14.0 Source Codes --Started--

Posts 115 of 31 · Page 1 of 3
14.0 Source Codes --Started--
Not long got home, decided to look even though they will update in a few days due to bugs or whatever, just tired of seeing peoples sooky lala posts.

14.0.0 AssembleeGameClient1370895231.swf

Production:

~/rabcasm/client-1/_-nB/_-19-.class.asasm

Line: 511

On new line put:

Code:
      pop
      pushtrue
This should be right above the returnvalue

example code:
Code:
      pop
      getlocal0
      convert_b
L65:
      iffalse             L67

      convert_b
L67:
      ;-------- code here -------
      pop
      pushtrue
      ;--------------------------
      returnvalue
     end ; code
    end ; body
   end ; method
  end ; trait
Debuffs:

~/rabcasm/client-1/com/company/assembleegameclient/objects/GameObject.class.asasm

Place

Code:
      returnvalue
On a new line below the "pushfalse" of each of the following

isBlind
isDrunk
_-0ks <<== Hallucinate
_-05I <<== Confused


No Serverside Debuffs:

~/rabcasm/client-1/com/company/assembleegameclient/objects/Projectile.class.asasm

Search for "update"
Change the "localcount" from 15 to 18

Line: 2403

On new line paste code

Code:
      ;----No ServerSide Debuffs----
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "_-f8")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
      dup
      setlocal            15
      pushnull
      ifeq                TAKE_HIT
      
      pushint             0
      setlocal            16
      getlocal            15
      kill                15
      coerce_a
      setlocal            17
      jump                LOOP_END

LOOP_BEGIN:
      label
      
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
            
      getlocal            17
      getlocal            16
      nextvalue
      convert_u
      
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject"), StaticProtectedNs("_-1OQ"), PackageNamespace("", "#0"), PackageNamespace("com.company.assembleegameclient.objects"), ProtectedNamespace("_-1OQ"), PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject/instance"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), StaticProtectedNs("_-cQ")])
      coerce              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "name_")
      setlocal            15

      getlocal            15
      pushstring          "Dead"
      ifeq                DONT_TAKE_HIT
     
      getlocal            15
      pushstring          "Weak"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Slowed"
      ifne                NOT_SLOWED
      getlocal0
      getproperty         QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "name_")
      pushstring          "Sprite World"
      ifne                DONT_TAKE_HIT
NOT_SLOWED:
      
      getlocal            15
      pushstring          "Sick"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Dazed"
      ifeq                DONT_TAKE_HIT

      getlocal            15
      pushstring          "Stunned"
      ifeq                DONT_TAKE_HIT

      getlocal            15
      pushstring          "Paralyzed"
      ifeq                DONT_TAKE_HIT

LOOP_END:
      hasnext2            17, 16
      iftrue              LOOP_BEGIN
      
TAKE_HIT:
Line: 2499

On new line place code

Code:
      DONT_TAKE_HIT:
Autonexus:

~/rabcasm/client-1/com/company/assembleegameclient/objects/Player.class.asasm

Line: 4996

On new line paste code <<== directly under "pushtrue"

Code:
  ;-------------------
  ; AUTO NEXUS    
  ;-------------------    
  ; trait slot QName(PackageNamespace("", "#0"), "_-Ru") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; CURRENT
  ; trait slot QName(PackageNamespace("", "#0"), "_-0es") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; MAX
  
     #set nexusfunction "escape"
     #set currenthealth    "_-BE"
     #set maxhealth   "_-00-"
          
            pop
            getlocal0
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "player_")
            ifne                END
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "name_")
            pushstring            "Nexus"
            ifeq                END
            getlex                QName(PackageNamespace(""), $"maxhealth")
            getlex                QName(PackageNamespace(""), $"currenthealth")
            convert_d
            divide
            pushdouble          .30
            ifgt                END
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "gs_")
            getproperty         QName(PackageNamespace(""), "gsc_")
            callpropvoid        QName(PackageNamespace(""), $"nexusfunction"), 0
        END:
            pushtrue      
  ;-------------------------------------------------------------

No Ally Projectiles:

~/rabcasm/client-1/com/company/assembleegameclient/objects/Projectile.class.asasm

To find #set unknowVar "_-???" Search near the top in "trait slots" normally the one under "bulletType"

Paste code at Line: 3295 :and again at Line: 4018 :On new line after the "pushscope"

Code:
      ;---------------------- ; NO ALLY PROJECTILE ;---------------------- 
      #set unknowVar "_-0f7"   
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "player_")  
      getproperty         QName(PackageNamespace(""), "objectId_")  
      getlocal0
      getproperty         QName(PackageNamespace(""), "ownerId_")  
      ifeq                L500
      getlocal0       getproperty   
      QName(PackageNamespace(""), $"unknowVar" )  
      iffalse             L500  
      returnvoid

L500:

Numerical HP MP:

~/rabcasm/client-1/com/company/assembleegameclient/ui/StatusBar.class.asasm

Line: 1503

Code:
      pop
      pushbyte          1

@drsandman to change RotMG #14.0.0 in lower left

~/rabcasm/client-1/_-1Ry/_-49.class.asasm

Line: 97
Hey Thanks for the guide!

I'm having trouble even getting a .swf of the game that will connect to the servers. When I go to:

http://www.realmofthemadgod.com/Asse...1370895231.swf

I save the page and when I run the .swf in a browser, the game starts up to the main screen, but at the bottom left It reads "TESTING #14.0.0"

How can I go about downloading the correct working .swf file?
Quote Originally Posted by ceacea25 View Post
Hey Thanks for the guide!

I'm having trouble even getting a .swf of the game that will connect to the servers. When I go to:

http://www.realmofthemadgod.com/Asse...1370895231.swf

I save the page and when I run the .swf in a browser, the game starts up to the main screen, but at the bottom left It reads "TESTING #14.0.0"

How can I go about downloading the correct working .swf file?
That is the correct .swf file and it is working or it wouldn't load at all to anything, and loading to TESTING is normal too, this is because it has no mods added. Now you add the codes above. This is also why I always put "Production" first, because this is the one that will allow you to load your game.

---------- Post added at 08:34 PM ---------- Previous post was at 07:48 PM ----------

I updated these codes for Auto-Aim, I think I did them all correct, but when I add it all to my client, I can't fire at all, also pretty sure I am placing them into the right place....? Anyone help please?

#set fullfunctionname "com.company.assembleegameclient.objects:Playe r/aim_"
#set functionname "aim_"
#set mouseClass "com.company.assembleegameclient.game:_-qj#0"
#set mouseClicked "_-1EC"
#set playerNamespace "_-14n"
#set characterNamespace "_-0wz"
#set gameobjectNamespace "_-1OQ"
#set basicobjectNamespace "_-cQ"
#set projectileNamespace "get "
#set Aimbot_charMaxHealth "_-BE"
#set ObjLibDictionary "_-iF"
#set gameobjVector "_-1Se"
#set ObjPropertiesDictionary "_-cf"
#set FunctionIsInvincible "_-0gA"
#set FunctionsIsStasis "_-sO"
#set FunctionsIsInvulnerable "_-rs"
Quote Originally Posted by Cyeclops View Post
That is the correct .swf file and it is working or it wouldn't load at all to anything, and loading to TESTING is normal too, this is because it has no mods added. Now you add the codes above. This is also why I always put "Production" first, because this is the one that will allow you to load your game.

---------- Post added at 08:34 PM ---------- Previous post was at 07:48 PM ----------

I updated these codes for Auto-Aim, I think I did them all correct, but when I add it all to my client, I can't fire at all, also pretty sure I am placing them into the right place....? Anyone help please?

#set fullfunctionname "com.company.assembleegameclient.objects:Playe r/aim_"
#set functionname "aim_"
#set mouseClass "com.company.assembleegameclient.game:_-qj#0"
#set mouseClicked "_-1EC"
#set playerNamespace "_-14n"
#set characterNamespace "_-0wz"
#set gameobjectNamespace "_-1OQ"
#set basicobjectNamespace "_-cQ"
#set projectileNamespace "get "
#set Aimbot_charMaxHealth "_-BE"
#set ObjLibDictionary "_-iF"
#set gameobjVector "_-1Se"
#set ObjPropertiesDictionary "_-cf"
#set FunctionIsInvincible "_-0gA"
#set FunctionsIsStasis "_-sO"
#set FunctionsIsInvulnerable "_-rs"
From here those names sounds good.
Replaced the old ones with them, keeping the old aimbot code : works perfect..
Quote Originally Posted by JustAnoobROTMG View Post
From here those names sounds good.
Replaced the old ones with them, keeping the old aimbot code : works perfect..
Ok, cool thank you for replying I will stick at it and try again thanks
Is it possible to explain to people why did you choosed this particular line or this one to place the code of the "Serverside anti debuff" ?
Because it will help updating.

Also... Blocking quieted doesnt worked for me
Quote Originally Posted by JustAnoobROTMG View Post
Also... Blocking quieted doesnt worked for me
Did you try with "Quiet"?

@Cyeclops There is a far easier method to find the client side condition effects: open the com/company/assembleegameclient/util/ConditionEffect.class.asasm and there you will find the static variables of every condition effects:

Code:
    dup
    pushbyte            8
    getlocal0
    pushstring          "Blind"
    getlex              QName(PackageNamespace("", "#0"), "_-0vb")
    pushbyte            41
    newarray            1
    getlex              QName(PackageNamespace("_-0lp"), "_-lw")
    getproperty         QName(PackageNamespace("", "#0"), "_-Xh")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])

    dup
    pushbyte            9
    getlocal0
    pushstring          "Hallucinating"
    getlex              QName(PackageNamespace("", "#0"), "_-s8")
    pushbyte            42
    newarray            1
    getlex              QName(PackageNamespace("_-0lp"), "_-lw")
    getproperty         QName(PackageNamespace("", "#0"), "_-1NP")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])

    dup
    pushbyte            10
    getlocal0
    pushstring          "Drunk"
    getlex              QName(PackageNamespace("", "#0"), "_-0LN")
    pushbyte            43
    newarray            1
    getlex              QName(PackageNamespace("_-0lp"), "_-lw")
    getproperty         QName(PackageNamespace("", "#0"), "_-vu")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])

    dup
    pushbyte            11
    getlocal0
    pushstring          "Confused"
    getlex              QName(PackageNamespace("", "#0"), "_-0UM")
    pushbyte            2
    newarray            1
    getlex              QName(PackageNamespace("_-0lp"), "_-lw")
    getproperty         QName(PackageNamespace("", "#0"), "_-0mG")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])
etc..

Now open the GameObject.class.asasm from the objects package, you will find these variables in the respective methods:

Blind: QName(PackageNamespace("", "#0"), "_-0vb")
Code:
  trait method QName(PackageNamespace("", "#0"), "isBlind")
   method
    refid "com.company.assembleegameclient.objects:GameObject/instance/isBlind"
    returns QName(PackageNamespace("", "#0"), "Boolean")
    body
     maxstack 4
     localcount 3
     initscopedepth 5
     maxscopedepth 6
     code
pushfalse
returnvalue
      pushfalse
      pushtrue
      swap
      jump                L10

      pushnan
      increment
      strictequals
      multiply
      convert_b
      setlocal3

L10:
      setlocal1

      setlocal2

      getlocal0
      pushscope

      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "condition_")
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "_-0vb")
      bitand
      pushbyte            0
      equals
      getlocal2
      dup
      iftrue              L27

      pop
      getlocal0
      convert_b
L27:
      iffalse             L29

      not
L29:
      returnvalue
Hallucinating: QName(PackageNamespace("", "#0"), "_-s8")
Code:
  trait method QName(PackageNamespace("", "#0"), "_-0ks")
   method
    refid "com.company.assembleegameclient.objects:GameObject/instance/_-0ks"
    returns QName(PackageNamespace("", "#0"), "Boolean")
    body
     maxstack 4
     localcount 3
     initscopedepth 5
     maxscopedepth 6
     code
pushfalse
returnvalue
      pushfalse
      pushtrue
      setlocal1

      jump                L10

      lessthan
      convert_b
      bitxor
      nextvalue
      lshift
      convert_d
L10:
      setlocal2

      getlocal0
      pushscope

      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "condition_")
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "_-s8")
      bitand
      pushbyte            0
      equals
      getlocal1
      iffalse             L23

      not
L23:
      returnvalue
And so on..
Scroll down in the code a little bit if you haven't done yet, so you will see what to look for. It quite strightforward, it looks for the variable we found in the ConditionEffect class.
Quote Originally Posted by DatCoder View Post
Did you try with "Quiet"?

@Cyeclops There is a far easier method to find the client side condition effects: open the com/company/assembleegameclient/util/ConditionEffect.class.asasm and there you will find the static variables of every condition effects:

Code:
    dup
    pushbyte            8
    getlocal0
    pushstring          "Blind"
    getlex              QName(PackageNamespace("", "#0"), "_-0vb")
    pushbyte            41
    newarray            1
    getlex              QName(PackageNamespace("_-0lp"), "_-lw")
    getproperty         QName(PackageNamespace("", "#0"), "_-Xh")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])

    dup
    pushbyte            9
    getlocal0
    pushstring          "Hallucinating"
    getlex              QName(PackageNamespace("", "#0"), "_-s8")
    pushbyte            42
    newarray            1
    getlex              QName(PackageNamespace("_-0lp"), "_-lw")
    getproperty         QName(PackageNamespace("", "#0"), "_-1NP")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])

    dup
    pushbyte            10
    getlocal0
    pushstring          "Drunk"
    getlex              QName(PackageNamespace("", "#0"), "_-0LN")
    pushbyte            43
    newarray            1
    getlex              QName(PackageNamespace("_-0lp"), "_-lw")
    getproperty         QName(PackageNamespace("", "#0"), "_-vu")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])

    dup
    pushbyte            11
    getlocal0
    pushstring          "Confused"
    getlex              QName(PackageNamespace("", "#0"), "_-0UM")
    pushbyte            2
    newarray            1
    getlex              QName(PackageNamespace("_-0lp"), "_-lw")
    getproperty         QName(PackageNamespace("", "#0"), "_-0mG")
    construct           4
    setproperty         MultinameL([PackageNamespace("", "#0")])
etc..

Now open the GameObject.class.asasm from the objects package, you will find these variables in the respective methods:

Blind: QName(PackageNamespace("", "#0"), "_-0vb")
Code:
  trait method QName(PackageNamespace("", "#0"), "isBlind")
   method
    refid "com.company.assembleegameclient.objects:GameObject/instance/isBlind"
    returns QName(PackageNamespace("", "#0"), "Boolean")
    body
     maxstack 4
     localcount 3
     initscopedepth 5
     maxscopedepth 6
     code
pushfalse
returnvalue
      pushfalse
      pushtrue
      swap
      jump                L10

      pushnan
      increment
      strictequals
      multiply
      convert_b
      setlocal3

L10:
      setlocal1

      setlocal2

      getlocal0
      pushscope

      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "condition_")
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "_-0vb")
      bitand
      pushbyte            0
      equals
      getlocal2
      dup
      iftrue              L27

      pop
      getlocal0
      convert_b
L27:
      iffalse             L29

      not
L29:
      returnvalue
Hallucinating: QName(PackageNamespace("", "#0"), "_-s8")
Code:
  trait method QName(PackageNamespace("", "#0"), "_-0ks")
   method
    refid "com.company.assembleegameclient.objects:GameObject/instance/_-0ks"
    returns QName(PackageNamespace("", "#0"), "Boolean")
    body
     maxstack 4
     localcount 3
     initscopedepth 5
     maxscopedepth 6
     code
pushfalse
returnvalue
      pushfalse
      pushtrue
      setlocal1

      jump                L10

      lessthan
      convert_b
      bitxor
      nextvalue
      lshift
      convert_d
L10:
      setlocal2

      getlocal0
      pushscope

      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "condition_")
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "_-s8")
      bitand
      pushbyte            0
      equals
      getlocal1
      iffalse             L23

      not
L23:
      returnvalue
And so on..
Scroll down in the code a little bit if you haven't done yet, so you will see what to look for. It quite strightforward, it looks for the variable we found in the ConditionEffect class.
I didnt implement "quiet", "Armor Broken", or "Bleeding" because I wanted something left to show above our heads and keep some kind of challenge in the gameplay, if we take everything away, what is the point of playing anymore? this is why I have steared away from using clients and just mess around doing this type of thing in spare time. Also running an Oryx you have alot of quiet bombs, way too many to be able to dodge each and every time you do an Oryx run, in Manor there are quite a few Wolves which deal Bleeding, and Cemetery which does a bit of all.

I never knew about the condition effects, that speeds things up some lol I'm such a dumbass, but in the end its been working. Thanks DatCoder, so sure you must get sick of seeing the errors of my ways hahaha :P

---------- Post added at 12:43 PM ---------- Previous post was at 11:26 AM ----------

Quote Originally Posted by JustAnoobROTMG View Post
Is it possible to explain to people why did you choosed this particular line or this one to place the code of the "Serverside anti debuff" ?
Because it will help updating.
http://www.mpgh.net/forum/599-realm-...ml#post7762115

Code:
L496:
      getlocal            6
      getlocal            7
      ifne                L525

;-------------------------------------------------------------------------------------------------------------------------
;<-- Here goes the code, get local 6, 7 to check if the target that was hit is the player then if necessary skip this code
;-------------------------------------------------------------------------------------------------------------------------

      getlex              QName(PackageNamespace("", "#0"), "map_")
      getproperty         QName(PackageNamespace("", "#0"), "gs_")
      getproperty         QName(PackageNamespace("", "#0"), "gsc_")
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "bulletId_")
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "ownerId_")
      callpropvoid        QName(PackageNamespace("", "#0"), "playerHit"), 2

      getlocal            6
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "containerType_")
      getlocal            11
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "_-0Un")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
      pushfalse
      getlocal0
      callpropvoid        QName(PackageNamespace("", "#0"), "damage"), 5

;-----------------------------------------------------------------------------------------
;<-- You want to skip to here if you don't want the enemy to hit you, just before the jump
;-----------------------------------------------------------------------------------------

      jump                L595
Always in Projectile.class.asasm

Search for "update" trait
change the 'localcount' from 15 to 18

To find where to place the code I always look for the following pattern: towards the end of the "update" trait:

Code:
findpropstrict QName(PackageNamespace("com.company.assembleegamec lient.tutorial"), "doneAction")
getlex QName(PackageNamespace(""), "map_")
getproperty QName(PackageNamespace(""), "gs_")
getlex QName(PackageNamespace("com.company.assembleegamec lient.tutorial"), "Tutorial")
getproperty QName(PackageNamespace(""), "_-1Zx")
callpropvoid QName(PackageNamespace("com.company.assembleegamec lient.tutorial"), "doneAction"), 2
Below here you should find your getlocal 6 and getlocal 7 as stated above

And if updating the codes, there are 3 to do.

First is not far under these lines: lol again there may be another easier method for searching these codes, since i like doing things the hard way

Code:
getlocal 6
getlocal0
getproperty QName(PackageNamespace(""), "containerType_")
getlocal 11
getlocal0
getproperty QName(PackageNamespace(""), "_-f8") <<<===14.0 this is your first code to update = _-f8
getproperty QName(PackageNamespace(""), "effects_")
pushfalse
getlocal0
callpropvoid QName(PackageNamespace(""), "damage"), 5
In the hack..
Code:
      ;----No ServerSide Debuffs----
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "_-pI")  <<<=== this is where you will replace the code with updated code
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
      dup
      setlocal            15
      pushnull
      ifeq                TAKE_HIT
The other 2 I get from Player.class. just down from the top:
There are several getproperty Multiname at the start of this code, for Attack, Defence, Speed etc all with double lines, at the end of these lines, we keep the last 2 codes:

getproperty Multiname("Attack",... blah blah ProtectedNamespace("X"), StaticProtectedNs("X"), StaticProtectedNs("X"), StaticProtectedNs("This one"), StaticProtectedNs("And this one")]) <<<=== 14.0 these are _-1OQ and _-cQ

In the hack, the first is placed in the first 2 instances, and the second is placed at the end:


Code:
LOOP_BEGIN:
      label
      
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
            
      getlocal            17
      getlocal            16
      nextvalue
      convert_u
      
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject"), StaticProtectedNs("_-1OQ"), PackageNamespace("", "#0"), PackageNamespace("com.company.assembleegameclient.objects"), ProtectedNamespace("_-1OQ"), PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject/instance"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), StaticProtectedNs("_-cQ")])
Apart from "slow" the pattern for adding extra effects is the same


Code:
      getlocal            15
      pushstring          "effect here"
      ifeq                DONT_TAKE_HIT
So if I were to add all debuffs to this code (NOT RECOMMENDED) it would look something like this::


Code:
      ;----No ServerSide Debuffs----
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "_-pI")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
      dup
      setlocal            15
      pushnull
      ifeq                TAKE_HIT
      
      pushint             0
      setlocal            16
      getlocal            15
      kill                15
      coerce_a
      setlocal            17
      jump                LOOP_END

LOOP_BEGIN:
      label
      
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
            
      getlocal            17
      getlocal            16
      nextvalue
      convert_u
      
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject"), StaticProtectedNs("_-0bM"), PackageNamespace("", "#0"), PackageNamespace("com.company.assembleegameclient.objects"), ProtectedNamespace("_-0bM"), PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject/instance"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), StaticProtectedNs("_-1ZB")])
      coerce              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "name_")
      setlocal            15

      getlocal            15
      pushstring          "Dead"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Quiet"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Weak"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Slowed"
      ifne                NOT_SLOWED
      getlocal0
      getproperty         QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "name_")
      pushstring          "Sprite World"
      ifne                DONT_TAKE_HIT
NOT_SLOWED:
      
      getlocal            15
      pushstring          "Sick"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Dazed"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Bleeding"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Armor Broken"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Stunned"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Blind"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Hallucinating"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Drunk"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Confused"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Paralyzed"
      ifeq                DONT_TAKE_HIT

LOOP_END:
      hasnext2            17, 16
      iftrue              LOOP_BEGIN
      
TAKE_HIT:
AND FINALLY: We need to add DONT_TAKE_HIT: <<== where this goes is stated at the start, in the first code.

Code:
L496:
      getlocal            6
      getlocal            7
      ifne                L525

;-------------------------------------------------------------------------------------------------------------------------
;ADD YOUR NO SERVERSIDE HACKS HERE
;-------------------------------------------------------------------------------------------------------------------------

      getlex              QName(PackageNamespace("", "#0"), "map_")
      getproperty         QName(PackageNamespace("", "#0"), "gs_")
      getproperty         QName(PackageNamespace("", "#0"), "gsc_")
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "bulletId_")
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "ownerId_")
      callpropvoid        QName(PackageNamespace("", "#0"), "playerHit"), 2

      getlocal            6
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "containerType_")
      getlocal            11
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "_-0Un")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
      pushfalse
      getlocal0
      callpropvoid        QName(PackageNamespace("", "#0"), "damage"), 5

;-----------------------------------------------------------------------------------------
;HERE ADD:   DONT_TAKE_HIT:
;-----------------------------------------------------------------------------------------

      jump                L595
Done...... I hope :P
WOW just WOW! u r awesome, the serverside debuffs r just awesome with ur tutorial it was rly easy to add THANK YOU! <3 Nice work keep it up!
@DatCoder.
I mean "Quiet". I've just realised Quiet isnt included in the provided code.. Damn, sorry for being dumb.

About client side condition effects: I've already explained "your" method in old tutorials, because it's the one i've always used and its SO EASY.
I wonder why @Cyeclops choosed that hard way
when i open the AssembleeGameClient1370895231.swf from Mod Selector, using notepad, all i get is a bunch of computer code, how to open??
This is thread is for people who want to make clients themselves WITHOUT ModSelector.
Modselector use those codes..or not, it depends.

You can learn to do it yourself (here) like some people does (i like you guys) , or use ModSelector (if its updated
Okay i just tried with all debuffs, but sadly i get DCed when i walk into quiet or anything, even blind..hmm i will mess around with this code thank you =)

---------- Post added at 02:45 AM ---------- Previous post was at 02:43 AM ----------

okay any hit causes it even projectiles from any kind of enemy

---------- Post added at 02:46 AM ---------- Previous post was at 02:45 AM ----------

uhm its like godmode

---------- Post added at 02:48 AM ---------- Previous post was at 02:46 AM ----------

lel i donnu what i did wrong but my pet is now a big flying HP Pot and my Char avoids every HIT
Quote Originally Posted by kian1991 View Post
Okay i just tried with all debuffs, but sadly i get DCed when i walk into quiet or anything, even blind..hmm i will mess around with this code thank you =)

---------- Post added at 02:45 AM ---------- Previous post was at 02:43 AM ----------

okay any hit causes it even projectiles from any kind of enemy

---------- Post added at 02:46 AM ---------- Previous post was at 02:45 AM ----------

uhm its like godmode

---------- Post added at 02:48 AM ---------- Previous post was at 02:46 AM ----------

lel i donnu what i did wrong but my pet is now a big flying HP Pot and my Char avoids every HIT
If you used the one above with all the codes in it, thats why you are having problems, because none of the codes are updated, the point of the above, was to explain how i go about updating and how to add extra codes and what not.

if you go back over your code, you will see near the top

getproperty QName(PackageNamespace("", "#0"), "_-pI")

_-pI needs changed, which I also explained further up, and even put the code you need to change it with.

and also in here there are 2 codes that need changed: which again i put the codes and an example of where they go.

getproperty MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObjec t"), StaticProtectedNs("_-0bM"), PackageNamespace("", "#0"), PackageNamespace("com.company.assembleegameclient. objects"), ProtectedNamespace("_-0bM"), PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObjec t/instance"), PackageInternalNs("com.company.assembleegameclient .objects"), Namespace("http://adobe.com/AS3/2006/builtin"), StaticProtectedNs("_-1ZB")])


Plus it clearly says (NOT RECOMMENDED) for all codes to be put in there, to cut down on possible DC's ...
Okay i got that...well i will mess around a bit more and try to understand what im actually doing, ill report back later

---------- Post added at 03:26 AM ---------- Previous post was at 03:21 AM ----------

okay i updated my code so far...and first added "no quiet", it works, no dc or anything...still need sum testing because when i add armor broken and bleeding i got infinite loading screen aka account in use. i will see....

---------- Post added at 03:49 AM ---------- Previous post was at 03:26 AM ----------

okay works well so far, but u r right its a way to OP when u r rushing castle^^ and its rly noticable for others ...
Posts 115 of 31 · Page 1 of 3

Post a Reply

Similar Threads

Tags for this Thread

None

Need help?