Thread: Ghost Client

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  1. #1
    bobisbae's Avatar
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    Lightbulb Ghost Client

    Would there be a way to make 059's client a ghost client. Like make it look just like normal rotmg with the correct UI when you need to. Also have all the setting changed to f5. This client would be able to pass all screenshot tests when you need to take a ss. Like a hot key to turn on and off full screen mode.

  2. #2
    Gravitir3.14's Avatar
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    Hmm, okay, just do that:
     

    Code:
    The first part to add Panic Key, basic.
    Open Options.as
    add new const:
    private static const TABS:Vector.<String> = new <String>["Options.Controls", "Options.HotKeys", "Options.Chat", "Options.Graphics", "Options.Sound", "Options.Friend", "Options.Misc", "Experimental", "Debuffs", "Auto", "World", "Recon", "Visual", "Fame", "Other"];
    
    and var:
    public static var hidden:Boolean = false;
    
    in function Options change 
    _local_7 = TABS;
    
    and replace it after: this.tabs_.push(_local_2);
    if (hidden){
    _local_2.y = 70;
    }
    _local_6 = ((hidden) ? (_local_6 + 90) : (_local_6 + 104)); // recommend to set _local_6 = (_local_6 + 90), it's set correct view of some tabs
    add new function to toggle tabs:
    public static function toggleHacks():void{
                TABS.splice(0, TABS.length);
                if (!hidden) {
                    TABS.push("Options.Controls");
                    TABS.push("Options.HotKeys");
                    TABS.push("Options.Chat");
                    TABS.push("Options.Graphics");
                    TABS.push("Options.Sound");
                    TABS.push("Options.Friend");
                    TABS.push("Options.Misc");
                    TABS.push("Experimental");
                    hidden = true;
                }
                else {
                    TABS.push("Options.Controls");
                    TABS.push("Options.HotKeys");
                    TABS.push("Options.Chat");
                    TABS.push("Options.Graphics");
                    TABS.push("Options.Sound");
                    TABS.push("Options.Friend");
                    TABS.push("Options.Misc");
                    TABS.push("Experimental");
                    TABS.push("Debuffs");
                    TABS.push("Auto");
                    TABS.push("World");
                    TABS.push("Recon");
                    TABS.push("Visual");
                    TABS.push("Fame");
                    TABS.push("Other");
                }
            }
    
    in function addGraphicsOptions add new options after HPBar
    this.addOptionAndPosition(new KeyMapper("toggleProjectiles", "Toggle Ally Projectiles", "This key will toggle rendering of friendly projectiles"));
    this.addOptionAndPosition(new KeyMapper("toggleMasterParticles", "Toggle Particles", "This key will toggle rendering of nonessential particles (Particles Master option)")); 
    in function addExperimentalOptions change
    from
    this.addOptionAndPosition(new ChoiceOption("showHPBarOnAlly", makeOnOffLabels(), [true, false], "HP Bar on Ally", "Toggle showing HP bar on ally players", null));
    this.addOptionAndPosition(new ChoiceOption("showFameGain", makeOnOffLabels(), [true, false], "Show Fame Gain", "Shows notifications for each fame gained.", null));
    this.addOptionAndPosition(new ChoiceOption("showEXPFameOnAlly", makeOnOffLabels(), [true, false], "Exp/Fame on Ally", "Toggle showing EXP and Fame gain on ally players", null));
    
    to
    this.addOptionAndPosition(new ChoiceOption("showFameGain", makeOnOffLabels(), [true, false], "Show Fame Gain", "Shows notifications for each fame gained.", null));
    this.addOptionAndPosition(new ChoiceOption("curseIndication", makeOnOffLabels(), [true, false], "Curse Indication", "Makes enemies inflicted by Curse glow red.", null)); //it's new option
    if (!hidden) {
    this.addOptionAndPosition(new ChoiceOption("showHPBarOnAlly", makeOnOffLabels(), [true, false], "HP Bar on Ally", "Toggle showing HP bar on ally players", null));
    this.addOptionAndPosition(new ChoiceOption("showEXPFameOnAlly", makeOnOffLabels(), [true, false], "Exp/Fame on Ally", "Toggle showing EXP and Fame gain on ally players", null));
    }
    add new options:
    in Parameters
    setDefault("curseIndication", false);
    setDefaultKey("toggleProjectiles", KeyCodes.N);
    setDefaultKey("toggleMasterParticles", KeyCodes.M);
    
    in GameObject
    from
    if (this.isCursed){
    
    to
    if (this.isCursed() && Parameters.data_.curseIndication){
    
    and in MapUserInput
    add it after toggleHPBar:
    case Parameters.data_.toggleProjectiles:
    Parameters.data_.disableAllyParticles = (!(Parameters.data_.disableAllyParticles));
    break;
    case Parameters.data_.toggleMasterParticles:
    Parameters.data_.noParticlesMaster = (!(Parameters.data_.noParticlesMaster));
    break;
    
    to add shadow in UI go to Map.as
    and change from
    sidebarGradientOverlay_.x = (_local_20.right - 10);
    
    to
    sidebargradientOverlay_.x = (_local_20.right - ((Options.hidden) ? 210 : 10));
    in GameObject.as
    add trigger to showHPBarOnAlly:
    from
    if (Parameters.data_.showHPBarOnAlly){
    
    to 
    if (Parameters.data_.showHPBarOnAlly || Options.hidden){
    
    to add trigger to shoeEXPFameOnAlly
    in Player.as
    from
    if (((!(Parameters.data_.showEXPFameOnAlly)) && (!(this == this.map_.player_)))){
    
    to
    if ((!Parameters.data_.showEXPFameOnAlly && !Options.hidden)) && (!this == this.map_.player_)){
    
    and in GameServerConnectionConcrete.as
    from
    if (Parameters.data_.showEXPFameOnAlly){
    
    to
    if (Parameters.data_.showEXPFameOnAlly || Options.hidden){
    
    to enable Visual Debuffs if panic key toggled:
    in Options.as replace in function calculateIgnoreBitmask
    if (Parameters.data_.ignoreBlind && !Options.hidden){
                    _local_2 = (_local_2 | (1 << 8));
                };
                if (Parameters.data_.ignoreHallucinating && !Options.hidden){
                    _local_2 = (_local_2 | (1 << 9));
                };
                if (Parameters.data_.ignoreDrunk && !Options.hidden){
                    _local_2 = (_local_2 | (1 << 10));
                };
                if (Parameters.data_.ignoreConfused && !Options.hidden){
                    _local_2 = (_local_2 | (1 << 11));
                };
                if (Parameters.data_.ignoreUnstable && !Options.hidden){
                    _local_2 = (_local_2 | (1 << 30));
                };
                if (Parameters.data_.ignoreDarkness && !Options.hidden){
                    _local_2 = (_local_2 | (1 << 31));
                };
    to disable notifications, in Player.as to public function textNotification add
    if (Options.hidden) {
    return;
    }
    Optional and not recommend: to disable etherite/colo/cultist staff offsets change
    from
    if (((_arg_2 == 8608) && (Parameters.data_.ethDisable))){
    
    to
    if ((_arg_2 == 8608) && (Parameters.data_.ethDisable && !Options.hidden)){
    
    from
    if (((_arg_2 == 596) && (Parameters.data_.offsetColossus))){
    
    to
    if ((_arg_2 == 596) && (Parameters.data_.offsetColossus && !Options.hidden)){
    (изменено)
    from
    if (((_arg_2 == 580) && (Parameters.data_.cultiststaffDisable))){
    
    to
    if ((_arg_2 == 580) && (Parameters.data_.cultiststaffDisable && !Options.hidden)){
    to disable passThroughInvuln in Map.as change
    from
    var _local_2:uint = ((Parameters.data_.passThroughInvuln) ? 27262976 : 0xA00000);
    
    to
    var _local_2:uint = ((Parameters.data_.passThroughInvuln && !Options.hidden) ? 27262976 : 0xA00000);
    To add trigger to LowCpuMod and lockfilter
    Object3D.as/ConnectedObject.as/Square.as/DoubleWall.as/GameObject (triple)/Particle.as/BitmapParticle.as/Wall.as/GameServerConnectionConcrete.as/MiniMapImp.as
    from
    if (Parameters.lowCPUMode){
    
    to
    if (Parameters.lowCPUMode && !Options.hidden){
    
    Map.as (twice)
    from
    if (!Parameters.lowCPUMode){
    
    to
    if (!Parameters.lowCPUMode || Options.hidden){
    
    MapOverlay.as (twice)
    from
    if (((Parameters.lowCPUMode) && (!(_arg_1.go_ == _arg_1.go_.map_.player_)))){
    
    to
    if ((Parameters.lowCPUMode && !Options.hidden) && (!_arg_1.go_ = _arg_1.go_.map_.player_))
    
    Player.as
    from
    if (((!(this.starred_)) && ((Parameters.lowCPUMode) || (Parameters.data_.hideLockList)))){
    
    to
    if ((!this.starred_) && (!Options.hidden && (Parameters.lowCPUMode || Parameters.data_.hideLockList))){
    
    TextHandler.as
    from
    if (((Parameters.lowCPUMode) && (_arg_1.recipient_.length == 0))){
    
    to
    if ((Parameters.lowCPUMode && !Options.hidden) && (_arg_1.recipient_.length == 0)){
    
    GameServerConnectionConcrete.as
    from
    if (((Parameters.lowCPUMode) || (Parameters.data_.dmgIgnore))){
    
    to
    if ((Parameters.lowCPUMode || Parameters.data_.dmgignore) && (!Options.hidden)){
    
    Optional: Party.as
    from
    if (_arg_1 < (this.lastUpdate_ + ((Parameters.lowCPUMode) ? 2500 : 500))){
    
    to
    if (_arg_1 < (this.lastUpdate_ + ((Parameters.lowCPUMode && !Options.hidden) ? 2500 : 500))){
    (изменено)
    to add trigger to showQuestBar
    GameSprite.as
    from
    if (((Parameters.data_.showQuestBar) && (this.questBar))){
    
    to
    if ((Parameters.data_.showQuestBar && !Options.hidden) && (this.questBar))
    (изменено)
    to add trigger to HidePets
    Pet.as
    from
    if (!Parameters.data_.hidePets){
    
    to
    if (!Parameters.data_.hidePets || Options.hidden){
    to add trigger to lootPreview
    Container.as (function drawItems)
    add
    if (Options.hidden) {
                    return;
                }
    to add trigger to Show Dealt %
    GameObject.as
    from
    if (((!(this.dead_)) && (Parameters.data_.showDamageOnEnemy))){
    
    to
    if ((!this.dead_) && (Parameters.data_.showDamageOnEnemy && !Options.hidden)){
    to add trigger to showMobInfo
    GameObject.as
    from
    if (Parameters.data_.showMobInfo){
    
    to
    if (Parameters.data_.showMobInfo && !Options.hidden){
    Options.as
    from
    if (((!(Parameters.data_.showMobInfo)) && (this.gs_.map.mapOverlay_))){
    
    to
    if ((!Parameters.data_.showMobInfo || Options.hidden) && (this.gs_.map.mapOverlay)){
    to add trigger to Reduced Particles
    GameObject.as
    from
    if (!Parameters.data_.liteParticle){
    
    to
    if (!Parameters.data_.liteParticle || Options.hidden){
    Projectile.as
    from
    if (((!(Parameters.data_.noParticlesMaster)) || (!(Parameters.data_.liteParticle)))){
    
    to
    if ((!Parameters.data_.noParticlesMaster) || (!Parameters.data_.liteParticle || Options.hidden)){
    and from
    if (!Parameters.data_.liteParticle){
    
    to
    if (!Parameters.data_.liteParticle || Options.hidden){
    and from
    if (((this.projProps_.particleTrail_) && (!((Parameters.data_.noParticlesMaster) || (Parameters.data_.liteParticle))))){
    
    to
    ((this.projProps_.particleTrail_) && (!Parameters.data_.noParticlesMaster || (!Parameters.ata_.liteParticle || Options.hidden)))
    in GameServerConnectionConcrete.as
    from
    if (Parameters.data_.liteParticle){
    
    to
    if (Parameters.data_.liteParticle && !Options.hidden){
    to add trigger to ignoreStatusText
    GameObject.as
    from
    if (!Parameters.data_.ignoreStatusText){
    
    to
    if (!Parameters.data_.ignoreStatusText && !Options.hidden){
    to add trigger to big loot bags (also pls del "ass" from option)
    from
    if (((this is Container) && ((Parameters.data_.bigLootBags) && ((this as Container).drawMeBig_)))){
    
    to
    if ((this is Container) && (!Options.hidden && Parameters.data_.bigLootBags) && ((this as Container).drawMeBig_)){
    to add trigger to extended player menu
    PlayerMenu.as
    from
    if (Parameters.data_.extraPlayerMenu){
    
    to
    if (Parameters.data_.extraPlayerMenu && !Options.hidden){
    trigger to Nintendo mode
    SquareFace.as
    from
    if (((this.animate_ == 0) || (Parameters.data_.n64mode))){
    
    to
    if ((this.animate_ == 0) || (Parameters.data_.n64mode && !Options.hidden)){
    (изменено)
    GlowRedrawer.as
    from
    if (!Parameters.data_.n64mode){
    
    to
    if (!Parameters.data_.n64mode || Options.hidden){
    TextureRedrawer.as (twice)
    from
    if (!Parameters.data_.n64mode){
    
    to
    if (!Parameters.data_.n64mode || Options.hidden){
    to add trigger to show CHP bar
    StatMetersView.as (twice)
    from
    if (Parameters.data_.showCHbar){
    
    to
    if (Parameters.data_.showCHbar && !Options.hidden){
    Also need to hide all commands, but i think now it's so hard. It is necessary that the commands were separate from the execute, as in my file.
    to add Panic Key
    Options.as
    add
    this.addOptionAndPosition(new KeyMapper("panicKey", "Panic Key", "Toggle visual options to take screenshot."));
    
    Parameters.as
    add
    setDefaultKey("panicKey", KeyCodes.DELETE);
    
    MapUserInput.as
    add
        case Parameters.data_.panicKey:
                        Options.toggleHacks();
                        break;

    It's copy-pasting from d.cord, so just wait.

  3. The Following User Says Thank You to Gravitir3.14 For This Useful Post:

    DavisXola (04-20-2018)

  4. #3
    001.'s Avatar
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    Gravitir, you're a madman.

  5. #4
    Segwaym8's Avatar
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    To be extra safe, you should also make sure that everything added by Deca since the last client before obfuscation is up to date.

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