OutdatedCodes for 3.3

Posts 16–30 of 31 · Page 2 of 3
@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
wow nearly died since i didn't checked autonexus ^^
please can you do something foor auto nexus ?
Wait what?
What are you trying to do? I've been using rabcdasm.
Quote Originally Posted by flyrocket View Post
Wait what?
What are you trying to do? I've been using rabcdasm.
Figured out the connection stuff.

I still am getting tons of erros when using the mod selector stuff you put up. File not found sutff for half the mods D:
Possibly the same error? I have tried with a few different copies of the clients.
Quote Originally Posted by jewsanta View Post
Figured out the connection stuff.

I still am getting tons of erros when using the mod selector stuff you put up. File not found sutff for half the mods D:
Possibly the same error? I have tried with a few different copies of the clients.
I made a mistake in config.ini, go back to my post and look at the instructions on how to fix it.
@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.
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

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
     
      ;-----------------------------------------------
* AImbot

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
* NoAlly Projectile

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
Code:
  ;make sure object is an enemy
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
is there anyway, just to insert make sure object is NOT A SHITTY CONSTRUCT ?
@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.
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 ?

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
The filters are here : they currently filter the "Rock construct minions"

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.
Posts 16–30 of 31 · Page 2 of 3
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