Updating cubeone.....

Posts 106120 of 346 · Page 8 of 24
That's the exact issue I had a lot of trouble with, but I was able to fix it using new code. You sure you're using the new code on page six of this topic? I know there's a few new versions of code in earlier pages, but only the one on page 6 will work for 123.5.0.

---------- Post added at 05:54 PM ---------- Previous post was at 05:50 PM ----------

Guess it's time to work on autolooter/antiblind/autodrink and possibly showing what's in Loot Bags/Enemy Health, like there was in Marinepower's.
Just joined MPGH to say thanks. I updated the client using your instructions, works fine.

I think the main priority should be the antidebuff code...Problem.. I am stuck into the %ConditionEffect.class.asasm..
I think i understand how the autonexux/aimbot works (reminds me ASM ) but.. THIS CLASS IS A MESS !
Yea... I'm totally new to this whole thing. This morning I had absolutely no idea what I was doing except that I was following a tutorial. But if given more knowledge and maybe if I fool around a bit I can also contribute towards this project.

---------- Post added at 06:14 PM ---------- Previous post was at 06:09 PM ----------

Makes me wonder... what if we just actually removed the class? Or the methods that included Blinding, etc. Would that ruin the client?

Also... I kinda wanna add some sort of custom background music. Tried fooling with the /music/ string directing it to my webserver, but it failed. Guess the song has to be on rotmgtesting.appspot.com. :C
No. We cant remove the whole methods... Its silly ! There is bad AND GOOD buff in it....Moreover, blocking the Slow and Quiet status always get people D/c
True. Are there separate methods for Blind/Slow/Quiet etc.? So... removing only Blind methods?
Dont know.. Just saying what i know from previous hackers who attempted to block bad status only... They where blocking good ones too, and blocking Slow and Quiet cause d/c...
I know Cube removed Blind, Paralysis... Not Dazed i think... maybe dazed cause same PB than Slow and quiet
Cube's client had confuse, paralyze, and blind removed. I had no knowledge before I started today and I am still having problems getting the aim-bot to work but it would be nice to be able to figure out how to remove those debuffs.
Quote Originally Posted by RonaldSeiger View Post
Note nilly that I'm having trouble doing what you instruct to add the auto-nexus via Yogda. Whenever I run the SWF I get 3 errors.

I cannot find

Code:

com.company.assembleegameclient.objects.player update()

and the best I can find is

Code:

com.company.assembleegameclient.objectslayer Super

Which opens up a branch to other files.
I am having the same trouble here, any help?
well, at least I managed to get aimbot working, so ty guys!
Yeah, see the little plus next to com.company.assembleegameclient.objectslayer Super

Click the plus

Then go to the update() function. It's at the bottom.

---------- Post added at 06:48 PM ---------- Previous post was at 06:47 PM ----------

Quote Originally Posted by JustAnoobROTMG View Post
Dont know.. Just saying what i know from previous hackers who attempted to block bad status only... They where blocking good ones too, and blocking Slow and Quiet cause d/c...
I know Cube removed Blind, Paralysis... Not Dazed i think... maybe dazed cause same PB than Slow and quiet
Attempting to remove the effects from that class and I'll see what happens.

---------- Post added at 06:52 PM ---------- Previous post was at 06:48 PM ----------

Condition duration is located in _-Sj/_-w.class.asasm

No knowledge of how to set the duration to 0, however... maybe that's how they do it. Otherwise, condition is in _-Sj/_-Ef.class.asasm

Anyone with knowledge of ActionScript, your help is appreciated! Thanks!
Yeah... if only I knew actionscript better... I'm still trying to figure out where the classes are exactly.

---------- Post added at 07:12 PM ---------- Previous post was at 07:06 PM ----------

Hey wait a second here. Just found two strings.... "RemoveNegativeConditionsSelf" and "Removes Negative Conditions". This is already built into the game... somewhere.
Quote Originally Posted by sdfds View Post
Yeah... if only I knew actionscript better... I'm still trying to figure out where the classes are exactly.

---------- Post added at 07:12 PM ---------- Previous post was at 07:06 PM ----------

Hey wait a second here. Just found two strings.... "RemoveNegativeConditionsSelf" and "Removes Negative Conditions". This is already built into the game... somewhere.
Built in somewhere..?

Can u give location lol?
Yeah. In Yogda, search for "Condition". You'll come up with strings for RemoveNegativeConditionSelf, and Condition, etc. It'll also show where they are if you double click on them.
Accidently double posted my bad ;x
Quote Originally Posted by sdfds View Post
Yeah. In Yogda, search for "Condition". You'll come up with strings for RemoveNegativeConditionSelf, and Condition, etc. It'll also show where they are if you double click on them.
Don't think we can use those..It's just for like effects for priest books and things I think.

Code:
       effectText = amount + " HP within " + range + " sqrs\n";
                    _-vh = _-vh + ("Party Heal: " + _-lb(effectText, _-kt(wavg - otherWavg)));
                    _-WG[nova.toXMLString()] = true;
                }
                var _loc_5:int = 0;
            }
            if (!(_loc_10 && _loc_3))
            {
                var _loc_6:* = itemXML.Activate;
                var _loc_4:* = new XMLList("");
                for each (_loc_7 in _loc_6)
                {
                    
                    var _loc_8:* = _loc_6[_loc_5];
                    with (_loc_6[_loc_5])
                    {
                        if (_loc_9)
                        {
                        }
                        _loc_4[_loc_5] = _loc_7;
                    }
                }
                tag = _loc_4[0];
                _-vh = _-vh + _-lb("Removes negative conditions\n", _-0Ha);
                _-WG[tag.toXMLString()] = true;
                ;
                if (!_loc_10)
                {
                }
                var _loc_5:int = 0;
            }
            var _loc_6:* = itemXML.Activate;
            var _loc_4:* = new XMLList("");
            for each (_loc_7 in _loc_6)
            {
                
                var _loc_8:* = _loc_6[_loc_5];
                with (_loc_6[_loc_5])
                {
                    if (_loc_9)
                    {
                    }
                    _loc_4[_loc_5] = _loc_7;
                }
            }
            tag = _loc_4[0];
            ;
            with (_loc_9)
            {
                _loc_5++;
                if (this)
                {
                    _-vh = _-vh + ("Effect on Self:\n" + _-lb("Armored for " + tag @duration + " secs\n", _-0Ha));
                    _-WG[tag.toXMLString()] = true;
That's what u found but in sothink source code.
They were new to me this morning.

Read Nilly's post on Page Two, but then use his code on page 6 for Aimbot. Somewhere early on there's a revised autonexus as well. Also, Yogda has a built in search function, so you might be able to use that to find all these tough classes. As for decompiling and all, it took me a few hours to figure out, but I managed to get it all working.
Posts 106120 of 346 · Page 8 of 24

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