fatpanda8 (11-08-2012)
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.
fatpanda8 (11-08-2012)
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
No problem, your english is pretty good already. Your tutorial for updating code helped me learn a lot, so thanks for that!
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.
For some reson the auto nexus for 4.40 is not working...
Can you double check my vars and xml?
code
XMLCode: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
The game works but I dont nexus,.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>
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
Last edited by Sail338; 11-08-2012 at 07:03 PM.
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.