No Skill Delay Hack Ragnarok Emblems
Ro Valkyrie Ragnarok Online Path of Heroes Hack Skills No delay Home Single Dungeon 13-10 Clear G.Ver. 3.9.5โปรโฮม แฮคสกิล Auto Bot Ro Mobile Android Update. Download: Butel Arc 125 Full Version, Downloads Found: 12, Includes: Crack Serial Keygen, Date Added: Today. No Skill Delay Hack Ragnarok Offline. ScannerMaster is proud to sell ARC software products for scanners from Butel. ARC stands for “Advanced Radio Control” and there are ARC packages for most current and many older scanners. The hack tools include: Damage Hack (This hack 1 hit all boss) God mode Hack (No damage taken from any boss) No cooldown Skill hack ( No Cooldown for All skills) No Skill Delay Hack (You can cast all skill in instant) Teleport Hack ( Teleport you to a desired Spot) Movement Speed Hack (You move like a lightning Speed) BUFF hacks (you can cast. Learn everything an expat should know about managing finances in Germany, including bank accounts, paying taxes, getting insurance and investing.
- // ___ ___ _______ ______ _ __ _______ _ __ __ __
- // / / / / / ___ / / _ / / _ / / / ___ / / | / / / / / /
- // / /_/ / / / / / / /_/ / / / / / / / / | / / / /_/ /
- // / __ / / /__/ / / _/ / /_/ / / / / / / /||/ / /_ __/
- // / / / / / ___ / / /| | / / / / / /__/ / / / | / / /
- // /__/ /__/ /_/ /_/ /_/ |_| /_/ /_/ /______/ /_/ |_/ /_/
- //////////////////////////////////////////////////////////////////// v3.3 ///
- /////////////////////////////////////////////////////////////////////////////
- /////////////////////////////////////////////////////////////////////////////
- // (c) 2008 - 2012 Daniel Stelter-Gliese
- // GM level which allows users to bypass Harmony protection
- protection_bypass_level: 100
- // Determines how Harmony logs events.
- // 0 Events are only logged to the server console
- // 1 Events are logged to the harmony_log SQL table
- // 3 SQL logging is attempted, if it's unavailable the textfile is used
- log_method: 3
- ////////////////////////////////////
- ////////////////////////////////////
- // Harmony enforces the usage of unmodified client binaries.
- // However, you have to add your client checksum here to
- // allow only permitted exes. The checksum is a MD5 hash of
- ///
- // To get the checksum of your exe you can use this tool:
- ///
- // To reload this configuration while the server is running use @reloadharmony.
- client_checksum: 0, b977a1ae80749f34d9ddae28fb0005c9
- // GM level >= 20 requires this hash (level 0 hash works here, too)
- client_checksum: 20, b977a1ae80749f34d9ddae28fb0005c9
- client_checksum: 99, off
- ////////////////////////////////////
- ////////////////////////////////////
- // You can configure how to react to each attempt.
- // Each setting is <action>,<delay in ms>[,<parameter>]
- // Valid actions:
- // The player is sent back to the login screen.
- // Alternatively, you may specify the clif_authfail_fd()
- // 1 Server closed [msgstringtable: line 4]
- // 2 ID already logged in [msgstringtable: line 6]
- // 3 Time gap / too much lag [msgstringtable: line 242]
- // 5 Underaged [msgstringtable: line 306]
- // 6 Server still recognizes your last connection [msgstringtable: line 442]
- // 7 Too many connections from this IP [msgstringtable: line 530]
- // 15 Disconnected by GM ( throw back to login screen)
- // else Disconnected from server [msgstringtable: line 4]
- // message Display a message (text as parameter)
- // autoban Automatically bans the players IP. This will keep
- // hackers from testing their cheat attempts over and
- // The duration is given as delay value.
- // NOTE: All autobans are lifted after the server is restarted
- // NOTE: Due to the internal timing system of eAthena you should not
- // use intervals of more than ~20 days. If you want to ban for
- // a long period of time simply use -1 to block until next restart.
- // console Prints a message on the server console
- // Delay specifies how many milliseconds to wait before performing this action.
- // NOTE: Actions are not triggered if the user logs out before this time expires.
- // IMPORTANT: For autoban actions, this flag identifies the autoban duration in seconds!
- // The parameter is used for certain actions, such as messages. It's
- ////////////
- // NOTE: XRay exes will always trigger this due to polymorphic code. It must be disabled
- // in this case (by removing the two following lines)
- // NOTE: No log entry is needed here. As long as there is at least one action
- // registered Harmony will automatically log the incident and include relevant
- // memory addresses. To only log incidents you can you a dummy-action like
- codepatch: kick, 0
- // Modified client access permissions. Client access permissions
- // NOTE: This feature is EXPERIMENTAL, is not verified whether harmless
- // 3rd party software might trigger this. Enable at your own risk!
- proc_access: autoban, 600
- proc_access: log, 0, Process permissions modified.
- // Debugger -- used for analyzing and reversing the client internals
- debugger: autoban, -1
- debugger: log, 0, Debugger attached
- // Speedhacks make the system time faster to bypass client-side
- // NOTE: Kicks caused by this detection are displayed like this:
- // 'You've been disconnected due to a time gap between you and the server.'
- // If many players get this error it is recommended to disable the kick action
- // by removing the first of the three lines and using @reloadharmony.
- // Please also contact the tech support about this issue, you will
- // receive further information on how to deal with it and restore the
- speedhack: kick, 0, 3
- speedhack: log, 0, Speedhack detected
- ////////////////////////////////////
- ////////////////////////////////////
- // for illegal files. The server maintains a list
- // of files and their correct checksum. If a client
- // opens a file with an unknown checksum Harmony will
- // For detailed information consult the documentation.
- // GM level which allows users to bypass the GRF integrity validation
- // If protection_bypass_level is lower than this value, protection_bypass_level is used.
- grfintegrity_bypass_level: 100
- ////
- ////
- // Whether to log GRF mismatches (includes player name, file name and sent hash)
- // If you don't use hdata.grf you might want to disable this (although it's
- grfintegrity_log_mismatch: yes
- // Immediately block attacks
- // (To ensure that messages are printed in the correct order you may want to send them with a delay of 1ms)
- grfintegrity: message, 100, Illegal GRF modification detected!
- grfintegrity: message, 500, Please remove any custom modifications and restart the game.
- grfintegrity: message, 900, You are not allowed to attack.
- // And kick after a minute
- // Number of seconds an IP is blocked if a modified GRF is detected
- // BEWARE: kRO updates might change files. When setting this value
- // make sure your client includes all listed files and overwrites
- // the default r/data.grf (or add hdata.grf with highest priority)
- ////////////////////////////////////
- ////////////////////////////////////
- // Harmony can limit connections from certain IP addresses or
- // computers. You can use this feature to prevent excessive
- ////
- // Required GM level where sessions are not counted as
- // Default: 99
- // Multiclient: IP limit
- // Number of connections allowed per IP
- // Multiple physical computers might have the same same IP if
- // Use -1 to disable this check.
- max_connections_per_ip: -1
- // What to do if the IP rate is exceeded
- multiclient_ip: log, 0, Too many connections from one IP.
- multiclient_ip: message, 100, The limit of simultaneous game connections was exceeded.
- // You might want to add this message telling the player what the actual limit is.
- // multiclient_ip: message, 500, There is a limit of <VALUE> logins per IP address.
- // This will trigger the following message:
- // 'IP capacity of this Internet Cafe is full. Would you like to pay the personal base?'
- // You can customize this message by editing msgstringtable.txt line 530.
- // Multiclient: PC limit
- // Number of connections allowed per physical computer
- // Default: -1 (unlimited)
- multiclient_pc: log, 0, Too many connections from one PC.
- multiclient_pc: message, 100, The limit of simultaneous game connections was exceeded.
- // You might want to add this message telling the player what the actual limit is.
- // multiclient_pc: message, 500, There is a limit of <VALUE> logins per computer.
- // This will trigger the following message:
- // 'IP capacity of this Internet Cafe is full. Would you like to pay the personal base?'
- // You can customize this message by editing msgstringtable.txt line 530.
- ///////// AUTOBAN SETTINGS /////////
- // Several generic events which can be enabled for autoban
- // See <link> for further information on the autoban feature
- // Autoban feature enabled?
- // For details, see the basic information block below
- autoban_enabled: yes
- // Number of seconds an IP is banned when an unencrypted login is detected
- // This might indicate a 3rd party client exe or an attempt to use OpenKore
- autoban_unsafe_login: 600
- // Number of seconds an IP is banned when a protocol error is detected
- // This strongly indicates an attempt to emulate or bypass Harmony.
- autoban_malformed_protocol: -1
- // Number of seconds an IP is banned if a connection is made from a blocked Mac address
- // (When a PC is blocked by Mac address every connection attempt from this PC will result
- // in the current IP address being blocked for some time)
- // Default: 12 hours
- //////////// SPELL DELAY ///////////
- // Monitors incoming skill usage packets from the client.
- // If a client sends way more skill packets than possible with a regular
- // skill delay this strongly indicates a no-delay hack.
- // To avoid false positives due to network lags the detection is triggered
- // only if such packet patterns are detected multiple times over a certain
- ////
- // Default configuration:
- // If a client sends more than 12 (spelldelay_threshold) skill packets within
- // one second (spelldelay_interval) the internal fail counter is increased.
- // If a clients fail counter exceeds 5 (spelldelay_failcount) a no-delay
- spelldelay_enabled: yes
- // Number of milliseconds for each monitoring interval
- spelldelay_interval: 1000
- // Number of skill packets allowed in this period
- spelldelay_threshold: 14
- // How often a packet flood must have been detected before any action is taken
- // Number of milliseconds after the fail count is decreased by one (to avoid false
- // positives triggering the detection after a long time in game)
- spelldelay_cooldown: 60000
- nodelay: restrict, 0
- nodelay: message, 100, You will be disconnected for skill spam in 15 seconds.
- nodelay: log, 0, No-Delay hack detected
- ////////////////////////////////////
- ////////////////////////////////////
- // DON'T change anything unless you know you're doing :)
- zone_malformed_grace_time: 35000
- zone_time_glitch_cooldown: 400000 // (n+30k)/n -> 7.5%
- heuristic: 1, DeR