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Cloudstone

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RE: Cloudstone

Posted Apr 17, 2013 2:08 am

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.

RE: Cloudstone

Posted Apr 17, 2013 2:44 am

Going into a zone using testZone allows you to keep the item gained by using add item?

RE: Cloudstone

Posted Apr 17, 2013 2:54 am
hellfirespet Posted on: 04/16/2013 20:44
Going into a zone using testZone allows you to keep the item gained by using add item?

not what i said at all. you retain items gained in a level during the testzone. which means all seasonal (easter/halloween) items, tutorial (bejeweled) and other (find your fortune chests) stay inside your inventory. im saying they might have changed a zone reward, or the bejeweled chest and then used the testzone to keep the item.

adding items to your inventory has never worked

RE: Cloudstone

Posted Apr 17, 2013 2:59 am
thenewcomer Posted on: 04/16/2013 20:54
hellfirespet Posted on: 04/16/2013 20:44
Going into a zone using testZone allows you to keep the item gained by using add item?
not what i said at all. you retain items gained in a level during the testzone. which means all seasonal (easter/halloween) items, tutorial (bejeweled) and other (find your fortune chests) stay inside your inventory. im saying they might have changed a zone reward, or the bejeweled chest and then used the testzone to keep the item.

adding items to your inventory has never worked

Okay, that's what I figured you said. I was thinking what the hell you were saying for a second lol.
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?

RE: Cloudstone

Posted Apr 17, 2013 8:37 am
hellfirespet Posted on: 04/16/2013 20:59
....
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,
we shall exchange appreciation via telepathy ;)
 

RE: Cloudstone

Posted Apr 17, 2013 8:48 am

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.

RE: Cloudstone

Posted Apr 17, 2013 5:57 pm


hellfirespet Posted on: 04/16/2013 20:59
Doing such is way past the admin console, so I'm thinking packeting editing?

you're thinking correctly. im sure he could easily use charles or WPE to edit both in and out packets with any item ID he chooses into another ID

haenawolf Posted on: 04/17/2013 02:37
hmm... may be forcing the admin action to do synchronation?

wouldnt need to if he can switch an items ID. the game does the job for him

RE: Cloudstone

Posted Apr 19, 2013 1:38 pm
thenewcomer Posted on: 04/17/2013 11:57


haenawolf Posted on: 04/17/2013 02:37
hmm... may be forcing the admin action to do synchronation?
wouldnt need to if he can switch an items ID. the game does the job for him


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,
we shall exchange appreciation via telepathy ;)
 

RE: Cloudstone

Posted May 2, 2013 5:01 am

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.

RE: Cloudstone

Posted May 2, 2013 12:29 pm

I'm pretty sure the collect timers are server sided.

RE: Cloudstone

Posted May 2, 2013 3:28 pm

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.

so to speed up production time, you would have to speed up your global timer, and the countdown timer to match the speed. otherwise you could collect it and the countdown would still be going, making it impossible to click collect.

RE: Cloudstone

Posted May 3, 2013 12:43 am

What happened to the aob that let you enter levels with more than your bag capacity?

RE: Cloudstone

Posted May 3, 2013 1:38 am
undefined Posted on: 05/02/2013 18:43

What happened to the aob that let you enter levels with more than your bag capacity?



You enter the zone and do your stuff :)

No +karma or thanks post please,
we shall exchange appreciation via telepathy ;)
 

RE: Cloudstone

Posted May 3, 2013 3:22 am
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?



You enter the zone and do your stuff :)


you made that surprisingly fast, and it works in case you were wondering. im going to add your infinite range, and this code to my CT file if thats alright with you.

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