Updating cubeone.....
Take a look at my post on page two again maybe you missed something? I list all the commands with references to the file that you'll need. The file you use with abcreplace has .main.abc extension to it not just .main .
---------- Post added at 01:16 PM ---------- Previous post was at 01:15 PM ----------
Lines 97 - 107 are attempted updates. Didn't test each one yet, they have updated names but something is wrong there.
---------- Post added at 01:16 PM ---------- Previous post was at 01:15 PM ----------
Lines 97 - 107 are attempted updates. Didn't test each one yet, they have updated names but something is wrong there.
Image
Only got the auto nexus working at the minute but changed the visuals a lot using Yogda.
Lol'd
PN: Im not releasing to anyone but my guild, if you want to use this program, feel free to use the same tutorial i did. (This Thread)
Well this is what I got so far for aimbot. It work but some of the conditions it checks for are not implemented at the moment (probably things like don't target shielded enemies and what not). Try it out and see if you can add to it
. Perhaps, all of us here on mpgh can make the best aimbot out there for rotmg.
The problem code is commented out, from line 97 to 107 in the middle.
By the way, I figured out how to code the problem reference right so the only thing that needs to be done is to replace the function _-u7 in com.company.assembleegameclient.objects::Player with the code above.
. Perhaps, all of us here on mpgh can make the best aimbot out there for rotmg. The problem code is commented out, from line 97 to 107 in the middle.
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
;pushfalse
;pushtrue
;setlocal2
;setlocal3
;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(""), "implements"), 0 ;<--might be wrong
;iftrue L131
;getlocal 4
;callproperty QName(PackageNamespace(""), "_-41"), 0 ;<--might be wrong
;iftrue L131
;getlocal 4
;callproperty QName(PackageNamespace(""), "_-g0"), 0 ;<--might be wrong
;iftrue L131
;make sure player 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
what's your guild can i join??
)
)LOL Hilarious!
---------- Post added at 12:03 PM ---------- Previous post was at 12:02 PM ----------
Learn It, Tinker It, and learn the language I'm sure itll be an enriching experience
---------- Post added at 12:03 PM ---------- Previous post was at 12:02 PM ----------
Learn It, Tinker It, and learn the language I'm sure itll be an enriching experience
Thanks alot guys Nilly and Moon, I've now got my own client with auto nexus. I'm gonna try that aimbot code you just put out.
OK Thanks!
---------- Post added at 12:12 PM ---------- Previous post was at 12:10 PM ----------
Looking Add Code Now! Will Augment Later!
---------- Post added at 12:13 PM ---------- Previous post was at 12:12 PM ----------
One Last Question:
Are Lines 97 - 107 From Build 123.4.4??
---------- Post added at 12:12 PM ---------- Previous post was at 12:10 PM ----------
Looking Add Code Now! Will Augment Later!
---------- Post added at 12:13 PM ---------- Previous post was at 12:12 PM ----------
One Last Question:
Are Lines 97 - 107 From Build 123.4.4??
altight ive made it to com.company.assembleegameclient.objects.: player super but then another branch comes out and a bunch more "titles" (forget what you call them) and the only 2 with "returnvoid at the bottom are # initializer com.company.assembleegameclient.objects:Player and # initializer com.company.assembleegameclient.objects:Player please tell me which one it is
id really appreciate it
id really appreciate itHow do I open RABCDAsm? Whenever I try to open swfdecompress (or any of the .exe's) it just opens command prompt and quickly closes.
click start and type in cmd and enter
There's no start to click..
Sry I guess the start button is dated terminology
. Click that little button in the bottom left corner of your screen. The search programs and files textbox will be active. Type cmd in there and press enter. You'll have to navigate to the directory you put rabcdasm. Use commands like this:
Say the folder is on your desktop:
cd .\Desktop\RABCDasm v1.11\ [ENTER]
type your commands here
. Click that little button in the bottom left corner of your screen. The search programs and files textbox will be active. Type cmd in there and press enter. You'll have to navigate to the directory you put rabcdasm. Use commands like this:Say the folder is on your desktop:
cd .\Desktop\RABCDasm v1.11\ [ENTER]
type your commands here

rfilename-1.main.asasm). The assembly process makes a new modified .abc file of the same name in the directory of all the code. Just abcreplace yourfilename.swf [index of abc file you modified, 1 in this case] yourfilename-1