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Home › Forum › MultiPlayer Game Hacks & Cheats › Realm of the Mad God Hacks & Cheats › [4.0.0] Auto-Nexus, Auto-Aim, Debuffs, HP/MP, HP Bars, No Ally Projectiles +[SOURCES]

[4.0.0] Auto-Nexus, Auto-Aim, Debuffs, HP/MP, HP Bars, No Ally Projectiles +[SOURCES]

Posts 1–15 of 62 · Page 1 of 5
…
cehrenr
cehrenr
[4.0.0] Auto-Nexus, Auto-Aim, Debuffs, HP/MP, HP Bars, No Ally Projectiles +[SOURCES]
Pretty sure the guy who posted an updated hack 30 seconds after the update just hexed the client, so I took the time to actually update so you'll be able to walk through the Nexus and such. Needed it for my site anyway, and since I owe MPGH a lot I'll go ahead and post it here as well.

Features:

- Auto-Nexus (30%)
- Auto-Aim (ignores stasis/invulnerable/etc)
- Anti-Debuffs (no stunned, paralyze, confuse, hallucinate, drunk, or blind)
- Numerical HP/MP Bars
- No Ally Particles
- Graphical HP/MP bars for self, ally, and enemies


Will you...

Do fullscreen? No.
Do stat/inventory view? No.
Change auto-nexus %? No.
Send me the download link? No.




Virus Scans
https://www.virustotal.com/file/bb39...is/1351846832/
http://virusscan.jotti.org/en/scanre...5f287eb54d0cca

Updated codes/functions

Auto-Nexus (ty marsnakly for the new nexus function location):
Code:
      pushtrue
      pop
      getlocal0
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "player_")
      ifne                L636

      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "gsc_")
      getproperty         QName(PackageNamespace(""), "server_")
      getproperty         QName(PackageNamespace(""), "name_")
      pushstring          "Nexus"
      ifeq                L636

      getlex              QName(PackageNamespace(""), "_-1B")
      convert_d
      getlex              QName(PackageNamespace(""), "_-01F")
      convert_d
      divide
      pushdouble            .3
      ifgt                L636

      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "gsc_")
      callpropvoid        QName(PackageNamespace(""), "_-0jI"), 0

L636:
      pushtrue
	  returnvalue
Auto-Aim (this was a bitch, never done it before - may never do it again):
Code:
    trait method QName(PackageNamespace(""), "aim_")
   method
    refid "com.company.assembleegameclient.objects:Player/aim_"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
    maxstack 16
     localcount 16
     initscopedepth 16
     maxscopedepth 18
     code
      getlocal0
      pushscope
      
 ;aimingAngle = arg1 + Parameters.data_.cameraAngle;
      getlocal1
      getlex              QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
      getproperty         QName(PackageNamespace(""), "data_")
      getproperty         Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-n4"), StaticProtectedNs("_-n4"), StaticProtectedNs("_-0HP"), StaticProtectedNs("_-e7"), StaticProtectedNs("_-L2")])
      add
      setlocal            7
      
 			;if (Left_Clicking) don't alter aimingAngle
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0KG#0"), "_-dU")
      iftrue              L130

			;Get game object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      setlocal            4
  
	  ;initialize current target distance to -1
      pushbyte            255
      setlocal            8
      
  ;initialize considered target distance to 0
      pushbyte            0
      setlocal            9
      
	  ;set local register 11 to any type (used for speed and lifetime of player's projectile) 
	    pushnull
      coerce_a
      setlocal            11

  ;current target max health
      pushbyte            0
      setlocal            12
	  
	  ;considered target max health
      pushbyte            0
      setlocal            13
	  
	  ;used for hasnext2 instruction
      pushbyte            0
      setlocal            5
      
	  ;get the list of every object in game? jump to start going through list
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                L123

L34:
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
      
	  ;make sure object is a character and not something like a wall
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             L123


	  ;make sure object is an enemy
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             L123

      getlocal            4
      callproperty        QName(PackageNamespace(""), "_-y2"), 0 ;Check if target is INVINCIBLE 
      iftrue              L123

      getlocal            4
      callproperty        QName(PackageNamespace(""), "_-kI"), 0  ;Check if target is in STASIS
      iftrue              L123

      getlocal            4
      callproperty        QName(PackageNamespace(""), "_-ij"), 0 ;Check if target is INVULNERABLE
      iftrue              L123

	  ;calculate distance enemy is from player
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      dup
      multiply
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      dup
      multiply
      add
      callproperty        QName(PackageNamespace(""), "sqrt"), 1
      dup
      setlocal            9


	  ;load up equiped weapon info ???
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), "_-qB")
      getlex              QName(PackageNamespace(""), "_-0JY")
      pushbyte            0
     
getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0CR"), StaticProtectedNs("_-0CR"), StaticProtectedNs("_-L2")])
		  convert_i
getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0CR"), StaticProtectedNs("_-0CR"), StaticProtectedNs("_-L2")])
      getproperty         QName(PackageNamespace(""), "_-0nz")
      pushbyte			  0
getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace("_-0CR"), StaticProtectedNs("_-0CR"), StaticProtectedNs("_-L2")])
      dup
      setlocal            11
      
  ;calculate if considered target is in range using weapon projectile speed and lifetime 
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      ifgt                L123
      
	  ;get considered target max health
      getlocal            4
      getproperty         QName(PackageNamespace(""), "_-1B")
      dup
      setlocal            13

      getlocal            12
      ifeq                L103

      getlocal            13
      getlocal            12
      iflt                L123

      jump                L107

L103:
      getlocal            9
      getlocal            8
      iflt                L107

      jump                L123

L107:
      getlocal            13
      setlocal            12

      getlocal            9
      setlocal            8

      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

      jump                L123

L123:
      hasnext2            6, 5
      iftrue              L34

      kill                6
      kill                5
      getlocal            12
      pushbyte            0
      ifeq                L133

L130:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

L133:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
Anti-Debuff Locations:
Code:
"_-9D" - Stunned ("_-0Ut" in ConditionEffects)
"_-Ro" - Blind ("_-4J" in ConditionEffects)
"_-07h" - Drunk ("_-99" in ConditionEffects)
"_-cu" - Confused ("_-02U" in ConditionEffects)
"_-Qs" - Paralyzed ("_-yg" in ConditionEffects)
"_-Sd" - Hallucinating ("_-0km" in ConditionEffects)
rotmg4_mpgh.net.zip
#1 · edited 13y ago · 13y ago
SQ
squikman
i am not a fan of the new layout... and looking forward to this...
#2 · 13y ago
flyrocket
flyrocket
Can you post the AssembleeGameClient # you used to update the sources with
#3 · 13y ago
SL
Slendyy
Haha nice man
#4 · 13y ago
TH
Tharnaal
Thanks for posting a legit client! So many people are holding their breath on that fake one, what a waste of mod time...*thumbs up* Your work is appreciated!
#5 · 13y ago
flyrocket
flyrocket
@nilly needs to update the fullscreen for repositioning the UI before we can have fullscreen, I have updated everything but that part.
#6 · 13y ago
cehrenr
cehrenr
Quote Originally Posted by flyrocket View Post
Can you post the AssembleeGameClient # you used to update the sources with
Dude, I am so so SO sorry. Whenever I save them I just save as rotmg4 (or 3, or 2, depending on the version) and completely disregard the AssembleeGameClient version. Didn't even think about it.

I have the original vanilla .swf if you want that to play with.
#7 · 13y ago
nilly
nilly
Quote Originally Posted by flyrocket View Post
@nilly needs to update the fullscreen for repositioning the UI before we can have fullscreen, I have updated everything but that part.
The repositioning code screwed up with newest build? I'll take a look at it.
@cehrenr, Nice job.
#8 · 13y ago
flyrocket
flyrocket
Quote Originally Posted by nilly View Post
The repositioning code screwed up with newest build? I'll take a look at it.
@cehrenr, Nice job.
Only the UI part, everything else (text, gold, guild, etc...) scales okay
#9 · 13y ago
justgiveup99
justgiveup99
Great looking release! Thank you for the updated client. Anxiously awaiting the approval of this thread.
#10 · 13y ago
flyrocket
flyrocket
Quote Originally Posted by cehrenr View Post
Dude, I am so so SO sorry. Whenever I save them I just save as rotmg4 (or 3, or 2, depending on the version) and completely disregard the AssembleeGameClient version. Didn't even think about it.

I have the original vanilla .swf if you want that to play with.
It's okay, i just checked and by comparing aimbot codes, and it's the newest swf, AssembleeGameClient1351811704.swf
#11 · 13y ago
TH
Tharnaal
So, I'll be trusting this release for sure over the other one, we have the official nilly approval! :P
@niels1189 Please don't pester mods to approve, its doesn't speed anything up. It actually slows down the process, as they have to delete all such posts. Thanks!
#12 · 13y ago
cehrenr
cehrenr
Guildie just informed me the HP display mod is screwed. I transposed the max hp and current hp in the mod. Doing a quick fix and will reupload / virus scan. No biggie since not approved yet, just a WHOOPSIE from doing this at 3-4AM haha.

Edit: Fixed and reuploaded/virus scanned.
#13 · edited 13y ago · 13y ago
GU
GuiGez
thanks for hack !

---------- Post added at 04:14 AM ---------- Previous post was at 04:13 AM ----------

tyhanks for hack !
#14 · 13y ago
AM
amis59
y 'will you update it to full screen?
#15 · 13y ago
Posts 1–15 of 62 · Page 1 of 5
…

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