Updating cubeone.....

Posts 211225 of 346 · Page 15 of 24
Quote Originally Posted by sdfds View Post
I myself don't really care about posting it, but it seems like everyone tends to rage if I do, so I don't really want to be in that place.
I certainly wont rage at you, if you don't release it I'm sure someone down the line will so they can take credit or what not, but I strongly agree with john.

I myself have learned a ton from nilly and everyone else on this thread about making my own client, and had they (or anyone) just released a pre-compiled one I'm not so sure I would have been motivated to learn and do it myself. And that does stifle creativity a bit. So I think its best to make people work for this kind of stuff, especially when they have all the tools clearly laid out in front of them, as all of you have done a fantastic job of providing.

I mean, truth be told, this thread already spoon feeds everyone the client as it is. I am completely retarded when it comes to this stuff, and I managed to figure it out. People who are asking/complaining for a pre-built client are, quite simply, just lazy. Thats all there is to it. There is nothing in this thread that a 12 year old couldn't figure out, because it is laid out in step-by-step, copy/paste directions. People just don't want to do it, which is honestly a shame.
I agree with you. I myself am trying to do his. But I do not have good English and they frustrate yet I agree with you)
pls can u make a tut on how to make a aimbot on rotmg pls ):
All written before. almost complete instructions! try again and again!))
Quote Originally Posted by cehrenr View Post
I mean, truth be told, this thread already spoon feeds everyone the client as it is. I am completely retarded when it comes to this stuff, and I managed to figure it out. People who are asking/complaining for a pre-built client are, quite simply, just lazy. Thats all there is to it. There is nothing in this thread that a 12 year old couldn't figure out, because it is laid out in step-by-step, copy/paste directions. People just don't want to do it, which is honestly a shame.
I agree, that's why I took it down. Had to think about it for an hour or so... and I realized...
I thought... "Wait. It did take me eight hours to do this, but I had no knowledge of it and figured it out. So, couldn't everyone else do this?"
Maybe I'll release it to members of my Guild. If you're interested in joining my guild... well... I have the feeling that if you say you're interested now you just want the client. So, instead of providing the client, I'll put this entire topic together in a single message.

Step 1: Install Yogda. Yogda can be found by googling Yogda and clicking on the first link.
Step 2: In your web browser, look at the source at Realmofthemadgod.com. In chrome, you'd type view-source://realmofthemadgod.com. Search for ACGLoader. Copy the numbers after that and then type realmofthemadgod.com/AssembleeGameClient[YOurnumbersherewithoutbrackets].swf. Now click the Wrench on the top right of your screen and do Save Page As. Then save it to your desktop.
Step 3: Open up the client in Yogda. This might take a bit since the loading bars appear for about 30 seconds. Be patient. On the right, click the little plus next to the client name. Once it pops down, click the plus next to WebMain (frame 1). Then, go down to Strings. Right click it and do Find. Search for "rotmgtesting.appspot.com" and replace it with "realmofthemadgod.appspot.com".
Step 4: Click the plus next to Classes. Find com.company.assembleegameclient.objects.player. Click the plus next to that. Click the update() function at the bottom. On the right you'll see the update() function. Go to the bottom of that. You'll see returnvalue. Right click that, and do insert byte code. Paste this in:

pop
getlocal0
getlex map_
getproperty player_
ifne 42
getlex map_
getproperty name_
pushstring Nexus
ifeq 31
getlex _-24
convert_d
getlex _-mH
convert_d
divide
pushbyte 7
convert_d
pushbyte 20
convert_d
divide
ifgt 11
getlex map_
getproperty gs_
getproperty gsc_
callpropvoid _-m3,0
pushtrue

Press okay. Then, at the top left of Yogda, click the disk. A popup will appear that it's saved under a different name. The client with a different name now has Autonexus in it.

Part II: Autoaim. This part is a bit more tricky. For this, you'll need rabcdasm. Google Rabcdasm. Click the first link. It'll be GitHub. On the right click Downloads. Download it. Then extract it. Put the new client with autonexus in it. Open up Command Prompt (windows) or Terminal.

On windows: CD into the directory Rabcdasm is in. I.e. if it's in Downloads, type cd Downloads, then cd Rabcdasm_v1.11. It'll be the same way on Mac, but in the Terminal utility.
Replacing nameofyourclient with the autonexus client you've just made, type:
swfdecompress nameofyourclient.swf
Then, type abcexport nameofyourclient.swf

Go into the folder where rabcdasm is. Click on your client's folder. Find the Com folder and doubleclick that. Doubleclick assembleegameclient. Doubleclick objects. Find player.class.asasm and edit that in your notepad of choice. Find _-u7 in the document. Replace _-u7 with the following code (note the _-u7 function ends with the text end ; method).

Code:
  trait method QName(PackageNamespace(""), "_-u7")
   method
    refid "com.company.assembleegameclient.objects:Player/_-u7"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
     maxstack 16
     localcount 16
     initscopedepth 16
     maxscopedepth 18
     code
      
	  ;aimingAngle = arg1 + Parameters.data_.cameraAngle;
	  getlocal0
      pushscope
      getlocal1
      getlex              QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
      getproperty         QName(PackageNamespace(""), "data_")
      getproperty         Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-GV"), StaticProtectedNs("_-GV"), StaticProtectedNs("_-n2"), StaticProtectedNs("_-Sa"), StaticProtectedNs("_-0FI")])
	  add
      setlocal            7
	  
	  ;if (Left_Clicking) don't alter aimingAngle
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
	  getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-8L#0"), "_-Jt")
	  iftrue              L138
	  
	  ;Get game object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject") ;coerce null that was pushed onto stack into a GameObject obj ???
      setlocal            4 ;save object to local register 4
	  
	  ;initialize current target distance to -1
      pushbyte            255
      setlocal            8
	  
	  ;initialize considered target distance to 0
      pushbyte            0
      setlocal            9
	  
	  ;set local register 11 to any type (used for speed and lifetime of player's projectile)
      pushnull
      coerce_a
      setlocal            11
	  
	  ;current target max health
      pushbyte            0
      setlocal            12
	  
	  ;considered target max health
      pushbyte            0
      setlocal            13
	  
	  ;used for hasnext2 instruction
      pushbyte            0
      setlocal            5
	  
	  ;get the list of every object in game? jump to start going through list
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6
      jump                L131
	  
L40:
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
	  setlocal            4
      
	  ;getlocal            4
	  ;getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Player")
      ;istypelate
      ;iftrue              L131
	  
	  ;make sure object is a character and not something like a wall
	  ;getlocal			  4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             L131
	  
	  ;make sure object is an enemy
	  getlocal			  4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
	  iffalse             L131
      
	  getlocal            4
      callproperty        QName(PackageNamespace(""), "_-41"), 0 ;<--don't aim at ???
      iftrue              L131
      
	  getlocal            4
      callproperty        QName(PackageNamespace(""), "_-gO"), 0 ;<--don't aim at targets that are in stasis
      iftrue              L131

	  getlocal            4
      callproperty        QName(PackageNamespace(""), "_-Kr"), 0 ;<--don't aim at shielded targets
      iftrue              L131
      
	  ;make sure considered target isn't paused
	  ;getlocal            4
      ;callproperty        QName(PackageNamespace(""), "isPaused"), 0
      ;iftrue              L131
      
	  ;calculate distance enemy is from player
	  getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      dup
      multiply
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      dup
      multiply
      add
      callproperty        QName(PackageNamespace(""), "sqrt"), 1
      dup
      setlocal            9 ;store considered target distance
	  
	  ;load up equiped weapon info ???
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), "_-0Kv")
      getlex              QName(PackageNamespace(""), "_-Bj")
      pushbyte            0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
	  convert_i
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
	  getproperty         QName(PackageNamespace(""), "_-052")
      pushbyte			  0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
      dup
      setlocal            11 ;store weapon data in registry
	  
	  ;calculate if considered target is in range using weapon projectile speed and lifetime 
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      ifgt                L131 ;jump to next considered object (current considered object out of range)
	  
	  ;get considered target max health
      getlocal            4
      getproperty         QName(PackageNamespace(""), "_-mH")
      dup
      setlocal            13 ;store max health
	  
	  ;if considered target max health is the same as current target max health, check distance
      getlocal            12
	  ifeq				  L109
	  
	  ;if considered target max health is less than current target max health, move on to next object.
	  getlocal			  13
	  getlocal			  12
      iflt                L131
	  
	  jump 			 	  L1099 ;considered target max health is greather than current target's, set new target

L109:	  
	  ;if there is no current target, set new target
      ;getlocal            8
      ;pushbyte            255
      ;ifeq                L1099
	  
	  ;if considered target distance is less than current target distance, set new target
      getlocal            9 ;considered target
      getlocal            8 ;current target
      iflt                L1099
	  
      jump                L131 ;current target is closer than considered target, check next object
	  
L1099:
	  ;considered target max health is more than current, set at new target.
      getlocal            13
      setlocal            12
      getlocal            9
      setlocal            8
	  
	  ;calculate shooting angle
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7 ;store new angle
      jump                L131 ;look at next object
L131:
      hasnext2            6, 5
      iftrue              L40
      kill                6
      kill                5
      getlocal            12
      pushbyte            0
      ifeq                L141
L138:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
L141:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
Save the file. Go back to Terminal/Command Prompt and type:
rabcasm nameofyourclient-1\nameofyourclient-1.main.asasm
abcreplace nameofyourclient.swf 1 nameofyourclient-1\nameofyourclient-1.main.abc

You're now done. Your client has autonexus and autoaim.

If you want antiblind/paralyze/confused:

Back at the yogda step, before you save, find the package: com.company.assembleegameclient.objects::GameObjec t. Click the plus next to it. Find the _-ob function. Click it. On the right at the very top of the code, right click the pushfalse and click Insert Byte Code. Type:
pushfalse
returnvalue

Repeat this for the _-cI and _-S7 functions. Save your client. Your newest client now has antiparalyze/confuse/blind.

If you don't want the Nexus/Realm of the Mad God screens with your character walking: In yogda, search for:

public function _-ze(_-048:_-0Cv):void

On the top left. Double click it, then on the first line, right click, Modify Byte Code, and change it to returnvoid.

I hope this guide helped summarize and make it easier for those who kept having to search through the thread to find various points, and to those who are having trouble making a client.

This entire tutorial should take you a little less than 30 minutes. Good luck.
sdfds Thank you! I've long wanted but hesitated to ask for it)

---------- Post added at 04:05 PM ---------- Previous post was at 03:59 PM ----------

In fact that would not have put out is that there will be so many people cheat cube. But it also can start selling. I myself have thought about it but decided he decided to Use. I ask all those who will join it to my conclusion and use it themselves and not put it in the free use. But you can sell to those who are too lazy to do yourself and behold the brain works))


(((Sorry for my bad english ...)))
Its the right to do. You and I and probably a handful of other guys made this with no asm experience with exactly what is contained within this tutorial.

Plus they have access to ask questions to us.
Well, thank's.
Now i'm gonna make client and put it here for everyone to download.
I'm not cheap.
You're the bottom! You're going to exhibi your work? to fuck shit! And again, all again as in the past!
Quote Originally Posted by MadLight View Post
Well, thank's.
Now i'm gonna make client and put it here for everyone to download.
I'm not cheap.
See, it is that kind of attitude that generates the secrecy and lack of sharing this post is trying to fight. Calling someone cheap because they wont do all of the work for you is, quite frankly, childish at best.

Do with the information as you will, but insulting others for trying to encourage learning is sad.
Thanks for the amazing tut @sdfds it worked great. Now i have my client working i encourage the people to do it themselves, is a piece of cake with this tut.
Quote Originally Posted by partizanr56 View Post
You're the bottom! You're going to exhibi your work? to fuck shit! And again, all again as in the past!
I'm going to share my work for any other. Is this bad?
IS THIS FUCKING BAD WHEN YOU TRY TO HELP PEOPLE?
Okay then.
I see sometimes people don't want to be helped.
Quote Originally Posted by MadLight View Post
Okay then.
I see sometimes people don't want to be helped.
I tried as much as I could to help by releasing an in-depth tutorial on how to make it, even telling you where to click on things. It can't get much simpler. That's helping, releasing it would make everyone lazy and no one would help contribute.
I can't understand.. I've always downloaded hack "made". Now, I made the hack, and would like to be usefull for 1 time, like other people have been with me... I've the hack, can I post it or not? I've learned HERE how to do it, and I ask HERE if i can post it. Anyway, i think that if someone really really really need the hack, will ask it, but the others will follow the tutorial given.
Someone has MAC too and it's difficult to use rabcdASM... in osx... if some MAC user need the hack I will give him... no problem about that, i think...
Posts 211225 of 346 · Page 15 of 24

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