Link | Submitted By | Actions | |
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Game on Kongregate | Hack Bot | ||
Game On Kongregate | thenewcomer |
Cloudstone-migrated-Last Updated: 07/02/2018 22:10 | |
CloudstoneAuto-PostLast Updated: 12/30/2013 19:00 |
5 | ||
Socially Awesome Pwning |
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Reach level 5 and summon a friend to help you fight |
15 | ||
Player Puncher Pro |
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Defeat 10 other players in pvp matches |
30 | ||
Rift Warrior |
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Clear floor #10 in the Arcane Rift |
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he might have found a place in the code where it always drops or gives a certain item ID (cough bejeweled) and changed the item id with an ID he felt like.
no idea if that would work or how it works, but it makes sense. you can go into the room with the testzone and you retain items.
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Going into a zone using testZone allows you to keep the item gained by using add item?
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Going into a zone using testZone allows you to keep the item gained by using add item? adding items to your inventory has never worked
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Going into a zone using testZone allows you to keep the item gained by using add item? adding items to your inventory has never worked Changing the zone reward seems like the only logical way he could have gotten that shield. I wonder how he did it though. Doing such is way past the admin console, so I'm thinking packeting editing? |
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.... Changing the zone reward seems like the only logical way he could have gotten that shield. I wonder how he did it though. Doing such is way past the admin console, so I'm thinking packeting editing? The shield is drop from no where as the thread said. You can check this from the static json file http://cloudfront.cloudstonegame.com/cache/v13611_staticData.json (part of flash vars). Unless a loophole is found, the hack has to synchronizing server and client copy of main/monitored data (eg.userdata, miscstat), in order to legalizing the item. Normally, the copies is synchronizing every 15sec, by sending an activity queue that record all function call (with parameters) that affect the content of the monitored data [search "ActivityQueue.instance.record(" in source would locate all function that monitored by this mechanism ]. You cannot modify any thing, including the static jason file (so the zone reward etc), after these recorded function (+ those funtions called inside) by aobs or packeting which cause discrepancy of the two copies, or black magic will come. .... hmm... may be forcing the admin action to do synchronation? No +karma or thanks post please, |
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now i found where they hide the shop items and quest and etc..if anyone could edit this code and change the drop *itemsID* you can get premium items or items that have not yet relase by the dev->( http://www.fileswap.com/dl/u0Aqf5gCht/ ) ----you can open it in notepad i default it to html cause its organize.its very long code and complicated paterns.
also i have already try editing the shops.. i fail to save the items. |
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Doing such is way past the admin console, so I'm thinking packeting editing? hmm... may be forcing the admin action to do synchronation?
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hmm... may be forcing the admin action to do synchronation? From my understanding, it won't be that simple. To add an item, you call addById(itemId), however almost all this function calls are under the activity queue, except the admin funtion add item, and some initialization at char creation. That means if you change an item code in client side, you cannot synchronizing with server data, as the item code, for example in a shop transaction, in server side cannot be modified by aob or packeting means. Even you manage to call addById freely (eg. change guild donation call to addById(donation amount = itemId)), you still need to trick the server that this item addition is legit. No +karma or thanks post please, |
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Well, that aside, anybody figure out anything to do with Home?
For example, speeding up production time? I did some packet editting to speed it up, and the "Collect" button appears and is clickable but it doesn't actually collect. I've been playing around with admin commands too and can't seem to get any to work either. |
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I'm pretty sure the collect timers are server sided. |
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timers are both client and server sided. when you create a home item, it calls the client timer (one really long ass string of numbers that goes up by 1 per millisecond) and then sends an offset of that number to the server. say i had 4000000, and the production takes 10 minutes. it would send 4600000 to the server and when your timer hits 4600000, its collectable. you can test this with the "wait" admin command., which is in milliseconds i believe.
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What happened to the aob that let you enter levels with more than your bag capacity? |
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undefined Posted on: 05/02/2013 18:43 What happened to the aob that let you enter levels with more than your bag capacity?
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undefined Posted on: 05/02/2013 18:43 What happened to the aob that let you enter levels with more than your bag capacity? No +karma or thanks post please, |
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undefined Posted on: 05/02/2013 19:38 undefined Posted on: 05/02/2013 18:43 What happened to the aob that let you enter levels with more than your bag capacity?
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