Updating cubeone.....

Posts 256270 of 346 · Page 18 of 24
ok; running through what I've done so far. It appears that _-E4 just a list from the XML, so I'm assuming that the item codes are just the item hex codes.

im just going to have it go through each inv slot in a loop, then use the item if its a pot (at 65% hp)

---------- Post added at 09:55 PM ---------- Previous post was at 09:40 PM ----------

hmm.... is it possible to insert a backward jump in yogda?
Has anyone found out how to do no-clip? It is too useful on sprite world to farm them dex pots
This isn't exactly the same no-clip that was implemented in cubeone's hack. Deep water, walls that outline map, and the like are still impenetrable (perhaps a good thing? Won't get kicked?). However trees, walls to buildings, oryx's destructable walls are penetrable. Projectiles will shoot through trees but not walls.

In yogda, navigate to com.company.assembleegameclient.objects:ObjectProp erties super(Object) . Under # initializer com.company.assembleegameclient.objects:ObjectProp erties you'll find instructions that say pushstring blahblahblah. The ones of interest here in regards to no-clip (as far as I know) are: OccupySquare and FullOccupy (and perhaps EnemyOccupySquare). OccupySquare determine if the player can walk through things like trees. FullOccupy determines if the player can walk through building walls (not map outlining walls and nexus walls though). From the pushstring instruction go two lines down to where you see initproperty blahblahblah. Right click on instruction, click insert, and enter this:

pop
pushfalse


Let me know how it goes.

---------- Post added at 12:12 AM ---------- Previous post was at 12:07 AM ----------

BTW, the no-clip I found doesn't allow you to run through sprite world.

Quote Originally Posted by moon00dragon View Post
hmm.... is it possible to insert a backward jump in yogda?
I'm not sure, you can't use negative sign on your jump distance I know that. Maybe using something like two's complement integer to represent negative numbers?
Well, went through and tried that, assuming it was a QWORD, then a DWORD, then a WORD, then a byte... gave me either not an integer or random location 61 far off some 400~ or so bytes down >.>

---------- Post added at 10:52 PM ---------- Previous post was at 10:51 PM ----------

also, trying to insert random LXXX's into the player.class.asasm file gives me compilation errors
Just an FYI, if you do a backwards jump for some reason the first instruction needs to be label or that's what it seems like from the code I seen.
tried putting label in, but I'm still getting Unknown class trait field when trying to compile :/

I really wish there was an easier way to do this >.>
I feel your pain. Working with actionscript assembly is not fun. Seems very difficult to do the simplest of program procedures.

Have you ever disassembled Microgram's hack? The guy did most of his coding in actionscript 3 (not assembly) which is way easier. Seems like he encapsulated the client somehow inside his own loader swf.
I wish marinepower had released his source - i know java a lot better than i know as asm.
You and me both. Actually marinepower inspired me to pick up hacking again. I just thought to myself, I would like to be able to make something like that. It is truly impressive.
I truly miss marinepower it was awesome i miss you auto loot...COME BACK TO US!!!
Nilly How to push any value like .20,.30 onto the stack for autonex??
ooook I can understand variables and whatnot but I downloaded rabdcasm and all I have is a file full of.... files? and I tried looking around for ways to get it to kinda do somthing besides sit on my screen and cmd aint helping since I dont know what any of this stuff is soposed to do or how to run it or any other such so might someone take some time to step by baby step walk a 110% noob to any kind of coding doohickey in order to kinda get something to work since i cant get past step 1 from nilly's tut

EDIT: the more I try and dicker around the more lost I get
Posts 256270 of 346 · Page 18 of 24

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