Cloudstone
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Cloudstone
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Launch Trainer!
Action Adventure MMO Multiplayer RPG

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Cloudstone

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Last Updated: 07/02/2018 18:10

Cloudstone

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Last Updated: 12/30/2013 14:00

Cloudstone - 50 pts. (new window)
5
 

Socially Awesome Pwning

  Reach level 5 and summon a friend to help you fight
15
 

Player Puncher Pro

  Defeat 10 other players in pvp matches
30
 

Rift Warrior

  Clear floor #10 in the Arcane Rift

Game Dscription
CloudstoneMagic, mayhem, monsters and mysteries, and above all: Clouds (literally!). Join us in an action adventure that will take you where only your imaginat...
Re: Cloudstone Posted on: 08/25/2012 10:51pm
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XP multipliers for quests from the mission board

24 ?? a2 46 d4 53 01 75
24 7f a2 46 d4 53 01 75

If there's any way to change that bolded part into a higher number, that would help things along.

Also, still looking for an update for the unending defend/kill/survive mission aob.


post the source code and raw code, and I'll change it for you.
Re: Cloudstone Posted on: 08/25/2012 10:51pm
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about the champspawn limit of 1 per map ...

I've been thinking about it, and it's better if no one creates an AOB for this. The cheats we have so far makes the game easier, but still lets non-cheaters play on a --somewhat-- even playing field.

But having countless champions spawn and generating countless spirit shards will let people run around with +500 stats and thousands of hp. This will break the game.

As for the champspawn limit, those who found it already should keep it to themselves to prevent the game from taking a nosedive into the crapper. The last thing I want is for the admins to start making everything server-side.
There's still an energy limitation though. The only thing left is PVP after you have +500 stats.
Re: Cloudstone Posted on: 08/25/2012 10:56pm
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themell: the subfile that code is located in is lib -> user -> models -> MissionBoards. The exact code is located pretty almost right at the end; just scroll up a bit until you see the 24 05 and a2.
Re: Cloudstone Posted on: 08/25/2012 10:59pm
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Also, if there's a way to set the user as not having "bought their first bundle", that admin command could be used to get tons of bag spaces; however, if what the tester said is true, it'd set your rubies waaaaaaay into the negative if you spammed it.

Thought for the day: if you spammed it a LOT, perhaps the negative number would wrap around?
Re: Cloudstone Posted on: 08/25/2012 11:12pm
Quote Post
XP multipliers for quests from the mission board

24 ?? a2 46 d4 53 01 75
24 7f a2 46 d4 53 01 75

If there's any way to change that bolded part into a higher number, that would help things along.

Also, still looking for an update for the unending defend/kill/survive mission aob.
I haven't tried this yet, but how much xp are you getting from the quests?
Re: Cloudstone Posted on: 08/25/2012 11:18pm
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themell: the subfile that code is located in is lib -> user -> models -> MissionBoards. The exact code is located pretty almost right at the end; just scroll up a bit until you see the 24 05 and a2.

Ahh, i see it. Strange, the current code you have should work just fine.

You need to play the adept or veteran missions in order for it to work. The current code should multiply the exp by 127. Is that not enough? I'll add to it. But I didn't test it yet. Don't sue me if it breaks

Edit: don't use, they don't work. derp

XP multipliers for for mission board quests, 2 results (multiply exp by 127 for adept or veteran missions)
24 ?? a2 46 d4 53 01 75
24 7f a2 46 d4 53 01 75

Further multiply missionboard exp by 10 (change the underline part to a higher number to further multiply it, can be used by itself or in conjuction with the other xp multiplier for mission board)
24 0a a0 75
24 0a a2 75

gold multipliers for mission board quests, 2 results (multiply gold received by 127 for adept or veteran missions)
2f ?? a2 46 d4 53 01
24 7f a2 46 d4 53 01
Re: Cloudstone Posted on: 08/25/2012 11:23pm
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I suppose what I'm asking is if there's a way to break the 127 barrier of a 24 number. Like, would 2e ff work, or 25 ff, etc. etc. etc.?
Re: Cloudstone Posted on: 08/25/2012 11:29pm
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I suppose what I'm asking is if there's a way to break the 127 barrier of a 24 number. Like, would 2e ff work, or 25 ff, etc. etc. etc.?

should be able to, but I've gotten weird negative numbers before. Just do "80" and see what happens

Edit: wait, don't change the 24 number. You can change the 7f but not the 24. The 24 means "push", so 24 7f means "push 127". You can do "24 8F" or something like that
Re: Cloudstone Posted on: 08/25/2012 11:33pm
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For the record, the "further multiply xp" code doesn't work...I mean, it DOES work, but changing either a) the 0a value to something higher or b) the a0 value to a2, causes the server to revert you back to your old xp value on reload. It was worth a shot though.
Re: Cloudstone Posted on: 08/25/2012 11:36pm
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For the record, the "further multiply xp" code doesn't work...I mean, it DOES work, but changing either a) the 0a value to something higher or b) the a0 value to a2, causes the server to revert you back to your old xp value on reload. It was worth a shot though.

that's too bad. does the gold one work? Maybe the value is too high and the server rejected it. What number exp did you get?
Re: Cloudstone Posted on: 08/25/2012 11:40pm
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When I changed both codes to multiply by 127, I got a little less than 75K. When I left the second one as multiply by 10, I got 32K. Both numbers were rejected by the server.

Question: can someone do a search for "pushdouble" in the swf? If we can find a very high double value that's indexed, that might be a workaround to the 127 cap.
Re: Cloudstone Posted on: 08/25/2012 11:42pm
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When I changed both codes to multiply by 127, I got a little less than 75K. When I left the second one as multiply by 10, I got 32K. Both numbers were rejected by the server.

Question: can someone do a search for "pushdouble" in the swf? If we can find a very high double value that's indexed, that might be a workaround to the 127 cap.

are you sure it was rejected? The amount of exp you get for finishing a mission is actually given ahead of time. Right when the screen says "mission complete" or something like that, you get your exp and gold. Clicking on the door to leave the mission only shows the reward you already got. You have to check your exp before you enter the mission to make sure.
Re: Cloudstone Posted on: 08/25/2012 11:44pm
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Yep, I'm sure. Went into a mission with 264K to go, left with a lot less to go. Reloaded, back at 264K.
Re: Cloudstone Posted on: 08/25/2012 11:53pm
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Going to try something using an int value from elsewhere in the code...here goes nothing.

EDIT: used a high int value from elsewhere in the game to give me 35 MILLION xp for finishing a mission, and subsequently leveled from 25 to 39 on completion!!!!


....



Sadly, on reload I was back to 25.  (broken image removed)
Re: Cloudstone Posted on: 08/25/2012 11:55pm
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Endless Survive/Defend/Kill missions: (3 types = 3 results) - Untested, just updated
Code: [Select]
5D C0 0C 4F C0 0C 00
47 02 02 02 02 02 02

The following does not work with the endless missions above, since it'll call the complete() method. Also does not work if you die in Survive mode - Untested if you die in others.

Succesfully complete a mission on failure
Part 1 (Kill & Interact-time mission):
Code: [Select]
5D C1 0C 4F C1 0C 00
5D C0 0C 4F C0 0C 00
Part 2 (Defending mission):
Code: [Select]
60 b8 0c 4f 8c 21 00
60 b8 0c 4f 8b 21 00

Enable abilities before a duel starts (PvP) - 2 results:
Code: [Select]
5D DD 1C 4F DD 1C 00
02 02 02 02 02 02 02

One chance only! (Battles will give 2 points instead of 1 (PvP))  - 2 results:
Code: [Select]
24 01 4f f6 2b 02
24 02 4f f6 2b 02