Updating cubeone.....

Posts 4660 of 346 · Page 4 of 24
Wow what did I miss you got the aimbot working fully?

---------- Post added at 10:27 PM ---------- Previous post was at 09:00 PM ----------

Holy hell that's amazing, nice work!

Works flawlessly.
Quote Originally Posted by UltraN00b View Post
Cool, just saw! Can you update it so that it can target monsters with Highest HP (Microgram)??
I was looking at cubeone's code and realized that code for targeting enemy with highest hp is already in there. What cubeone did was first considered the distance of the enemies, then if they happen to be the same (rarely) it would target the one with the highest max hp. So what I did was just switch those checks around. With the code posted below, it will first check all enemies within shooting distance for the one with the highest health. If there are 2 or more enemies have the same max health, it will choose the closest one.

Code:
  trait method QName(PackageNamespace(""), "_-0B8")
   method
    refid "com.company.assembleegameclient.objects:Player/_-0B8"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
     maxstack 16
     localcount 16
     initscopedepth 16
     maxscopedepth 18
     code
      ;pushfalse
      ;pushtrue
      ;setlocal2
      ;setlocal3
      
	  ;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("_-00H"), StaticProtectedNs("_-00H"), StaticProtectedNs("_-M4"), StaticProtectedNs("_-036"), StaticProtectedNs("_-QF"), StaticProtectedNs("Object")])
	  add
      setlocal            7
	  
	  ;if (Left_Clicking) don't alter aimingAngle
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
	  getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PackageNamespace(""), " use") ;<-Doesn't resolve to the right address, hex edit to fix
	  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(""), " case"), 0
      iftrue              L131
      
	  getlocal            4
      callproperty        QName(PackageNamespace(""), "_-Fo"), 0
      iftrue              L131
      
	  getlocal            4
      callproperty        QName(PackageNamespace(""), "_-IB"), 0
      iftrue              L131
      
	  ;make sure player 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(""), "_-PC")
      getlex              QName(PackageNamespace(""), "_-dd")
      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("_-uM"), StaticProtectedNs("_-uM"), StaticProtectedNs("_-QF")])
	  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("_-uM"), StaticProtectedNs("_-uM"), StaticProtectedNs("_-QF")])
	  getproperty         QName(PackageNamespace(""), "_-85")
      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("_-uM"), StaticProtectedNs("_-uM"), StaticProtectedNs("_-QF")])
      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(""), "_-PV")
      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
BTW if you haven't seen my post on page 2 with the aimbot howto, you'll need to if you want to use this code.
New update was just released xD. I guess we could all update the new client when it comes out but it'll take a little bit of work to get it all done. All we have to do is review yours and Kongs excellent nosing. Shame I wasn't of much use *sadface*
OK, for people trying to find variable names, the toString() in Object:Player is basically the devs saying "Here's the variable name!" (EDIT: for maxhp/currenthp only >.>)

also, attempting to update the autonexus code atm, will repost if successful
Heres my question:

Are you guys editing the AGCLoader.swf or the AssembleeGameClient.swf file? I think I may be an idiot, and downloading the AGCLoader when y'all are working on the actual game SWF. I'm brand new at this, but attempting to learn rather than just leech, which is what seems to be the spirit of this thread. My utmost apologies for being lightyears behind you fellas on it :P

Also, anytime I've ever actually downloaded the AGCLoader.swf, it refuses to actually let me play the game through it. I've poked around and found the version.txt file on Realm of the Mad God, but not real sure how to get my locally saved file to actually work, I assume there is a way to get it to point toward that version.txt file on the RotMG server?

Needless to say, all of this makes me feel incredibly stupid, but hey, at least I'm learning something new :P
Quote Originally Posted by cehrenr View Post
Heres my question:

Are you guys editing the AGCLoader.swf or the AssembleeGameClient.swf file? I think I may be an idiot, and downloading the AGCLoader when y'all are working on the actual game SWF. I'm brand new at this, but attempting to learn rather than just leech, which is what seems to be the spirit of this thread. My utmost apologies for being lightyears behind you fellas on it :P

Also, anytime I've ever actually downloaded the AGCLoader.swf, it refuses to actually let me play the game through it. I've poked around and found the version.txt file on Realm of the Mad God, but not real sure how to get my locally saved file to actually work, I assume there is a way to get it to point toward that version.txt file on the RotMG server?

Needless to say, all of this makes me feel incredibly stupid, but hey, at least I'm learning something new :P
It's actually simple @cehrenr, if you have google chrome or firefox, try pressing F12 to bring up the developer tools, from there, click on the network tab. After that, try loading the game website realmofthemad.com then check the query under the network tab, look for AssemblyGameClient with numbers after it. After you have found it, right click on it and copy the link that addresses to the AssemblyGameClient then open it. To make a dump, just save the page to your desktop.

AGCLoader is different from AssemblyGameClient. You might want to get the AssemblyGameClient if you want to do some modifications coming from here .
Quote Originally Posted by onichi22 View Post
It's actually simple @cehrenr, if you have google chrome or firefox, try pressing F12 to bring up the developer tools, from there, click on the network tab. After that, try loading the game website realmofthemad.com then check the query under the network tab, look for AssemblyGameClient with numbers after it. After you have found it, right click on it and copy the link that addresses to the AssemblyGameClient then open it. To make a dump, just save the page to your desktop.

AGCLoader is different from AssemblyGameClient. You might want to get the AssemblyGameClient if you want to do some modifications coming from here .
This is what I thought. I have no problem downloading the clients, I just didn't realize (until now) that I was being a complete moron and downloading the wrong one. GG me. Thank for reassuring me that I was in fact doing it wrong

Edit: Whoa, it automatically downloads the testing server? This seems, odd.

Edit 2: I think I've just found nilly's tutorial regarding the whole testing thing. This is interesting, I guess I'll get to work
Quote Originally Posted by cehrenr View Post
This is what I thought. I have no problem downloading the clients, I just didn't realize (until now) that I was being a complete moron and downloading the wrong one. GG me. Thank for reassuring me that I was in fact doing it wrong

Edit: Whoa, it automatically downloads the testing server? This seems, odd.

Edit 2: I think I've just found nilly's tutorial regarding the whole testing thing. This is interesting, I guess I'll get to work
Yep. For an annoying reason, the loader tells the actual client whether it's on testing or prod.
I got it to load the game no problem. And am currently fiddling with random stuff to see what it all does, but as I don't have decompiled code from the past update I have no way to find the new variables for Nilly's auto-nexus/auto-aim code. I understand the theory behind it, which is a giant step for me, but now lack the resources to apply my theory.

I'm having fun though, that counts for something, right? :P
Do you mean you inserted the code? because I've been fiddling with it for ages:
current health is _-21 EDIT: _-24, bad typos are bad.
max health is _-mH
the nexus function (I'm pretty sure, its the one with ESCAPE in it, like the _-093) is _-m3

but it disconnects me when i get in (i move around much faster than normal on the minimap, like with cube in the shop area, but the screen is black, then disconnect)
Quote Originally Posted by moon00dragon View Post
Do you mean you inserted the code? because I've been fiddling with it for ages:
current health is _-21
max health is _-mH
the nexus function (I'm pretty sure, its the one with ESCAPE in it, like the _-093) is _-m3

but it disconnects me when i get in (i move around much faster than normal on the minimap, like with cube in the shop area, but the screen is black, then disconnect)
OK, good to know I found the correct max/current health names. At least I'm figuring it out slowly, haha. I'm with you, stuck on what _-093 now is. I've tried 20 or something different things that came up with I searched for "callpropvoid" or whatever, I believe without an older code to look at and figure out where in the last version it was, it is infinitely more difficult to figure out where it is now. If I understand how all of that works, that is.
Quote Originally Posted by cehrenr View Post
OK, good to know I found the correct max/current health names. At least I'm figuring it out slowly, haha. I'm with you, stuck on what _-093 now is. I've tried 20 or something different things that came up with I searched for "callpropvoid" or whatever, I believe without an older code to look at and figure out where in the last version it was, it is infinitely more difficult to figure out where it is now. If I understand how all of that works, that is.
I took a look at the older code, and, indeed, it appears that _-m3 is the correct nexus function. However, I'm still getting the weird nexus behavior, so :S

---------- Post added at 01:28 AM ---------- Previous post was at 12:56 AM ----------

alright, I isolated the problem: it had to do with the health calculations. I don't know why, but taking away the health condition solved the problem.... the problem with that, though, should be pretty obvious.

---------- Post added at 01:44 AM ---------- Previous post was at 01:28 AM ----------

continuing the saga: the nexus check isn't working. I have to figure out a way to display the name_ of the map_.server or whatever.

---------- Post added at 02:55 AM ---------- Previous post was at 01:44 AM ----------

ok, in the nexus code,
getlex map_
getproperty gs_
getproperty gsc_
getproperty server_
getproperty name_
pushstring Nexus
ifeq 31

should be
getlex map_
getproprety name_
pushstring Nexus
ifeq 31

---------- Post added at 03:03 AM ---------- Previous post was at 02:55 AM ----------

ok, I'm an idiot: currentHealth is 24. Editing previous posts.

---------- Post added at 03:06 AM ---------- Previous post was at 03:03 AM ----------

ok, that didn't help.... maybe that was just me changing something weird. I have no honest idea right now

---------- Post added at 03:23 AM ---------- Previous post was at 03:06 AM ----------

WOOT! got it working by re-dling.

i handput in the values again, so heres the nice code:

Code:
pop 
getlocal0 
getlex map_
getproperty player_
ifne 42
getlex map_
getproperty name_
pushstring Nexus
ifeq 31
getlex _-24
convert_d 
getlex _-mH
convert_d 
divide 
pushbyte 7
convert_d 
pushbyte 20
convert_d 
divide 
ifgt 11
getlex map_
getproperty gs_
getproperty gsc_
callpropvoid _-m3,0
pushtrue


---------- Post added at 03:23 AM ---------- Previous post was at 03:23 AM ----------

now, on to the autoaim.

---------- Post added at 03:28 AM ---------- Previous post was at 03:23 AM ----------

Ok, the method for the autoaim (old _-0B8) is now _-u7
That's right. Well, so far, you could try looking at the _-zb function under com.company.assembleegameclient.game:Gamesprite seems to be the part about the loading session. I was able to display the connection messages briefly but I cannot pinpoint to where the loading animation is coming from T_T. I have the basic understanding about arguments and conditions but this is something that I cannot comprehend XD.
Nice job, sherlock. I wish i could code too. But im too lazy.
Posts 4660 of 346 · Page 4 of 24

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