[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)