Updating cubeone.....

Posts 166180 of 346 · Page 12 of 24
Okay, i have absolutely different trouble than all of you, i easily got aimbot to work, but im not able to get autonexus to work.
Everytime i want to insert the code it gives me some weird messages. Here is screenshot.

http://img195.imageshack.us/img195/5...methisshit.jpg
NVM JUST DID IT
Quote Originally Posted by nilly View Post
I use AstroGrep to search for text inside files. Just point it to the folder rabcdasm made and it will find all the files with the text you searched for. Also another handy program is AS3 Sorcerer. It allows you to read the action script 3 code as opposed to the action script assembly code rabcdasm makes. Much easier to read. I find myself going back and forth between AS3 Sorcerer and the .asasm files to help me understand what is going on.

---------- Post added at 09:03 AM ---------- Previous post was at 08:51 AM ----------

If you go to the GameObject class (com.company.assembleegameclient.objects::GameObje ct) there are several small functions that return a boolean value. These functions tell other parts of the game whether an object (including yourself) has a buff or debuff going on. I went through most of them but I missed the one that tell's if you are blind or not. Here is what I found so far:

Code:
v125.5.0 buff/debuff functions

_-00T - Rogue (semitransparent) hiding visual
_-095 - ???
_-0Do - +Defense?
_-0E6 - Hallucination
_-0Gj - Dazed
_-0Mv - Priest healing spell animation
_-2J - ??? int argument
_-41 - Can't kill anything, projectiles don't connect.
_-au - ???
_-cI - Confused
_-DE - Increase attack spd?
_-eG - ???
_-fc - ???
_-gO - Stasis animation
_-hy - Stun
_-Kr - ???
_-mU - ???
_-ob - ???
_-qb - ???
_-S7 - Paralyzed
_-sI - ???
_-w3 - movement spd increase
_-WC - attack spd increase
_-ZZ - ???
implements - armor break?
Just a reminder. Don't think that you can edit _-WC and get perma increased attack speed. You'll get kicked very fast. Most of the buffs and some debuffs will get you kicked if edited to your advantage, or will have no real effect.

To test these functions, I went through them one by one, using yogda, then right clicking on first instruction and clicking insert to insert this code:
Code:
pushtrue
returnvalue
If you want to get rid of said effect, use pushfalse.

---------- Post added at 09:12 AM ---------- Previous post was at 09:03 AM ----------



The first time you tried in that picture looks right. Maybe it's case sensitive. Looks like your client has a R rather and r and may be what is screwing it up?
I opened the file with HxD,
If I want to get rid of those negative status,
where should I insert pushfalse?
or just simply change pushtrue to pushfalse?
I have some difficulties with that part...
thank you~
Quote Originally Posted by kingofhouse View Post
I opened the file with HxD,
If I want to get rid of those negative status,
where should I insert pushfalse?
or just simply change pushtrue to pushfalse?
I have some difficulties with that part...
thank you~
First of all you want to use Yogda and not HxD. Say you want to get rid of paralyze and confused. Open up yogda and point yogda to your client. Expand web main, and navigate to com.company.assemblygameclient.objects GameObject . Expand GameObject and look for _-cI (the confused function) at the very first instruction (offset column zero), whatever it may be, right click and select insert. Then type in:

pushfalse
returnvalue

Press ok then save. The same thing for paralyzed. Goto _-S7 and insert the same code on the first first instruction.

If you wanted the effect on all the time, use pushtrue.
Awesome... Now to try to locate the Blind and Drunk status effects.

EDIT: Nevermind, I got confused when a person used a special at spawn :P
Quote Originally Posted by sdfds View Post
Awesome... Now to try to locate the Blind and Drunk status effects.

EDIT: _-095 looks like it is an attack decrease.
Im not positive but I think that drunk is an effect that will get you dc
Nope. Marinepower's had antidrunk to my knowledge.
It just fuzzes up the screen, so I think it should be clientside.

Weird thing is it seems that both Blind and Drunk are effects that aren't in this section with all other effects.
Quote Originally Posted by sdfds View Post
Awesome... Now to try to locate the Blind and Drunk status effects.

EDIT: Nevermind, I got confused when a person used a special at spawn :P
I think that this goes in the first line.
pushfalse
returnvalue

After that go down to the third line that says "pushtrue" and edit with:
pushfalse
pushtrue

I have tested this with confuse and it worked.
You guys should try turning on hallucination. It's entertaining to say the least.

BTW I just found out that not all the functions that return a boolean value are buffs/debuffs. For example, _-eG checks to see if there are enemies around you for pausing your character (this is also checked server side so modifying this will do no good, you can tell its server side also by entering in a game then pulling your ethernet cable out of your computer then trying to pause, you'll see that it won't let you pause).

---------- Post added at 12:01 PM ---------- Previous post was at 11:46 AM ----------

Quote Originally Posted by john29990 View Post
I think that this goes in the first line.
pushfalse
returnvalue

After that go down to the third line that says "pushtrue" and edit with:
pushfalse
pushtrue

I have tested this with confuse and it worked.
There is no need to go to the third line. Execution of the code starts from line 0 and keeps going line by line till either a returnvoid (used when a function doesn't return any value) or returnvalue (used when a value is returned) is reached. In this case what we are doing is making a function return either true or false and then immediately returning that value. All the other code that is below it never gets used. The code could be screwed up so bad that it would immediately crash the client but since it never gets used it doesn't matter, it's just taking up space at that point.

---------- Post added at 12:11 PM ---------- Previous post was at 12:01 PM ----------

BTW, since we know that _-g0 is the stasis check, we can add that to the aimbot code so that we don't aim at stasis targets (rather uncomment it out).
So...you will make a standalone client, or we must download a bunch of programs and make it for youself?
Ask around, I'm sure someone will hook you up.
Also aimbot seems to be shooting at enemies while shielding, any fix for that?
You mean enemies in Stasis?

Quote Originally Posted by nilly View Post
BTW, since we know that _-g0 is the stasis check, we can add that to the aimbot code so that we don't aim at stasis targets (rather uncomment it out).
Try this aimbot code. It won't aim at enemies in stasis or shielded. I also left a check that involved function _-41 in GameObject that seems to also be in cubeone's hack. I'm not sure what buff/debuff function _-41 is atm but it doesn't seem to hurt aimbot.

Code:
  trait method QName(PackageNamespace(""), "_-u7")
   method
    refid "com.company.assembleegameclient.objects:Player/_-u7"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
     maxstack 16
     localcount 16
     initscopedepth 16
     maxscopedepth 18
     code
      
	  ;aimingAngle = arg1 + Parameters.data_.cameraAngle;
	  getlocal0
      pushscope
      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("_-GV"), StaticProtectedNs("_-GV"), StaticProtectedNs("_-n2"), StaticProtectedNs("_-Sa"), StaticProtectedNs("_-0FI")])
	  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:_-8L#0"), "_-Jt")
	  iftrue              L138
	  
	  ;Get game object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject") ;coerce null that was pushed onto stack into a GameObject obj ???
      setlocal            4 ;save object to local register 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                L131
	  
L40:
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
	  setlocal            4
      
	  ;getlocal            4
	  ;getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Player")
      ;istypelate
      ;iftrue              L131
	  
	  ;make sure object is a character and not something like a wall
	  ;getlocal			  4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             L131
	  
	  ;make sure object is an enemy
	  getlocal			  4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
	  iffalse             L131
      
	  getlocal            4
      callproperty        QName(PackageNamespace(""), "_-41"), 0 ;<--don't aim at ???
      iftrue              L131
      
	  getlocal            4
      callproperty        QName(PackageNamespace(""), "_-gO"), 0 ;<--don't aim at targets that are in stasis
      iftrue              L131

	  getlocal            4
      callproperty        QName(PackageNamespace(""), "_-Kr"), 0 ;<--don't aim at shielded targets
      iftrue              L131
      
	  ;make sure considered target isn't paused
	  ;getlocal            4
      ;callproperty        QName(PackageNamespace(""), "isPaused"), 0
      ;iftrue              L131
      
	  ;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 ;store considered target distance
	  
	  ;load up equiped weapon info ???
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), "_-0Kv")
      getlex              QName(PackageNamespace(""), "_-Bj")
      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("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
	  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("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
	  getproperty         QName(PackageNamespace(""), "_-052")
      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("_-0J8"), StaticProtectedNs("_-0J8"), StaticProtectedNs("_-0FI")])
      dup
      setlocal            11 ;store weapon data in registry
	  
	  ;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                L131 ;jump to next considered object (current considered object out of range)
	  
	  ;get considered target max health
      getlocal            4
      getproperty         QName(PackageNamespace(""), "_-mH")
      dup
      setlocal            13 ;store max health
	  
	  ;if considered target max health is the same as current target max health, check distance
      getlocal            12
	  ifeq				  L109
	  
	  ;if considered target max health is less than current target max health, move on to next object.
	  getlocal			  13
	  getlocal			  12
      iflt                L131
	  
	  jump 			 	  L1099 ;considered target max health is greather than current target's, set new target

L109:	  
	  ;if there is no current target, set new target
      ;getlocal            8
      ;pushbyte            255
      ;ifeq                L1099
	  
	  ;if considered target distance is less than current target distance, set new target
      getlocal            9 ;considered target
      getlocal            8 ;current target
      iflt                L1099
	  
      jump                L131 ;current target is closer than considered target, check next object
	  
L1099:
	  ;considered target max health is more than current, set at new target.
      getlocal            13
      setlocal            12
      getlocal            9
      setlocal            8
	  
	  ;calculate shooting angle
      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 ;store new angle
      jump                L131 ;look at next object
L131:
      hasnext2            6, 5
      iftrue              L40
      kill                6
      kill                5
      getlocal            12
      pushbyte            0
      ifeq                L141
L138:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
L141:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
Is anyone able to share their client for 123.5.0? I have tried this stuff but to no avail. In return, I'll look for any bugs and help work through development of the swf.
Ok i figured out that I am the problem. LOL. I refused to make batch files because I can run the cmd prompt pretty well after 15 years. But as soon as I made the batch files for assembly of the client it took right away for whatever god reason.

ALL thanks goes to Nilly and Moon. With a side of thanks going to sfsds. Gentlemen you are AMAZING.
Posts 166180 of 346 · Page 12 of 24

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