@flyrocket. Opened the client in yogda but there is no way to edit in or use the production file. I may be doing something wrong but I have never hit errors like this before. Yogda itself is giving address errors o-o
OutdatedCodes for 3.3
wow nearly died since i didn't checked autonexus ^^
please can you do something foor auto nexus ?
please can you do something foor auto nexus ?
Wait what?
What are you trying to do? I've been using rabcdasm.
What are you trying to do? I've been using rabcdasm.
@flyrocket, don't bother. I've tried it already and it doesn't work anymore. You need to have an admin account now.
The map making process still works so I guess it is good for that. You won't be able to test it though.
The map making process still works so I guess it is good for that. You won't be able to test it though.
Codes using macro of RABCDASM !
You just have to replace the names in the #set lines (and not in the whole code) with the good value of your build , then compile, profit
* AutoNexus
* AImbot
* NoAlly Projectile
You just have to replace the names in the #set lines (and not in the whole code) with the good value of your build , then compile, profit

* AutoNexus
Code:
;-----------------------------------------------
; AUTO NEXUS
;-----------------------------------------------
;NAMES TO UPDATE
#set charHealth "_-g0" ;found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
#set charMaxHealth "_-Hi" ;found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
#set nexusFunction "_-0Ja"
pop
getlocal0
getlex QName(PackageNamespace(""), "map_")
getproperty QName(PackageNamespace(""), "player_")
ifne NONEXUS
getlex QName(PackageNamespace(""), "map_")
getproperty QName(PackageNamespace(""), "name_")
pushstring "Nexus"
ifeq NONEXUS
getlex QName(PackageNamespace(""), $"charMaxHealth")
convert_d
getlex QName(PackageNamespace(""), $"charHealth")
convert_d
divide
pushbyte 7
convert_d
pushbyte 20
convert_d
divide
ifgt NONEXUS
getlex QName(PackageNamespace(""), "map_")
getproperty QName(PackageNamespace(""), "gs_")
getproperty QName(PackageNamespace(""), "gsc_")
callpropvoid QName(PackageNamespace(""), $"nexusFunction"), 0
NONEXUS:
pushtrue
;-----------------------------------------------
Code:
;----------------------------------
;AIMBOT
;----------------------------------
; NAMES TO UPDATE
;
#set fullfunctionname "com.company.assembleegameclient.objects:Player/_-0Bu" ; the full function name
#set functionname "_-0Bu" ; the function name
#set mouseClass "com.company.assembleegameclient.game:_-0M4#0" ; Found at the end of the onmousedown procedure : initproperty QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
#set mouseClicked "_-0E" ; Found at the end of the onmousedown procedure : initproperty QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
#set playerNamespace "_-71" ; Namespace of the Player class
#set characterNamespace "_-0Zn" ; Namespace of the Character class
#set gameobjectNamespace "_-Dl" ; Namespace of the GameObject class
#set basicobjectNamespace "_-e7" ; Namespace of the BasicObject class
#set projectileNamespace "_-Aa" ; Namespace of the Projectile class
#set Aimbot_charMaxHealth "_-Hi" ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
#set ObjLibDictionary "_-I4" ; Found in ObjectLibraray class, this is the slot 4 : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
#set gameobjVector "_-0gm" ; Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
#set ObjPropertiesDictionary "_-Yr" ; Found in ObjProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
#set FunctionIsInvincible "_-0Es"
#set FunctionsIsStasis "_-0d6"
#set FunctionsIsInvulnerable "_-Rn"
trait method QName(PackageNamespace(""), $"functionname" );
method
refid $"fullfunctionname"
param QName(PackageNamespace(""), "Number")
returns QName(PackageNamespace(""), "void")
body
maxstack 16
localcount 16
initscopedepth 16
maxscopedepth 18
code
getlocal0
pushscope
;aimingAngle = arg1 + Parameters.data_.cameraAngle;
getlocal1
getlex QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
getproperty QName(PackageNamespace(""), "data_")
getproperty Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"playerNamespace"), StaticProtectedNs($"playerNamespace"), StaticProtectedNs($"characterNamespace"), StaticProtectedNs($"gameobjectNamespace"), StaticProtectedNs($"basicobjectNamespace")])
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("*", $"mouseClass"), $"mouseClicked")
iftrue NOAIMBOT
;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 NEXTOBJ
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 NEXTOBJ
;make sure object is an enemy
getlocal 4
getproperty QName(PackageNamespace(""), "props_")
getproperty QName(PackageNamespace(""), "isEnemy_")
iffalse NEXTOBJ
getlocal 4
callproperty QName(PackageNamespace(""), $"FunctionIsInvincible"), 0 ;Check if target is INVINCIBLE
iftrue NEXTOBJ
getlocal 4
callproperty QName(PackageNamespace(""), $"FunctionsIsStasis"), 0 ;Check if target is in STASIS
iftrue NEXTOBJ
getlocal 4
callproperty QName(PackageNamespace(""), $"FunctionsIsInvulnerable"), 0 ;Check if target is INVULNERABLE
iftrue NEXTOBJ
;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(""), $"ObjLibDictionary")
getlex QName(PackageNamespace(""), $"gameobjVector")
pushbyte 0
getproperty MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
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($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
getproperty QName(PackageNamespace(""), $"ObjPropertiesDictionary")
pushbyte 0
getproperty MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
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 NEXTOBJ
;get considered target max health
getlocal 4
getproperty QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
dup
setlocal 13
getlocal 12
ifeq L103
getlocal 13
getlocal 12
iflt NEXTOBJ
jump L107
L103:
getlocal 9
getlocal 8
iflt L107
jump NEXTOBJ
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 NEXTOBJ
NEXTOBJ:
hasnext2 6, 5
iftrue L34
kill 6
kill 5
getlocal 12
pushbyte 0
ifeq END
NOAIMBOT:
getlocal0
getlocal 7
callpropvoid QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
END:
returnvoid
end ; code
end ; body
end ; method
end ; trait
Code:
;-------------------------------------------------------------
;NO ALLY PARTICLE
;-------------------------------------------------------------*
#set varNoally "_-Vw" ; Found in this file, this is the trait under the "bulletype" trait > trait slot QName(PackageNamespace(""), "_-Vw") type QName(PackageNamespace(""), "Boolean") end
getlex QName(PackageNamespace(""), "map_")
getproperty QName(PackageNamespace(""), "player_")
getproperty QName(PackageNamespace(""), "objectId_")
getlocal0
getproperty QName(PackageNamespace(""), "ownerId_")
ifeq CONTINUE
getlocal0
getproperty QName(PackageNamespace(""), $"varNoally")
iffalse CONTINUE
returnvoid
CONTINUE:
;--------------------------------------------------------------
Very nice JustAnoob. 

thanks for those macro JustAnoobROTMG, this is so cool thx !
can someone post the no-clip code? thanks
regarding the aimbot
is there anyway, just to insert make sure object is NOT A SHITTY CONSTRUCT ?
Code:
;make sure object is an enemy
getlocal 4
getproperty QName(PackageNamespace(""), "props_")
getproperty QName(PackageNamespace(""), "isEnemy_")
iffalse NEXTOBJ
@gorgor Maybe i should try to add monster filters in the new build (i assume there will be a new one today)
But this will of course come AFTER all the other stuff.
But this will of course come AFTER all the other stuff.
I think @flyrocket will have something in his next ODom release that many of you guys been asking for regarding auto-aim. 

Like this AIMBOT ? 
The filters are here : they currently filter the "Rock construct minions"

Code:
;----------------------------------
;AIMBOT
;----------------------------------
; NAMES TO UPDATE
;
#set fullfunctionname "com.company.assembleegameclient.objects:Player/_-0Bu" ; the full function name
#set functionname "_-0Bu" ; the function name
#set mouseClass "com.company.assembleegameclient.game:_-0M4#0" ; Found at the end of the onmousedown procedure : initproperty QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
#set mouseClicked "_-0E" ; Found at the end of the onmousedown procedure : initproperty QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
#set playerNamespace "_-71" ; Namespace of the Player class
#set characterNamespace "_-0Zn" ; Namespace of the Character class
#set gameobjectNamespace "_-Dl" ; Namespace of the GameObject class
#set basicobjectNamespace "_-e7" ; Namespace of the BasicObject class
#set projectileNamespace "_-Aa" ; Namespace of the Projectile class
#set Aimbot_charMaxHealth "_-Hi" ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
#set ObjLibDictionary "_-I4" ; Found in ObjectLibraray class, this is the slot 4 : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
#set gameobjVector "_-0gm" ; Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
#set ObjPropertiesDictionary "_-Yr" ; Found in ObjProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
#set FunctionIsInvincible "_-0Es"
#set FunctionsIsStasis "_-0d6"
#set FunctionsIsInvulnerable "_-Rn"
trait method QName(PackageNamespace(""), $"functionname" );
method
refid $"fullfunctionname"
param QName(PackageNamespace(""), "Number")
returns QName(PackageNamespace(""), "void")
body
maxstack 16
localcount 16
initscopedepth 16
maxscopedepth 18
code
getlocal0
pushscope
;aimingAngle = arg1 + Parameters.data_.cameraAngle;
getlocal1
getlex QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
getproperty QName(PackageNamespace(""), "data_")
getproperty Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"playerNamespace"), StaticProtectedNs($"playerNamespace"), StaticProtectedNs($"characterNamespace"), StaticProtectedNs($"gameobjectNamespace"), StaticProtectedNs($"basicobjectNamespace")])
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("*", $"mouseClass"), $"mouseClicked")
iftrue SHOOT
;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 NEXTOBJ
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 NEXTOBJ
;make sure object is an enemy
getlocal 4
getproperty QName(PackageNamespace(""), "props_")
getproperty QName(PackageNamespace(""), "isEnemy_")
iffalse NEXTOBJ
getlocal 4
callproperty QName(PackageNamespace(""), $"FunctionIsInvincible"), 0 ;Check if target is INVINCIBLE
iftrue NEXTOBJ
getlocal 4
callproperty QName(PackageNamespace(""), $"FunctionsIsStasis"), 0 ;Check if target is in STASIS
iftrue NEXTOBJ
getlocal 4
callproperty QName(PackageNamespace(""), $"FunctionsIsInvulnerable"), 0 ;Check if target is INVULNERABLE
iftrue NEXTOBJ
;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(""), $"ObjLibDictionary")
getlex QName(PackageNamespace(""), $"gameobjVector")
pushbyte 0
getproperty MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
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($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
getproperty QName(PackageNamespace(""), $"ObjPropertiesDictionary")
pushbyte 0
getproperty MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
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 NEXTOBJ
; DO NOT SHOOT MINIONS
getlocal 4
getproperty QName(PackageNamespace(""), "props_")
getproperty QName(PackageNamespace(""), "id_")
setlocal 15
getlocal 15
pushstring "Steel Bot"
ifeq NEXTOBJ
getlocal 15
pushstring "Rock Bot"
ifeq NEXTOBJ
getlocal 15
pushstring "Paper Bot"
ifeq NEXTOBJ
;get considered target max health
getlocal 4
getproperty QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
dup
setlocal 13
getlocal 12
ifeq L103
getlocal 13
getlocal 12
iflt NEXTOBJ
jump L107
L103:
getlocal 9
getlocal 8
iflt L107
jump NEXTOBJ
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 NEXTOBJ
NEXTOBJ:
hasnext2 6, 5
iftrue L34
kill 6
kill 5
getlocal 12
pushbyte 0
ifeq END
SHOOT:
getlocal0
getlocal 7
callpropvoid QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1
END:
returnvoid
end ; code
end ; body
end ; method
end ; trait
Code:
; DO NOT SHOOT MINIONS
getlocal 4 ; Get the object
getproperty QName(PackageNamespace(""), "props_") ; Get the object properties
getproperty QName(PackageNamespace(""), "id_") ; Get the id of the object
setlocal 15 ; Set the local15 to the id (aka minion name)
getlocal 15 ; If minion name is Steel Bot then try next object
pushstring "Steel Bot"
ifeq NEXTOBJ
getlocal 15 ; If minion name is Rock Bot then try next object
pushstring "Rock Bot"
ifeq NEXTOBJ
getlocal 15 ; If minion name is Paper Bot then try next object
pushstring "Paper Bot"
ifeq NEXTOBJ
Lol, ya like that. 
Very nice job JustAnoob.

Very nice job JustAnoob.
This thread is closed for replies.
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