MPGH's 12.4 Client

Posts 1–13 of 13 · Page 1 of 1
fix paralyze please?
aproveeeeeeeeeeeeeeeeeee
/approved.
Quote Originally Posted by mainaltmule View Post
this is hexed?
this need to be answered...
Quote Originally Posted by kapsie View Post
this need to be answered...
Hexed. working on non hexed.
bump bump
Build AssembleeGameClient1365199932

*Production*

~/rabcasm/client-1/_-0hL/_-0Ak.class.asasm
Line: 440

Code:
pop
pushtrue
*No Debuffs*

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

add on new line after the "pushfalse" of each method
Code:
      returnvalue
Blind = "isBlind"
Drunk = "isDrunk"
Stunned = "_-0FB"
Hallucinate = "_-193"
Confused = "_-17G"
Paralysed = "_-Rh"

*No Serverside Debuffs* *{FIXED}*

Bleeding
Armor Broken
Slowed
Weak
Quiet
Sick
Dazed
Dead

Thanks for this goes to DatCoder
DatCoders Note: It may fail or disconnect you if you take a lot of status effect hits in a short time like standing on quiet bombs or on urgle traps for a long time

File: Projectile.class.asasm
Addres: /rabcasm/client-1/com/company/assembleegameclient/objects/Projectile.class.asasm

Search for the "Update" method and change the 'localcount' from 15 to 18 at Line: 1691
Go to Line: 2352

Add the following bellow:

Code:
      ;----No ServerSide Debuffs----
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "_-g8")
      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("_-0Ya"), PackageNamespace("", "#0"), PackageNamespace("com.company.assembleegameclient.objects"), ProtectedNamespace("_-0Ya"), PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject/instance"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), StaticProtectedNs("_-ru")])
      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

LOOP_END:
      hasnext2            17, 16
      iftrue              LOOP_BEGIN
      
TAKE_HIT:
Then insert
Code:
DONT_TAKE_HIT:
just after the call to the damage method but before the jump to the end of the method: 2577


*No Ally Projectiles*

File: Projectile.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/objects/Projectile.class.asasm

Add the following after the first "pushscope" you see in the "draw" method
Do the same thing for the "drawshadow" method

draw = Line: 3177
drawShadow = Line: 3842

Code:
      #set unknowVar "_-0db"   
      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:
*No Loading Screen*

~/Desktop/rabcasm/client-1/_-XQ/_-nU.class.asasm

Line: 133

Add on new line under 'code'
Code:
      returnvoid
*Numerical HP/MP*

File: StatusBar.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/ui/StatusBar.class.asasm

Line: 1520
Add on new line directly after: getproperty QName(PackageNamespace("", "#0"), "_-Z9")
Code:
      
      pop
      pushbyte            1
*Sprite World Tile Hack*

File: Player.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/objects/Player.class.asasm

Line: 4886
Add on new line after the 'convert_b
Code:
Code:
      pop
      pushfalse
*Sprite World No Slow*

File: GameObject.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/objects/GameObject.class.asasm

method "_-or"

Line: 1619

Add on new line
Code:
      getproperty     QName(PackageNamespace(""), "map_")
      getproperty     QName(PackageNamespace(""), "name_")
      pushstring      "Sprite World"
      ifne            SKIP_swNs

      pushfalse
      returnvalue

      SKIP_swNs:
*Sprite World Speed Hack*

File: Player.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/objects/Player.class.asasm

~Line: 5344
Add on new line between the 'L120:' and 'returnvoid'
Code:
      ;----Sprite World Speed Hack----
      getlex QName(PackageNamespace(""), "map_")
      getproperty QName(PackageNamespace(""), "name_")
      pushstring "Sprite World"
      ifne NORMAL
            
      getlocal0
      pushdouble 1.5
      setproperty           QName(ProtectedNamespace("_-0jK"), "_-ZP")

      NORMAL:
I have change the following, and builds without errors, but not working right:
Auto Nexus
Aimbot
Display HP/MP BARS

Haven't looked at Full Screen yet..

Not sure if anyone wants or needs these, but here you go

EDIT: FIXED BUG IN NO SERVERSIDE DEBUFFS
Quote Originally Posted by Cyeclops View Post
Build AssembleeGameClient1365199932

*Production*

~/rabcasm/client-1/_-0hL/_-0Ak.class.asasm
Line: 440

Code:
pop
pushtrue
*No Debuffs*

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

add on new line after the "pushfalse" of each method
Code:
      returnvalue
Blind = "isBlind"
Drunk = "isDrunk"
Stunned = "_-0FB"
Hallucinate = "_-193"
Confused = "_-17G"
Paralysed = "_-Rh"

*No Serverside Debuffs*

Bleeding
Armor Broken
Slowed
Weak
Quiet
Sick
Dazed
Dead

Thanks for this goes to DatCoder
DatCoders Note: It may fail or disconnect you if you take a lot of status effect hits in a short time like standing on quiet bombs or on urgle traps for a long time

File: Projectile.class.asasm
Addres: /rabcasm/client-1/com/company/assembleegameclient/objects/Projectile.class.asasm

Search for the "Update" method and change the 'localcount' from 15 to 18 at Line: 1691
Go to Line: 2352

Add the following bellow:

Code:
      ;----No ServerSide Debuffs----
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "_-g8")
      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("_-0Ya"), PackageNamespace("", "#0"), PackageNamespace("com.company.assembleegameclient.objects"), ProtectedNamespace("_-0Ya"), PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject/instance"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), StaticProtectedNs("_-ru")])
      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
      getlex              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

LOOP_END:
      hasnext2            17, 16
      iftrue              LOOP_BEGIN
      
TAKE_HIT:
Then insert
Code:
DONT_TAKE_HIT:
just after the call to the damage method but before the jump to the end of the method: 2577


*No Ally Projectiles*

File: Projectile.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/objects/Projectile.class.asasm

Add the following after the first "pushscope" you see in the "draw" method
Do the same thing for the "drawshadow" method

draw = Line: 3177
drawShadow = Line: 3842

Code:
      #set unknowVar "_-0db"   
      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:
*No Loading Screen*

~/Desktop/rabcasm/client-1/_-XQ/_-nU.class.asasm

Line: 133

Add on new line under 'code'
Code:
      returnvoid
*Numerical HP/MP*

File: StatusBar.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/ui/StatusBar.class.asasm

Line: 1520
Add on new line directly after: getproperty QName(PackageNamespace("", "#0"), "_-Z9")
Code:
      
      pop
      pushbyte            1
*Sprite World Tile Hack*

File: Player.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/objects/Player.class.asasm

Line: 4886
Add on new line after the 'convert_b
Code:
Code:
      pop
      pushfalse
*Sprite World No Slow*

File: GameObject.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/objects/GameObject.class.asasm

method "_-or"

Line: 1619

Add on new line
Code:
      getproperty     QName(PackageNamespace(""), "map_")
      getproperty     QName(PackageNamespace(""), "name_")
      pushstring      "Sprite World"
      ifne            SKIP_swNs

      pushfalse
      returnvalue

      SKIP_swNs:
*Sprite World Speed Hack*

File: Player.class.asasm
Address: /rabcasm/client-1/com/company/assembleegameclient/objects/Player.class.asasm

~Line: 5344
Add on new line between the 'L120:' and 'returnvoid'
Code:
      ;----Sprite World Speed Hack----
      getlex QName(PackageNamespace(""), "map_")
      getproperty QName(PackageNamespace(""), "name_")
      pushstring "Sprite World"
      ifne NORMAL
            
      getlocal0
      pushdouble 1.5
      setproperty           QName(ProtectedNamespace("_-0jK"), "_-ZP")

      NORMAL:
I have change the following, and builds without errors, but not working right:
Auto Nexus
Aimbot
Display HP/MP BARS

Haven't looked at Full Screen yet..

Not sure if anyone wants or needs these, but here you go
THANK YOU!


---------- Post added at 11:26 AM ---------- Previous post was at 11:25 AM ----------

Quote Originally Posted by gorgor View Post
Cyeclops thank you man.
I ma fed up with hexed client.

would you open a new thread and make a zip of your mods ? thats how you ll get the real rewards you deserv
Indeed. :d
Cyeclops thank you man.
I ma fed up with hexed client.

would you open a new thread and make a zip of your mods ? thats how you ll get the real rewards you deserv
Im not in it for status, plus the codes are updated codes that other people have made, I take no credit for their original work, I would love to write something of my own that i could share to help you all.
Its also in my original thread Hacks Started 12.0, seems to be ongoing with the updates, some add to it what I haven't listed sometimes.

Oh and an easy hex while you're still in Editing is always in Parameters.class.asasm :
~/ client-1/com/company/assembleegameclient/parameters/Parameters.class.asasm
Easy to see, just down from the top and further down in the trait const area, should be the first one in the list.
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