and delta Y. You can change to more accurate function, but is it worthy to add unnecessary CPU cycles ? For the long distance, you can't really use this function. Consider A*. Or change distance function.
Yes. How's your A going?


<edit>
im already waiting 3 days for my thread to be approved. **** mods, can't you just ******* come on and approve it?
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Old 01/23/2011, 23:44   #801
 
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Quote:
Originally Posted by OELABOELA View Post
im already waiting 3 days for my thread to be approved. **** mods, can't you just ******* come on and approve it?
lol, just pm a mod like .Mio to approve it
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Old 01/24/2011, 00:44   #802
 
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Ok update guys, im getting 14 mob kills/sec and not dcing, who can go faster?
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Old 01/24/2011, 01:03   #803
 
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omg this is really fast
1 fs = 14*60= 840 kills lmao
this will be heaven
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Old 01/24/2011, 01:34   #804
 
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Quote:
Originally Posted by [GM] View Post
omg this is really fast
1 fs = 14*60= 840 kills lmao
this will be heaven
You can test it on my proxy tomorrow (be sure you 1-2 hit KO to get that speed)
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Old 01/24/2011, 03:04   #805
 
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I'd suggest you pm a moderator and post it again. Just tell them you're sorry for posting it again but that it's been 3 days.

Chances are it got denied just cause they thought it was spam or something... Too bad conquer doesn't have more mods. Seems every time I come on I'm needing to report a bunch of posts.
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Old 01/24/2011, 11:11   #806
 
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Quote:
Originally Posted by pro4never View Post
I'd suggest you pm a moderator and post it again. Just tell them you're sorry for posting it again but that it's been 3 days.

Chances are it got denied just cause they thought it was spam or something... Too bad conquer doesn't have more mods. Seems every time I come on I'm needing to report a bunch of posts.
Naw, just havent seen it.

Approved it.
Dos your proxy authenticate trough the proxy server as well?
Most likely easy to figure out but i cant just be arsed.
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Old 01/24/2011, 11:23   #807
 
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Quote:
Originally Posted by [GM] View Post
so why i don't see it anywhere?
Its on the first page on Bots and Macros.
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Old 01/24/2011, 12:01   #808
 
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I have started to work on Tao botting, its working ATM still a bit buggy but if someone needs few things just PM me

I develop in the shadows i didnt contribute much into this Tread cause i guessed that there would be some "leechers" wich act like "shemales" in common MMORPG until they have what they want they are nice and calm and in the moment there done with you.. There is no uglyer person for them than you wich helped them <.<

I really cant understand such behavior, i still thank p4n for this great release, even if some people are complaining about his work. At least this guy is nice enough to share in such a "community".

Give a Hand and they take your Arm. And try even to pull your legs too..

Well much said, Cheers
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Old 01/24/2011, 13:29   #809
 
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Quote:
Originally Posted by OELABOELA View Post
Ok update guys, im getting 14 mob kills/sec and not dcing, who can go faster?
Nice actually i got 5-6 kp/s with no DC, 10k kills at birdman , but yeah yours is indeed better...

I guess i check up what p4n hint us about TimeStamp's

Thanks Obela i never thought about implementing a kp/s system, now i have one Good to know whats going on <.<

Cheers
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Old 01/24/2011, 13:41   #810
 
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Quote:
Originally Posted by pro4never View Post
Timestamps are involved, yes. There is more to it then that though.

Not really something anyone who has ever told me about how it worked would want me spreading though.

Basically the concept involves either

A: boosting

or

B: resetting the server timestamp for last jump so that you can jump again without delay.
Can we have more of this please? Is this Theory also working for Fatal??

Just a yes is enough, thanks

Cheers
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