11.1 Hacks repository

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11.1 Hacks repository
* Real Production Client

Open _-0MD.class.asasm. Modify the end of the method

Code:
  trait method QName(PrivateNamespace("*", "_-Dp:_-0MD"), "_-06d")
to make it look like

Code:
L58:
      getlocal0
      callproperty        QName(PrivateNamespace("*", "_-Dp:_-0MD"), "_-t7"), 0
      getlocal1
      iftrue              L63

L62:
      convert_b
L63:
            ;-------------------------
            ; REAL PRODUCTION CLIENT
            ;-------------------------

            pop
            pushtrue
            
            ;----------------------
            
      returnvalue
     end ; code
    end ; body
Just out of curiosity, using pushtrue // returnvalue at the beginning of the method is just as easy, no?

Gonna stick with 11.0 hex'd anyway. Not updating invy viewer/full screen just so I can go into a stat pot dungeon, lol.
just curious to see how to add auto aim, since this is the one requiring the most variable updates
* No debuffs

Open GameObject.class.asasm.
You have to insert

Code:
  
pushfalse
 returnvalue

at the beginning of the functions named :

_-08B for Stunned
_-0E8 for Blind
_-Hk for Hallucinating
_-056 for Drunk
_-0FZ for Confused
_-036 for Paralyzed

(the "beggining is just after the CODE line)

---------- Post added at 06:59 PM ---------- Previous post was at 06:53 PM ----------

* No Ally Projectile

Open Projectile.class.asasm.
You need to insert the following code :

Code:
;---------------------- ; NO ALLY PROJECTILE ;---------------------- 
      #set unknowVar "_-0Gj"   
       getlex              QName(PackageNamespace(""), "map_")
       getproperty         QName(PackageNamespace(""), "player_")  
     getproperty         QName(PackageNamespace(""), "objectId_")  
     getlocal0
       getproperty         QName(PackageNamespace(""), "ownerId_")  
     ifeq                L500
        getlocal0       getproperty   
      QName(PackageNamespace(""), $"unknowVar" )  
     iffalse             L500  
     returnvoid  

L500:
after the first "pushscope" you see in the "draw" method
Do the same thing for the "drawshadow" method.
Does this have to be used with a clean 11.1.0 client?

If so how do I get one?

Oh wait nvm just figured it out.
* Auto-Nexus


Open Player.class.asasm.
Locate the update method and insert the following code
Code:
      
  ;-------------------
  ; AUTO NEXUS    
  ;-------------------   
  ; GameObject Stuff 
  ; trait slot QName(PackageNamespace("", "#0"), "_-0K1") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; CURRENT
  ; trait slot QName(PackageNamespace("", "#0"), "_-0oQ") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; MAX
  
      #set nexusfunction "_-0LO"
     #set currenthealth    "_-0K1"
     #set maxhealth   "_-0oQ"
          
            pop
            getlocal0
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "player_")
            ifne                END
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "name_")
            pushstring            "Nexus"
            ifeq                END
            getlex                QName(PackageNamespace(""), $"maxhealth")
            getlex                QName(PackageNamespace(""), $"currenthealth")
            convert_d
            divide
            pushdouble          .35
            ifgt                END
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "gs_")
            getproperty         QName(PackageNamespace(""), "gsc_")
            callpropvoid        QName(PackageNamespace(""), $"nexusfunction"), 0
        END:
            pushtrue      
;-------------------------------------------------------------
juste after the last "pushtrue" of the method.

You should have :

Code:
L609:
      pushtrue
      
  ;-------------------
  ; AUTO NEXUS    
  ;-------------------    
  ; trait slot QName(PackageNamespace("", "#0"), "_-0K1") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; CURRENT
  ; trait slot QName(PackageNamespace("", "#0"), "_-0oQ") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; MAX
  
         #set nexusfunction "_-0LO"
     #set currenthealth    "_-0K1"
     #set maxhealth   "_-0oQ"
          
            pop
            getlocal0
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "player_")
            ifne                END
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "name_")
            pushstring            "Nexus"
            ifeq                END
            getlex                QName(PackageNamespace(""), $"maxhealth")
            getlex                QName(PackageNamespace(""), $"currenthealth")
            convert_d
            divide
            pushdouble          .35
            ifgt                END
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "gs_")
            getproperty         QName(PackageNamespace(""), "gsc_")
            callpropvoid        QName(PackageNamespace(""), $"nexusfunction"), 0
        END:
            pushtrue      
;-------------------------------------------------------------      
      
      
L610:
      returnvalue
     end ; code
    end ; body
* AIMBOT (No constructs)
Always in Player.class.asasm, locate the following method :

Code:
  trait method QName(PackageNamespace("", "#0"), "_-0jh")
and insert the following code BEFORE :

Code:
;----------------------------------
;AIMBOT
;----------------------------------
; NAMES TO UPDATE
;  

  #set fullfunctionname "com.company.assembleegameclient.objects:Player/aim_" ; the full function name
    #set functionname "aim_"                                       ; the function name

    #set mouseClass "com.company.assembleegameclient.game:_-VS#0" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
    #set mouseClicked "_-07U"                                       ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
    
    #set playerNamespace "_-093"                                   ; Namespace of the Player class
    #set characterNamespace "_-0Tw"                                ; Namespace of the Character class
    #set gameobjectNamespace "_-L"                                 ; Namespace of the GameObject class
    #set basicobjectNamespace "_-34"                               ; Namespace of the BasicObject class
    #set projectileNamespace "_-0eI"                               ; Namespace of the Projectile class
    
    #set Aimbot_charMaxHealth "_-0oQ"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]       
  #set ObjLibDictionary "_-0Mq"                                   ; Found in ObjectLibrary class, this is the slot 4  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
    #set gameobjVector "_-0u8"                                     ;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 "_-HD"                            ; Found in ObjProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
  
  #set FunctionIsInvincible "_-05C"                          
  #set FunctionsIsStasis "_-0uQ"
  #set FunctionsIsInvulnerable "_-0Nj"
    
   
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   
      pushbyte            1
      add    
      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 

          getlocal 15
          pushstring "Shield Orc Shield"
          ifeq             NEXTOBJ
         
          getlocal 15
          pushstring "Shield Orc Key"
          ifeq             NEXTOBJ
         
          getlocal 15
          pushstring "Shield Orc Flooder"
          ifeq             NEXTOBJ
         
          getlocal 15
          pushstring "Blue Flaming Skull"
          ifeq             NEXTOBJ
         
          getlocal 15
          pushstring "Red Flaming Skull"
          ifeq             NEXTOBJ       
         
          getlocal 15
          pushstring "Pentaract Eye"
          ifeq             NEXTOBJ
         
          getlocal 15
          pushstring "Beach Spectre"
          ifeq             NEXTOBJ       
         
          getlocal 15
          pushstring "Cube Overseer"
          ifeq             NEXTOBJ       
 
          getlocal 15
          pushstring "Mysterious Crystal"
          ifeq             NEXTOBJ               
         
          getlocal 15
          pushstring "Crystal Prisoner Steed"
          ifeq             NEXTOBJ               
 
          getlocal 15
          pushstring "Stheno Swarm"
          ifeq             NEXTOBJ
         
          getlocal 15
          pushstring "Stheno Pet"
          ifeq             NEXTOBJ
         
          getlocal 15
          pushstring "Cube Defender"
          ifeq             NEXTOBJ       
         
          getlocal 15
          pushstring "Cube Blaster"
          ifeq             NEXTOBJ       
          
          getlocal 15
          pushstring "Haunted Armor"
          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

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
Then, insert this at the beginning of the _-0jh method, just under the "code" line :




Code:
     
;-------------
;AIMBOT
;---------------    
        getlocal0
        getlocal1
        callpropvoid QName(PackageNamespace(""), "aim_"), 1
        returnvoid    
;------------------------


---------- Post added at 12:13 AM ---------- Previous post was at 12:05 AM ----------

* Display Aimbot status (the aimbot works fine without it, its just a cosmetic stuff)

Open _-VS.class.asasm.
Locate this code

Code:
      convert_b
L351:
      iftrue              L353

      not
L353:
      initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-VS#0"), "_-0iq")

And insert below, this

Code:
    ;---------------------
    ; VISUAL AIMBOT TOGGLE 
    ;----------------------
    #set myprop "com.company.assembleegameclient.game:_-VS#0"
    #set myval "_-0iq" 
    #set functionWhirlpool "_-0Vl"
    
             getlocal0
      getproperty         QName(PrivateNamespace("*", $"myprop"), $"myval")
      iftrue              AIMBOTON

      getlocal3
      pushstring          "AIMBOT : OFF"
      callpropvoid        QName(PackageNamespace(""), $"functionWhirlpool"), 1
      jump                END

AIMBOTON:
      getlocal3
      pushstring          "AIMBOT : ON"
      callpropvoid        QName(PackageNamespace(""), $"functionWhirlpool"), 1

END:      
    ;----------------------------------------------------------------


---------- Post added at 12:16 AM ---------- Previous post was at 12:13 AM ----------

* Sprite world tile hack

Open Player.class.asasm
Find
Code:
      getproperty         QName(PackageNamespace(""), "props_")       
getproperty         QName(PackageNamespace(""), "push_")
      convert_b
Insert the following code just after the convert_b

Code:
;----------------------
;Sprite world Tile hack 
;---------------------- 
pop       
pushfalse
Will you make mod selector for 11.1? just curious
DAMN, having so much trouble to update aimbot....
@JustAnoobROTMG Nice work man!! i really appreciate the codes you're finding for everyone hopefully someone will be able to throw them into a .swf for the mac users
Quote Originally Posted by nanselm View Post
@JustAnoobROTMG Nice work man!! i really appreciate the codes you're finding for everyone hopefully someone will be able to throw them into a .swf for the mac users
Ill make one as soon as JustAnoobROTMG is finished! Also JustAnoob, I would love to help you in updating the code. if you would like to teach me I would be able to help in any future updates.
Quote Originally Posted by nanselm View Post
@JustAnoobROTMG Nice work man!! i really appreciate the codes you're finding for everyone hopefully someone will be able to throw them into a .swf for the mac users
Im on it .. although any .swf that anyone makes using this will work with our Macs, also @JustAnoobROTMG has posted RabcdASM for Mac, where I have written most of the runnings for it, all apart from re-assembling, the Windows commands for doing this don't seem to work when putting it back together, yet they work perfect when taking it apart .. odd!
@JustAnoobROTMG

Ok, running RABCDasm on Mac, successfully completed all of the above, but the commands for compressing back to .swf is not working for me???
e.g.

./swfdecompress client.swf <<<< Is not necessary, or if it is, it doesn't work. Results says the file is already uncompressed.

./abcexport client.swf <<works perfect to export abc files
./rabcdasm client-1.abc <<works perfect to disassemble abc-1 into folder directories with all asasm files, ready for editing.

..BUT..

./rabcasm client-1\client-1.main.asasm <<not working for me to assemble the files back
./abcreplace client.swf 1 client-1\client-1.main.abc <<for obvious reasons i first need the above line to work before using this one....

Any other Mac user out there managed to get these commands to work, or maybe know what I am suppose to write here ....... anyone????
can someone teach me how to make a clean one?
* Sprite world speedhack

Open Player.class.asasm

try to find :

Code:
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "speed_")
You should have below an "initproperty"..

Code:
    getproperty        QName(PackageNamespace(""), "props_")      
    getproperty        QName(PackageNamespace(""), "speed_")  
  initproperty        QName(ProtectedNamespace("_-093"), "_-0f")
You should find it two times in the same method..

Insert this code just before the returnvoid at the end of the method

Code:
;----------------------------  
; Sprite World Speed Hack
;----------------------------
    
   getlex QName(PackageNamespace(""), "map_")
   getproperty QName(PackageNamespace(""), "name_")
   pushstring "Sprite World"
   ifne NORMAL
            
   getlocal0
   pushdouble 1.5        ; speed factor : change to a value above 1
   setproperty           QName(ProtectedNamespace("_-093"), "_-0f")   ; Value inited using the props.speed ..  

   NORMAL:
;-----------------------------------------------------
you should have something like that

Code:
      getlocal0
      getlocal1
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "speed_")
      initproperty        QName(ProtectedNamespace("_-93"), "_-0f")

L103:

;----------------------------  
; Sprite World Speed Hack
;----------------------------
    
   getlex QName(PackageNamespace(""), "map_")
   getproperty QName(PackageNamespace(""), "name_")
   pushstring "Sprite World"
   ifne NORMAL
            
   getlocal0
   pushdouble 1.5        ; speed factor : change to a value above 1
   setproperty        QName(ProtectedNamespace("_-93"), "_-0f")   ; Value inited using the props.speed ..  

   NORMAL:
;-----------------------------------------------------

      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait


---------- Post added at 12:21 AM ---------- Previous post was at 12:20 AM ----------

Quote Originally Posted by Cyeclops View Post
@JustAnoobROTMG

Ok, running RABCDasm on Mac, successfully completed all of the above, but the commands for compressing back to .swf is not working for me???
e.g.

./swfdecompress client.swf <<<< Is not necessary, or if it is, it doesn't work. Results says the file is already uncompressed.

./abcexport client.swf <<works perfect to export abc files
./rabcdasm client-1.abc <<works perfect to disassemble abc-1 into folder directories with all asasm files, ready for editing.

..BUT..

./rabcasm client-1\client-1.main.asasm <<not working for me to assemble the files back
./abcreplace client.swf 1 client-1\client-1.main.abc <<for obvious reasons i first need the above line to work before using this one....

Any other Mac user out there managed to get these commands to work, or maybe know what I am suppose to write here ....... anyone????
Error message maybe?
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