pop
pushtrue
L58:
getlocal0
callproperty QName(PrivateNamespace("*", "_-VI:_-0VC"), "_-8x"), 0
getlocal1
iftrue L63
convert_b
L63:
;-------- Connect to Production ---------
pop
pushtrue
;-------------------------------------------
returnvalue
end ; code
end ; body
end ; method
end ; trait
returnvalue
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
setlocal1
;----No ServerSide Debuffs----
getlocal0
getproperty QName(PackageNamespace("", "#0"), "_-HR")
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("_-0VS"), PackageNamespace("", "#0"), PackageNamespace("com.company.assembleegameclient.objects"), ProtectedNamespace("_-0VS"), PrivateNamespace("*", "com.company.assembleegameclient.objects:GameObject/instance"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), StaticProtectedNs("_-pi")])
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 "Stunned"
ifeq DONT_TAKE_HIT
getlocal 15
pushstring "Paralyzed"
ifeq DONT_TAKE_HIT
LOOP_END:
hasnext2 17, 16
iftrue LOOP_BEGIN
TAKE_HIT:
DONT_TAKE_HIT:
;---------------------- ; NO ALLY PROJECTILE ;----------------------
#set unknowVar "_-07-"
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:
;-------------------------------------------------------------------
jump L10
getlocal2
getlocal 9
kill 2
pushfalse
strictequals
inclocal 7
L10:
setlocal 10
getlocal0
pushscope
;---------------------- ; NO ALLY PROJECTILE ;----------------------
#set unknowVar "_-07-"
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:
;-------------------------------------------------------------------
pushbyte 0
convert_u
setlocal 6
pushbyte 0
convert_u
setlocal 7
getlocal 10
iftrue L26
I hate when i am a work and notice that there is a new build ... :Qpop pushbyte 1
;--------------------- AUTO NEXUS ---------------------
#set nexusfunction "escape"
#set maxhealth "_-1BH"
#set currenthealth "_-03I"
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
;-------------------------------------------------------------
;-------------------
; AUTO NEXUS
;-------------------
;trait slot QName(PackageNamespace("", "#0"), "_-03I") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; CURRENT
;trait slot QName(PackageNamespace("", "#0"), "_-1BH") type QName(PackageNamespace("", "#0"), "int") value Integer(200) end ; MAX
#set nexusfunction "escape"
#set currenthealth "_-03I"
#set maxhealth "_-1BH"
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(""), "map_")
getproperty QName(PackageNamespace(""), "name_")
pushstring "Arena"
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
;-------------------------------------------------------------

trait method QName(PackageNamespace("", "#0"), "_-cJ")
method
refid "com.company.assembleegameclient.objects:Player/_-cJ"
param QName(PackageNamespace("", "#0"), "Number")
param QName(PackageNamespace("", "#0"), "Number")
returns QName(PackageNamespace("", "#0"), "Boolean")
body
maxstack 6
localcount 8
initscopedepth 7
maxscopedepth 8
code
pushfalse
pushtrue
setlocal 6
setlocal 7
getlocal0
pushscope
getlex QName(PackageNamespace("", "#0"), "map_")
getlocal1
getlocal2
callproperty QName(PackageNamespace("", "#0"), "getSquare"), 2
coerce QName(PackageNamespace("com.company.assembleegameclient.map"), "Square")
setlocal3
;-------------------------
; NOWALK ON LAVA
;-------------------------
;First we need to make sure the Square name contains Lava
getlocal3
getproperty QName(PackageNamespace("", "#0"), "props_")
getproperty QName(PackageNamespace("", "#0"), "id_")
pushstring "Lava"
callproperty QName(Namespace("http://adobe.com/AS3/2006/builtin"), "search"), 1
pushint -1
ifeq SKIPNOWALK
;Now, we must test if the Square has an object on him.
;If obj_ is not null, it means there is a "bridge on the lava"
;In this case we DONT HAVE TO FORCE NOWALK since we can cross using the bridge
;If its another object than "Partial Red floor" we should be blocked.
getlocal3
getproperty QName(PackageNamespace("", "#0"), "obj_")
pushnull
ifne SKIPNOWALK
pushfalse ; set the square NonWalkable
returnvalue
; trace obj, only for debug
;findpropstrict QName(PackageNamespace("", "#0"), "trace")
;getlocal3
;getproperty QName(PackageNamespace("", "#0"), "obj_")
;callpropvoid QName(PackageNamespace("", "#0"), "trace"), 1
;Let the game do NOWALK checks
SKIPNOWALK: