Outdated13.4 real client - Basics and No Fullscreen

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13.4 real client - Basics and No Fullscreen
Like the title says, the Basics, but you will be able to see all the new additions (dungeons etc), and be able to use new pet upgrades.

No Fullscreen
30% Autonexus
No Debuffs (I have added paralyzed and quiet using DatCoders No Serverside Debuffs) ::working::

Only tested quickly, so if its buggy ... then fix it ... if you want other features added ... then add them ... good day.



Virus scans

https://www.virustotal.com/en/file/0...is/1370343867/

13.4_Real.swf.zip - Jotti's malware scan

13.4_Real.swf_mpgh.net.zip3.7 MB · 345 downloads Scanning…
Yay 13.4. Thanks mate. All hail us leechers.
Oh wow thanks, first non hexed client I'm working on one too but I'm a noob so DD
Quote Originally Posted by Cyeclops View Post
No Debuffs (I have added paralyzed and quiet using DatCoders No Serverside Debuffs) ::working::
Nice one !
Anyone reminds me where are those codes in the forum? Being lazy lalely
Quote Originally Posted by JustAnoobROTMG View Post
Nice one !
Anyone reminds me where are those codes in the forum? Being lazy lalely
My client is: AssembleeGameClient1369861973.swf

somewhere towards the end i think....?

http://www.mpgh.net/forum/720-realm-...s-started.html

or

No serverside debuffs

==Updated codes==
_-0Un
_-1JQ _-vL
=============



Always in Projectile.class

Search for "update" trait
change the 'localcount' from 15 to 18

Line: 2394

Add the following on new line.

Code:
      ;----No ServerSide Debuffs----
      getlocal0
      getproperty         QName(PackageNamespace("", "#0"), "_-0Un")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
      dup
      setlocal            15
      pushnull
      ifeq                TAKE_HIT
      
      pushint             0
      setlocal            16
      getlocal            15
      kill                15
      coerce_a
      setlocal            17
      jump                LOOP_END

LOOP_BEGIN:
      label
      
      getlex              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "effects_")
            
      getlocal            17
      getlocal            16
      nextvalue
      convert_u
      
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject"), StaticProtectedNs("_-1JQ"), PackageNamespace("", "#0"), PackageNamespace("com.company.assembleegameclient.objects"), ProtectedNamespace("_-1JQ"), PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject/instance"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), StaticProtectedNs("_-vL")])
      coerce              QName(PackageNamespace("com.company.assembleegameclient.util"), "ConditionEffect")
      getproperty         QName(PackageNamespace("", "#0"), "name_")
      setlocal            15

      getlocal            15
      pushstring          "Dead"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Quiet"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Weak"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Slowed"
      ifne                NOT_SLOWED
      getlocal0
      getproperty         QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "name_")
      pushstring          "Sprite World"
      ifne                DONT_TAKE_HIT
NOT_SLOWED:
      
      getlocal            15
      pushstring          "Sick"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Dazed"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Bleeding"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Armor Broken"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Stunned"
      ifeq                DONT_TAKE_HIT

LOOP_END:
      hasnext2            17, 16
      iftrue              LOOP_BEGIN
      
TAKE_HIT:

Add the following before the last jump to end in the same trait: Line: ~2620 <?

Code:
      DONT_TAKE_HIT:
Adding other debuffs, would look like



Code:
      getlocal            15
      pushstring          "Stunned"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Blind"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Hallucinating"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Drunk"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Confused"
      ifeq                DONT_TAKE_HIT
      
      getlocal            15
      pushstring          "Paralyzed"
      ifeq                DONT_TAKE_HIT




To find where to place the code I always look for the following lines
Look for:

findpropstrict QName(PackageNamespace("com.company.assembleegamec lient.tutorial"), "doneAction")
getlex QName(PackageNamespace(""), "map_")
getproperty QName(PackageNamespace(""), "gs_")
getlex QName(PackageNamespace("com.company.assembleegamec lient.tutorial"), "Tutorial")
getproperty QName(PackageNamespace(""), "_-1Zx")
callpropvoid QName(PackageNamespace("com.company.assembleegamec lient.tutorial"), "doneAction"), 2

L???:

And the code will go on a new line under the L???:
And if updating the codes, there are 3 to do. First is not far under the line you look for above:

getlocal 6
getlocal0
getproperty QName(PackageNamespace(""), "containerType_")
getlocal 11
getlocal0
getproperty QName(PackageNamespace(""), "_-pI") <<<=== _-0Un
getproperty QName(PackageNamespace(""), "effects_")
pushfalse
getlocal0
callpropvoid QName(PackageNamespace(""), "damage"), 5

The other 2 I get from Player.class. just down from the top, always the last 2 at the end:
There are several at the start of this code, for Attack, Defence, Speed etc all with double lines, and all with the same last codes.

getproperty Multiname("Attack",... blah blah ProtectedNamespace("X"), StaticProtectedNs("X"), StaticProtectedNs("X"), StaticProtectedNs("This one"), StaticProtectedNs("And this one")]) <<<=== _-1JQ and _-vL

---------- Post added at 11:55 PM ---------- Previous post was at 11:45 PM ----------

production

_-1Sz / _-Bc.class.asasm

Line: 469

on new line

pop
pushtrue


No Debuffs

GameObject.class.asasm

Add

Code:
      returnvalue
after the pushfalse of each of these
e.g.

Code:
  trait method QName(PackageNamespace("", "#0"), "isBlind")
   method
    refid "com.company.assembleegameclient.objects:GameObject/instance/isBlind"
    returns QName(PackageNamespace("", "#0"), "Boolean")
    body
     maxstack 4
     localcount 3
     initscopedepth 5
     maxscopedepth 6
     code
      pushfalse
      returnvalue
      pushtrue
      swap
      jump                L11

      getlocal0
      astypelate
      lshift
      convert_i
      negate_i
      istypelate
Paralyzed - do this using no serverside debuffs
Stunned - do this using no serverside debuffs
Drunk - isDrunk
Blind - isBlind
Confused - _-01e
Hallucinate - _-8q


Autonexus

player.class.asasm

Line: 5000

Code:
L628:
      pushtrue
  ;-------------------
  ; AUTO NEXUS    
  ;-------------------    
  ; trait slot QName(PackageNamespace("", "#0"), "_-Ru") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; CURRENT
  ; trait slot QName(PackageNamespace("", "#0"), "_-0es") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; MAX
  
     #set nexusfunction "escape"
     #set currenthealth    "_-xO"
     #set maxhealth   "_-m1"
          
            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          .30
            ifgt                END
            getlex              QName(PackageNamespace(""), "map_")
            getproperty         QName(PackageNamespace(""), "gs_")
            getproperty         QName(PackageNamespace(""), "gsc_")
            callpropvoid        QName(PackageNamespace(""), $"nexusfunction"), 0
        END:
            pushtrue      
  ;-------------------------------------------------------------


---------- Post added 06-05-2013 at 12:28 AM ---------- Previous post was 06-04-2013 at 11:55 PM ----------

*No Ally Projectiles*


Find: Projectile.class.asasm.
Address: ~/rabcasm/client-1/com/company/assembleegameclient/objects/Projectile.class.asasm

You need to insert the following code :

Code:
;---------------------- ; NO ALLY PROJECTILE ;---------------------- 
      #set unknowVar "_-0iZ"   
       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 @ Line: 3235
Do the same thing for the "drawshadow" method @ Line: 3864

Tried and works.
What decompiler are you using? I use RABCDasm and it's newest version adds , "#0" for me but that's fine.
Quote Originally Posted by WTFXD185 View Post
What decompiler are you using? I use RABCDasm and it's newest version adds , "#0" for me but that's fine.
I'm on a Mac, not that I could imagine much of a difference? and just the one version for us as far as I know lol no updated versions as of yet.
Nice work man.
Because apparently I have a newer version so some things are slightly different. If you check my PM to you, you'll see what I mean.
Quote Originally Posted by WTFXD185 View Post
Because apparently I have a newer version so some things are slightly different. If you check my PM to you, you'll see what I mean.
What I think you have done is tried copying and pasting from an already compiled code. What is posted here will change once it has been compiled, so I'm not sure you can simply copy and past in that way. Also, certain codes need updating, for instance:

;trait slot QName(PackageNamespace("", "#0"), "_-Ru")
;trait slot QName(PackageNamespace("", "#0"), "_-0es")

_-Ru and _-0es will be different with each build, and will need updated. in the current build these are _-xO and _-m1
If you don't change these, you will come across errors and/or as you found out, it compiles, but wont run.

An idea, would be to keep a folder with a modded client and the client-1 folder, and to know where the hacks are, so keep a text file with notes to refer to, and a separate text file for any additions or updates, so you don't alter your original.
Then it is a matter of searching for similarities, or finding a pattern, maybe something that is repeated, by opening both files side by side and seeing. It does get easier, and I've found some nifty little tricks along the way.

If I'm way off, I do apologise.
Nice job =)
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