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  1. #16
    JustAnoobROTMG's Avatar
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    The no ally projectile affect the drawing of the bullets.
    Thats why we set it in the draw and drawshadow methods.

    Basicaly, the projectile has an attribute which is the "ownerid_"= who fired this bullet?

    What does the inserted code?

    IF bullet.ownerid is "player" > lets draw it
    ELSE if "unknowvar is true" > lets draw it..
    Else quit (returnvoid) the method without drawing it.

    You know, i found this code studying the old cube's hack.
    It was pretty obvious that "dont draw that particles" was in the draw methods of the Particle class

    I didnt dug to see what is this variable, but nilly's right, its always under "bullettype_"..

    That is VERY IMPORTANT WHEN YOU SEARCH FOR NAMES IN TRAIT SLOT.
    Look for variable names regarding their positions : after "bullettype_", "under the size_ trait", "2nd trait of type Vector"..
    Position is very important to locate new names because they dont change from one build to another.
    Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.


  2. The Following User Says Thank You to JustAnoobROTMG For This Useful Post:

    fatpanda8 (11-08-2012)

  3. #17
    abacus1000's Avatar
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    This is exactly what i was wishing someone would do, explain in detail what to do and why in simple steps. I mean i love nillys work and SHE (at least thats what her gender symbol suggests) is amazing, and justanoobrotmg can be a little hard to understand with his english, although great work as well, but i was hoping someone would eventually explain my unasked questions on the what why and where of coding.
    From the bottom of my heart, you have my sincere thanks

  4. #18
    JustAnoobROTMG's Avatar
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    Quote Originally Posted by abacus1000 View Post
    This is exactly what i was wishing someone would do, explain in detail what to do and why in simple steps. I mean i love nillys work and SHE (at least thats what her gender symbol suggests) is amazing, and justanoobrotmg can be a little hard to understand with his english, although great work as well, but i was hoping someone would eventually explain my unasked questions on the what why and where of coding.
    From the bottom of my heart, you have my sincere thanks
    Damn, maybe because english isnt my natural language ?
    Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.


  5. #19
    fatpanda8's Avatar
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    Quote Originally Posted by JustAnoobROTMG View Post
    Damn, maybe because english isnt my natural language ?
    No problem, your english is pretty good already. Your tutorial for updating code helped me learn a lot, so thanks for that!

  6. #20
    abacus1000's Avatar
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    JustAnoobROTMG don't get me wrong, i love your work, and i had already come to the conclusion that english wasn't your first language, so I completely understand why some of your posts require a small amount of deciphering. That said, I am a "follower" of your posts/work/ideas, and look forward to more brilliant posts from you. You have certainly inspired me to dig into coding action script, java, and the more i read from you guys, the closer i come to that crystallising moment of "Aha!! I get that now". Till then keep up the great work

    P.S. besides, you are already at least bilingual, and that alone is pretty impressive ;D
    Last edited by abacus1000; 11-06-2012 at 06:03 PM.

  7. #21
    Sail338's Avatar
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    For some reson the auto nexus for 4.40 is not working...
    Can you double check my vars and xml?
    code
    Code:
    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(""), "_-YB")
    	getlex				QName(PackageNamespace(""), "_-Z-")
    	convert_d
    	divide
    	pushdouble 			.3
    	ifgt				END
    	getlex              QName(PackageNamespace(""), "map_")
    	getproperty         QName(PackageNamespace(""), "gs_")
    	getproperty         QName(PackageNamespace(""), "gsc_")
    	callpropvoid        QName(PackageNamespace(""), "_eS"), 0
    END:
    	pushtrue
    XML
    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    
    <rotmg>
    	<mod id="Auto-Nexus">
    		<code file2mod="com/company/assembleegameclient/objects/Player.class.asasm"
    			  line="5106">
    			4.0.0_autoNexus.txt
    		</code>
    	</mod>
    </rotmg>
    The game works but I dont nexus,.
    Here is proof of the nexus code

    And here are the HP varibles... I got from the gameobjectclass
    and this is the version of the CLient
    AssembleeGameClient1352417345
    Attached Thumbnails Attached Thumbnails
    Capture.PNG  

    Last edited by Sail338; 11-08-2012 at 07:03 PM.

  8. #22
    JustAnoobROTMG's Avatar
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    Maybe you switched MaxHp and Hp?

    If the code dont bug but you dont nexus it can be that.

    20 hp /100 = 0.20 > nexus because < 0.3

    100 / 35 hp > dont nexus, NEVER
    Due to a recent DMCA takedown attempt we had to remove Faintmako brain. Please do not paid attention to what he say or do.


  9. #23
    Sail338's Avatar
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    Quote Originally Posted by JustAnoobROTMG View Post
    Maybe you switched MaxHp and Hp?

    If the code dont bug but you dont nexus it can be that.

    20 hp /100 = 0.20 > nexus because < 0.3

    100 / 35 hp > dont nexus, NEVER
    Maybe... but that was the order in the Gameobjectclass.
    I can attach the swf...

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