Outdated[Mod Selector] Improved Autoaim 19.1

Posts 4660 of 87 · Page 4 of 6
Quote Originally Posted by maat7043 View Post
1. I added in a options selection so you can toggle features on and off
2. I added in Incognito mode. It randomly modifies your firing angle by -5 to 5 degrees

I need a tester/reviewer please

Code:
;----------------------------------
;AIMBOT ; Edited by maat7043 1/22/2014
;----------------------------------
; 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:_-0zX" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set mouseClicked "_-F0"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set playerNamespace "_-0l7"                                    ; Namespace of the Player class
	#set characterNamespace "_-Ll"                                ; Namespace of the Character class
	#set gameobjectNamespace "_-Ko"                                ; Namespace of the GameObject class
	#set basicobjectNamespace "_-1n6"                               ; Namespace of the BasicObject class
	#set projectileNamespace "_-0Xr"                                ; Namespace of the Projectile class
	#set Aimbot_charMaxHealth "_-0J6"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
	#set ObjLibDictionary "_-11j"                                   ; Found in ObjectLibrary class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set gameobjVector "_-16e"                                     ;If wrong replace for _-NC 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 "_-1ii"                            ; Found in ObjectProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set FunctionIsInvincible "_-1XK"
	#set FunctionsIsStasis "_-1nS"
	#set FunctionsIsInvulnerable "_-Br"

;----------------------------------
; CODE
;----------------------------------
trait method QName(PackageNamespace(""), $"functionname");
   method
    refid $"fullfunctionname"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
    maxstack 16
     localcount 20
     initscopedepth 16
     maxscopedepth 18
     code
      getlocal0
      pushscope

;----------------------------------
; OPTIONS <-- 1 = yes 0 = no
;----------------------------------
      ; Shoot constructs if no other enemies in range?
      pushint             1   ; <-- Change This
      setlocal            17

      ; Shoot Tesla Coils?
      pushint             1   ; <-- Change This
      setlocal            18

      ; Incognito mode?
      pushint             1   ; <-- Change This
      setlocal            19
;----------------------------------
; Code Body: only serious coders past this point
;----------------------------------
      
      ; Get Camera Angle and add it to firing angle
      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
      
      ; Check to see if manual fire is on
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
      iftrue              SHOOT
      
      ; Empty Current Object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
  
      ; Create a new register for Constructs
      setlocal            16  
	  
      ; Set Current Distance to -1
      pushbyte            255
      setlocal            8
      
      ; Set considered distance to 0
      pushbyte            0
      setlocal            9
      
      ; Initialize Weapon range as null
      pushnull
      coerce_a
      setlocal            11

      ; Initialize considered target health
      pushbyte            0
      setlocal            12
	  
      ; Initialize current target health
      pushbyte            0
      setlocal            13
	  
      ; Used as the Enumerator index in the hasnext2 loop
      pushbyte            0
      setlocal            5
      
      ; Create an array of all the object currently loaded
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                NEXTOBJ

L34:
      ; Move to the next object in the array
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
	  
      ; Tesla Coil Check
      getlocal            18
      pushint             0
      ifeq                OPTION2

      getproperty         QName(PackageNamespace(""), "props_")           
      getproperty         QName(PackageNamespace(""), "id_")       
      pushstring          "Tesla Coil"
      ifeq                TESLA

OPTION2:	  
      ; Check if the object is a character i.e. not a wall
      getlocal            4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             NEXTOBJ
	  
TESLA:	  
      ; Check to see if the object is an enemy	  
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
	  
	  
      getlocal            4                                                       ;---------------Check added by CrazyJani 6/19/2013--------------
      getproperty         QName(PackageNamespace(""), "props_")             ;     This allows you to choose what enemies autoaim shoots
      getproperty         QName(PackageNamespace(""), "id_")                ;     while they are invulnerable. This works better than
      setlocal            14                                                      ;     long ignore list in many ways

      getlocal            14
      pushstring          "Oryx Stone Guardian Right"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx Stone Guardian Left"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Septavius the Ghost God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Limon the Sprite God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Crystal Prisoner"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Lord Ruthven"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Archdemon Malphas"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Grand Sphinx"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost Ship"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Davy Jones"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Stheno the Snake Queen"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Actual Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Kage Kami"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost of Skuld"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Troll 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Arena Grave Caretaker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Spoiled Creampuff"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Swoll Fairy"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Desire Troll"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Gigacorn"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "MegaRototo"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Jon Bilgewater the Pirate King"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Djinn"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Epic Larva"
      ifeq                SKIP_CHECK
           
      getlocal            14
      pushstring          "Epic Mama Megamoth"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Murderous Megamoth"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Mage"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Knight"
      ifeq                SKIP_CHECK
            
      getlocal            14
      pushstring          "shtrs Stone Paladin"
      ifeq                SKIP_CHECK
                  
      getlocal            14
      pushstring          "shtrs Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Bridge Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Paladin Obelisk"
      ifeq                SKIP_CHECK
                                    
      getlocal            14
      pushstring          "shtrs Defense System"
      ifeq                SKIP_CHECK
      
      ; Check to see if enemy is damagable
      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 in INVULNERABLE
      iftrue              NEXTOBJ
 
SKIP_CHECK:
      ; Get Distance to considered target
      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

      ; Get Weapon Range
      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
      
      ; Check to see if current Object is within range
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply   
      pushbyte            1 ; Add 1 to range
      add      
      ifgt                NEXTOBJ
      
      ; Define Object ID
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      setlocal            15
      
      ; Check to see if Constructs are in range
      getlocal            17
      pushint             0
      ifeq                SKIP

      getlocal            15
      pushstring          "Steel Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                CONSTRUCT
      
      jump                SKIP
      
CONSTRUCT:
      ; Steel Bot Priority
      getlocal            16
      pushnull
      ifeq                EMPTY

      getlocal            16
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

EMPTY:      
      getlocal            4
      setlocal            16
      jump                NEXTOBJ

SKIP:            
      ; List of enemies to ignore    
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Oryx Suit of Armor"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Sprite Child"
      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          "Cube Defender"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Blaster"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Clone"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Swarm"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Pet"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Assassin of Oryx"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Minion of Oryx"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Active Sarcophagus"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priestess"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priest"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Ghost Lanturn On"
      ifeq                NEXTOBJ      
      
      getlocal            15
      pushstring          "Whirlpool"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Deadwater Docks Macaw"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Deadwater Docks Parrot"
      ifeq                NEXTOBJ
            
      getlocal            15
      pushstring          "Malphas Protector"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Malphas Missile"
      ifeq                NEXTOBJ
	  	  
      ; Get Current enemy Health
      getlocal            4
      getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
      setlocal            13
	  
      ; HP Priority Override
	  getlocal            15
	  pushstring          "Greater Nature Sprite"
	  ifeq                HP
	  
	  getlocal            15
	  pushstring          "Actual Greater Nature Sprite"
	  ifeq                HP
	  
	  jump                HP_SKIP
	  
HP:	  
	  pushshort           10000
	  setlocal            13

HP_SKIP:	  
      ; Check to see if they are equal
	  getlocal            13
      getlocal            12
      ifeq                L103

      ; Check to see if new health is higher
      getlocal            13
      getlocal            12
      iflt                NEXTOBJ

      jump                L107

L103:
      ; Check to see which Enemy is closer in the event of equal health
      getlocal            9
      getlocal            8
      iflt                L107

      jump                NEXTOBJ

L107:
      ; Update Considered health
      getlocal            13
      setlocal            12

      ; Update considered distance
      getlocal            9
      setlocal            8

      ; Update angle to considered target
      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:
      ; Loop
      hasnext2            6, 5
      iftrue              L34

      ; Empty the Stack
      kill                6
      kill                5
      
      ; Check to see if enemy health is still 0
      getlocal            12
      pushbyte            0
      ifeq                CHECK
     
      jump                SHOOT

CHECK:
      ; Check to see if only constructs remain
      getlocal            17
      pushint             0
      ifeq                SHOOT

      getlocal            16
      pushnull
      ifeq                END
      
      ; Firing Angle to constructs
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            16
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            16
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

SHOOT:
      ; Incognito modifier
      getlocal            19
      pushint             0
      ifeq                OPTION3

      ; Random add/subtract
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          .5
      ifge                ADD

      jump                SUBTRACT

ADD:
      ; add random int * multiplier to angle
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          5 ; <- multiplier
      multiply
      getlocal            7
      add

      jump                OPTION3

SUBTRACT:
      ; subtract random int * multiplier to angle
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          5
      multiply
      getlocal            7
      swap
      subtract      

OPTION3:
      ; over 360?
      pushdouble          360
      getlocal            7
      ifge                OVER

      ; less than 0?
      pushdouble          0
      getlocal            7
      ifle                UNDER
      
      jump                NEITHER

OVER:
      ; subtract 360
      getlocal            7
      pushdouble          360
      subtract
      setlocal            7
      jump                NEITHER

UNDER:
      ; add 360
      getlocal            7
      pushdouble          360
      add
      setlocal            7

NEITHER:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

END:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
Something seems to be up, when I try to shoot it closes down, any ideas?
Quote Originally Posted by Veracious View Post
Something seems to be up, when I try to shoot it closes down, any ideas?
Thanks for checking. I must have made a mistake somewhere. I think I know the issue, but I won't be able to fix it until later today.

The one in the first post works though
here's an idea for you, i think i saw someone suggesting or actually already having it implemented before:

how about a leading the target aimbot:
save the x,y position of the enemy before u shoot it as x_old,y_old locals. if next shoot is at same enemy object (not type :/), instead of shooting at x_new),y_new), shoot at (2*x_new - x_old) and (2*y_new - y_old) so that it leads the target.... i am sure you and others can find better aim heuristics, and i am not certain if it is really of any use; but i see this more of a coding idea or challenge than a hack
Fixed code:
Code:
;----------------------------------
;AIMBOT  Edited by maat7043 1/25/2014
;----------------------------------
; 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:_-0zX" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set mouseClicked "_-F0"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set playerNamespace "_-0l7"                                    ; Namespace of the Player class
	#set characterNamespace "_-Ll"                                ; Namespace of the Character class
	#set gameobjectNamespace "_-Ko"                                ; Namespace of the GameObject class
	#set basicobjectNamespace "_-1n6"                               ; Namespace of the BasicObject class
	#set projectileNamespace "_-0Xr"                                ; Namespace of the Projectile class
	#set Aimbot_charMaxHealth "_-0J6"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
	#set ObjLibDictionary "_-11j"                                   ; Found in ObjectLibrary class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set gameobjVector "_-16e"                                     ;If wrong replace for _-NC 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 "_-1ii"                            ; Found in ObjectProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set FunctionIsInvincible "_-1XK"
	#set FunctionsIsStasis "_-1nS"
	#set FunctionsIsInvulnerable "_-Br"

;----------------------------------
; CODE
;----------------------------------
trait method QName(PackageNamespace(""), $"functionname");
   method
    refid $"fullfunctionname"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
    maxstack 16
     localcount 20
     initscopedepth 16
     maxscopedepth 18
     code
      getlocal0
      pushscope
	  
;----------------------------------
; Options <-- 1 = yes 0 = no
;----------------------------------
      ; Shoot constructs if no other enemies in range?
      pushint             1   ; <-- Change This
      setlocal            17

      ; Shoot Tesla Coils?
      pushint             1   ; <-- Change This
      setlocal            18

      ; Incognito mode?
      pushint             1   ; <-- Change This
      setlocal            19
;----------------------------------
; Code Body: only serious coders past this point
;---------------------------------- 
      
	  ; Get Camera Angle and add it to firing angle
      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
      
      ; Check to see if manual fire is on
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
      iftrue              INCOGNITO_OFF
      
      ; Empty Current Object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
  
      ; Create a new register for Constructs
      setlocal            16  
	  
      ; Set Current Distance to -1
      pushbyte            255
      setlocal            8
      
      ; Set considered distance to 0
      pushbyte            0
      setlocal            9
      
      ; Initialize Weapon range as null
      pushnull
      coerce_a
      setlocal            11

      ; Initialize considered target health
      pushbyte            0
      setlocal            12
	  
      ; Initialize current target health
      pushbyte            0
      setlocal            13
	  
      ; Used as the Enumerator index in the hasnext2 loop
      pushbyte            0
      setlocal            5
      
      ; Create an array of all the object currently loaded
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                NEXTOBJ

L34:
      ; Move to the next object in the array
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      setlocal            4
	  
      ; Tesla Coil Check
	  getlocal            18
	  pushint             0
	  ifeq                OPTION_TESLA
	  
      getlocal            4
	  getproperty         QName(PackageNamespace(""), "props_")           
      getproperty         QName(PackageNamespace(""), "id_")       
      pushstring          "Tesla Coil"
      ifeq                TESLA
	  
OPTION_TESLA:	  
      ; Check if the object is a character i.e. not a wall
	  getlocal            4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             NEXTOBJ
	  
TESLA:	  
      ; Check to see if the object is an enemy	  
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
	  
	  
      getlocal            4                                                       ;---------------Check added by CrazyJani 6/19/2013--------------
      getproperty         QName(PackageNamespace(""), "props_")             ;     This allows you to choose what enemies autoaim shoots
      getproperty         QName(PackageNamespace(""), "id_")                ;     while they are invulnerable. This works better than
      setlocal            14                                                      ;     long ignore list in many ways

      getlocal            14
      pushstring          "Oryx Stone Guardian Right"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx Stone Guardian Left"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Septavius the Ghost God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Limon the Sprite God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Crystal Prisoner"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Lord Ruthven"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Archdemon Malphas"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Grand Sphinx"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost Ship"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Davy Jones"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Stheno the Snake Queen"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Actual Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Kage Kami"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost of Skuld"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Troll 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Arena Grave Caretaker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Spoiled Creampuff"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Swoll Fairy"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Desire Troll"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Gigacorn"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "MegaRototo"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Jon Bilgewater the Pirate King"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Djinn"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Epic Larva"
      ifeq                SKIP_CHECK
           
      getlocal            14
      pushstring          "Epic Mama Megamoth"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Murderous Megamoth"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Mage"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Knight"
      ifeq                SKIP_CHECK
            
      getlocal            14
      pushstring          "shtrs Stone Paladin"
      ifeq                SKIP_CHECK
                  
      getlocal            14
      pushstring          "shtrs Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Bridge Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Paladin Obelisk"
      ifeq                SKIP_CHECK
                                    
      getlocal            14
      pushstring          "shtrs Defense System"
      ifeq                SKIP_CHECK
      
      ; Check to see if enemy is damagable
      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 in INVULNERABLE
      iftrue              NEXTOBJ
 
SKIP_CHECK:
      ; Get Distance to considered target
      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

      ; Get Weapon Range
      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
      
      ; Check to see if current Object is within range
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply   
      pushbyte            1 ; Add 1 to range
      add      
      ifgt                NEXTOBJ
      
      ; Define Object ID
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      setlocal            15
      
      ; Check to see if Constructs are in range
	  getlocal            17
      pushint             0
      ifeq                SKIP

      getlocal            15
      pushstring          "Steel Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                CONSTRUCT
      
      jump                SKIP
      
CONSTRUCT:
      ; Steel Bot Priority
	  ; Check to see if loc16 is empty
      getlocal            16
      pushnull
      ifeq                EMPTY

	  ; Check to see if loc16 is a steel bot
      getlocal            16
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

EMPTY: 
      ; replace loc16     
      getlocal            4
      setlocal            16
      jump                NEXTOBJ

SKIP:            
      ; List of enemies to ignore    
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Oryx Suit of Armor"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Sprite Child"
      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          "Cube Defender"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Blaster"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Clone"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Swarm"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Pet"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Assassin of Oryx"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Minion of Oryx"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Active Sarcophagus"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priestess"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priest"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Ghost Lanturn On"
      ifeq                NEXTOBJ      
      
      getlocal            15
      pushstring          "Whirlpool"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Deadwater Docks Macaw"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Deadwater Docks Parrot"
      ifeq                NEXTOBJ
            
      getlocal            15
      pushstring          "Malphas Protector"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Malphas Missile"
      ifeq                NEXTOBJ
	  	  
      ; Get Current enemy Health
      getlocal            4
      getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
      setlocal            13
	  
	  ; HP Priority Override
	  getlocal            15
	  pushstring          "Greater Nature Sprite"
	  ifeq                HP
	  
	  getlocal            15
	  pushstring          "Actual Greater Nature Sprite"
	  ifeq                HP
	  
	  jump                HP_SKIP
	  
HP:	  
	  pushshort           10000
	  setlocal            13

HP_SKIP:	  
      ; Check to see if they are equal
	  getlocal            13
      getlocal            12
      ifeq                L103

      ; Check to see if new health is higher
      getlocal            13
      getlocal            12
      iflt                NEXTOBJ

      jump                L107

L103:
      ; Check to see which Enemy is closer in the event of equal health
      getlocal            9
      getlocal            8
      iflt                L107

      jump                NEXTOBJ

L107:
      ; Update Considered health
      getlocal            13
      setlocal            12

      ; Update considered distance
      getlocal            9
      setlocal            8

      ; Update angle to considered target
      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:
      ; Loop
      hasnext2            6, 5
      iftrue              L34

      ; Empty the Stack
      kill                6
      kill                5
      
      ; Check to see if enemy health is still 0
      getlocal            12
      pushbyte            0
      ifeq                CHECK
     
      jump                SHOOT

CHECK:      
      ; Check to see if only constructs remain
	  getlocal            17
      pushint             0
      ifeq                END
	  
      getlocal            16
      pushnull
      ifeq                END
      
      ; Firing Angle to constructs
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            16
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            16
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

SHOOT:
      ; Incognito modifier
      getlocal            19
      pushint             0
      ifeq                INCOGNITO_OFF

      ; Random add/subtract
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          .5
	  swap
      ifge                ADD

      jump                SUBTRACT

ADD:
      ; add random dec * multiplier to angle
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          0.0872664626 ; <- multiplier 5 degrees
      multiply
      getlocal            7
      add
	  setlocal            7

      jump                INCOGNITO_OFF

SUBTRACT:
      ; subtract random int * multiplier to angle
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          0.0872664626 ; <- multiplier 5 degrees
      multiply
      getlocal            7
      swap
      subtract   
      setlocal             7	  

INCOGNITO_OFF:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

END:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
Let me know what you think of Incognito mode. I added in an options selection section at the beginning of the code for people to toggle things on and off.

Incognito Mode:
Randomly modifies your firing angle on the fly by -5 to 5 degree. I played with this some and 5 degrees makes your firing seem much more natural, but doesnt really affect your accuracy much.
please add option to always fire
Quote Originally Posted by zetrr View Post
please add option to always fire
Will do. Ill let you know when its added.
Is it possible to have Incognito mode only when moving?
Quote Originally Posted by zetrr View Post
Is it possible to have Incognito mode only when moving?
And possibly. Why exactly? I havent played with incognito mode that much, I just know that there was a few help request to make things look more discreet
Quote Originally Posted by maat7043 View Post
And possibly. Why exactly? I havent played with incognito mode that much, I just know that there was a few help request to make things look more discreet
because when standing still, Incognito mode is more strange than hitting one spot.
Quote Originally Posted by zetrr View Post
because when standing still, Incognito mode is more strange than hitting one spot.
Thanks for the input. I will add this right away.

Since you have played with this what do you think is the appropriate degree offset for the class types? I have been told 5 degrees is too much for wand classes
Sword:
Wand:
Staff:
Dagger:

I am thinking:
Degree offset = 7.1538 - .61538 (range)

This makes wand classes have a 1 degree offset and sword have a 5 degree offset
@IAmDM
Quote Originally Posted by maat7043 View Post
Thanks for the input. I will add this right away.

Since you have played with this what do you think is the appropriate degree offset for the class types? I have been told 5 degrees is too much for wand classes
Sword:
Wand:
Staff:
Dagger:

I am thinking:
Degree offset = 7.1538 - .61538 (range)

This makes wand classes have a 1 degree offset and sword have a 5 degree offset
@IAmDM
I only play sword atm. I made it +-10 deg and its ok. make it 8 deg I would say.
Also you can make 2 options like 1.Incognito mode when player is moving, 2.Incognito mode when enemy is moving.
Quote Originally Posted by zetrr View Post
8 deg I would say.
Too much! I think this is better:
Quote Originally Posted by maat7043 View Post
Degree offset = 7.1538 - .61538 (range)
See how this feels with different classes with Incognito

Code:
;----------------------------------
;AIMBOT  Edited by maat7043 1/25/2014
;----------------------------------
; 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:_-0zX" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set mouseClicked "_-F0"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set playerNamespace "_-0l7"                                    ; Namespace of the Player class
	#set characterNamespace "_-Ll"                                ; Namespace of the Character class
	#set gameobjectNamespace "_-Ko"                                ; Namespace of the GameObject class
	#set basicobjectNamespace "_-1n6"                               ; Namespace of the BasicObject class
	#set projectileNamespace "_-0Xr"                                ; Namespace of the Projectile class
	#set Aimbot_charMaxHealth "_-0J6"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
	#set ObjLibDictionary "_-11j"                                   ; Found in ObjectLibrary class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set gameobjVector "_-16e"                                     ;If wrong replace for _-NC 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 "_-1ii"                            ; Found in ObjectProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set FunctionIsInvincible "_-1XK"
	#set FunctionsIsStasis "_-1nS"
	#set FunctionsIsInvulnerable "_-Br"

;----------------------------------
; CODE
;----------------------------------
trait method QName(PackageNamespace(""), $"functionname");
   method
    refid $"fullfunctionname"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
    maxstack 16
     localcount 20
     initscopedepth 16
     maxscopedepth 18
     code
      getlocal0
      pushscope
	  
;----------------------------------
; Options <-- 1 = yes 0 = no
;----------------------------------
      ; Shoot constructs if no other enemies in range?
      pushint             1   ; <-- Change This
      setlocal            17

      ; Shoot Tesla Coils?
      pushint             1   ; <-- Change This
      setlocal            18

      ; Incognito mode?
      pushint             1   ; <-- Change This
      setlocal            19
;----------------------------------
; Code Body: only serious coders past this point
;---------------------------------- 
      
	  ; Get Camera Angle and add it to firing angle
      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
      
      ; Check to see if manual fire is on
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
      iftrue              INCOGNITO_OFF
      
      ; Empty Current Object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
  
      ; Create a new register for Constructs
      setlocal            16  
	  
      ; Set Current Distance to -1
      pushbyte            255
      setlocal            8
      
      ; Set considered distance to 0
      pushbyte            0
      setlocal            9
      
      ; Initialize Weapon range as null
      pushnull
      coerce_a
      setlocal            11

      ; Initialize considered target health
      pushbyte            0
      setlocal            12
	  
      ; Initialize current target health
      pushbyte            0
      setlocal            13
	  
      ; Used as the Enumerator index in the hasnext2 loop
      pushbyte            0
      setlocal            5
      
      ; Create an array of all the object currently loaded
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                NEXTOBJ

L34:
      ; Move to the next object in the array
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      setlocal            4
	  
      ; Tesla Coil Check
	  getlocal            18
	  pushint             0
	  ifeq                OPTION_TESLA
	  
      getlocal            4
	  getproperty         QName(PackageNamespace(""), "props_")           
      getproperty         QName(PackageNamespace(""), "id_")       
      pushstring          "Tesla Coil"
      ifeq                TESLA
	  
OPTION_TESLA:	  
      ; Check if the object is a character i.e. not a wall
	  getlocal            4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             NEXTOBJ
	  
TESLA:	  
      ; Check to see if the object is an enemy	  
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
	  
	  
      getlocal            4                                                       ;---------------Check added by CrazyJani 6/19/2013--------------
      getproperty         QName(PackageNamespace(""), "props_")             ;     This allows you to choose what enemies autoaim shoots
      getproperty         QName(PackageNamespace(""), "id_")                ;     while they are invulnerable. This works better than
      setlocal            14                                                      ;     long ignore list in many ways

      getlocal            14
      pushstring          "Oryx Stone Guardian Right"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx Stone Guardian Left"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Septavius the Ghost God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Limon the Sprite God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Crystal Prisoner"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Lord Ruthven"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Archdemon Malphas"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Grand Sphinx"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost Ship"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Davy Jones"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Stheno the Snake Queen"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Actual Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Kage Kami"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost of Skuld"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Troll 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Arena Grave Caretaker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Spoiled Creampuff"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Swoll Fairy"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Desire Troll"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Gigacorn"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "MegaRototo"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Jon Bilgewater the Pirate King"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Djinn"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Epic Larva"
      ifeq                SKIP_CHECK
           
      getlocal            14
      pushstring          "Epic Mama Megamoth"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Murderous Megamoth"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Mage"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Knight"
      ifeq                SKIP_CHECK
            
      getlocal            14
      pushstring          "shtrs Stone Paladin"
      ifeq                SKIP_CHECK
                  
      getlocal            14
      pushstring          "shtrs Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Bridge Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Paladin Obelisk"
      ifeq                SKIP_CHECK
                                    
      getlocal            14
      pushstring          "shtrs Defense System"
      ifeq                SKIP_CHECK
      
      ; Check to see if enemy is damagable
      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 in INVULNERABLE
      iftrue              NEXTOBJ
 
SKIP_CHECK:
      ; Get Distance to considered target
      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

      ; Get Weapon Range
      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
      
      ; Check to see if current Object is within range
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply   
      pushbyte            1 ; Add 1 to range
      add      
      ifgt                NEXTOBJ
      
      ; Define Object ID
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      setlocal            15
      
      ; Check to see if Constructs are in range
	  getlocal            17
      pushint             0
      ifeq                SKIP

      getlocal            15
      pushstring          "Steel Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                CONSTRUCT
      
      jump                SKIP
      
CONSTRUCT:
      ; Steel Bot Priority
	  ; Check to see if loc16 is empty
      getlocal            16
      pushnull
      ifeq                EMPTY

	  ; Check to see if loc16 is a steel bot
      getlocal            16
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

EMPTY: 
      ; replace loc16     
      getlocal            4
      setlocal            16
      jump                NEXTOBJ

SKIP:            
      ; List of enemies to ignore    
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Oryx Suit of Armor"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Sprite Child"
      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          "Cube Defender"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Blaster"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Clone"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Swarm"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Pet"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Assassin of Oryx"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Minion of Oryx"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Active Sarcophagus"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priestess"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priest"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Ghost Lanturn On"
      ifeq                NEXTOBJ      
      
      getlocal            15
      pushstring          "Whirlpool"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Deadwater Docks Macaw"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Deadwater Docks Parrot"
      ifeq                NEXTOBJ
            
      getlocal            15
      pushstring          "Malphas Protector"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Malphas Missile"
      ifeq                NEXTOBJ
	  	  
      ; Get Current enemy Health
      getlocal            4
      getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
      setlocal            13
	  
	  ; HP Priority Override
	  getlocal            15
	  pushstring          "Greater Nature Sprite"
	  ifeq                HP
	  
	  getlocal            15
	  pushstring          "Actual Greater Nature Sprite"
	  ifeq                HP
	  
	  jump                HP_SKIP
	  
HP:	  
	  pushshort           10000
	  setlocal            13

HP_SKIP:	  
      ; Check to see if they are equal
	  getlocal            13
      getlocal            12
      ifeq                L103

      ; Check to see if new health is higher
      getlocal            13
      getlocal            12
      iflt                NEXTOBJ

      jump                L107

L103:
      ; Check to see which Enemy is closer in the event of equal health
      getlocal            9
      getlocal            8
      iflt                L107

      jump                NEXTOBJ

L107:
      ; Update Considered health
      getlocal            13
      setlocal            12

      ; Update considered distance
      getlocal            9
      setlocal            8

      ; Update angle to considered target
      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:
      ; Loop
      hasnext2            6, 5
      iftrue              L34

      ; Empty the Stack
      kill                6
      kill                5
      
      ; Check to see if enemy health is still 0
      getlocal            12
      pushbyte            0
      ifeq                CHECK
     
      jump                SHOOT

CHECK:      
      ; Check to see if only constructs remain
	  getlocal            17
      pushint             0
      ifeq                END
	  
      getlocal            16
      pushnull
      ifeq                END
      
      ; Firing Angle to constructs
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            16
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            16
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

SHOOT:
      ; Incognito modifier
      getlocal            19
      pushint             0
      ifeq                INCOGNITO_OFF

      ; Random add/subtract
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      pushdouble          .5
	  swap
      ifge                ADD

      jump                SUBTRACT

ADD:
      ; add random dec * multiplier to angle
      pushdouble          .124857
      getlocal            11
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      pushdouble          .01074
      multiply
      subtract
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      multiply
      getlocal            7
      add
      setlocal            7

      jump                INCOGNITO_OFF

SUBTRACT:
      ; subtract random int * multiplier to angle
      pushdouble          .124857
      getlocal            11
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply
      pushdouble          .01074
      multiply
      subtract
      getlex              QName(PackageNamespace("", "#0"), "Math")
      callproperty        QName(PackageNamespace("", "#0"), "random"), 0
      multiply
      getlocal            7
      swap
      subtract   
      setlocal             7	  

INCOGNITO_OFF:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

END:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
I used
Radians = .124857 - .01074x
The new incognito mode is much more subtle now and It barely affected my aim when using a wand class. The only time I really notice it is if I'm standing still and shooting at a stationary target or if a warrior boosts me. Even then it's so subtle that it doesn't cause problems for me.
More people should test it so you get a better idea if it's better or not.
Quote Originally Posted by Cryogen235 View Post
The new incognito mode is much more subtle now and It barely affected my aim when using a wand class. The only time I really notice it is if I'm standing still and shooting at a stationary target or if a warrior boosts me. Even then it's so subtle that it doesn't cause problems for me.
More people should test it so you get a better idea if it's better or not.
Thanks for testing it. Is there an obvious difference between its effects between classes?
Posts 4660 of 87 · Page 4 of 6
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