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[coding-CE] multi-hit auto-assemble script

Discussion on [coding-CE] multi-hit auto-assemble script within the 12Sky2 Hacks, Bots, Cheats & Exploits forum part of the 12Sky2 category.

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[coding-CE] multi-hit auto-assemble script



hello if you want to have the multihit working on new version of PH 12sky2 here is an updated/improved code of original megabytes one ... just add it as autoassemble script in cheat engine... then add it to your cheat table and toggle on/off to make it enable/disable






you can also use wazappo method with this script


first is for single skills, normal atk :

second for aoe and other skills maybe ^^ :
as usual, i remember that a thanks is welcome... cheers
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Old 12/28/2015, 15:17   #2
 
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I get an error. Error in line 23(cmp edx,0x20) : This instruction can't be compiled
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Old 12/28/2015, 15:51   #3
 
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Originally Posted by symond10 View Post
I get an error. Error in line 23(cmp edx,0x20) : This instruction can't be compiled
wich version of ce do you use? i use 6.4 and it works
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Old 12/28/2015, 15:58   #4
 
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I use .dll Cheat engine.
Edit: It was 5.3
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Old 12/28/2015, 17:17   #5
 
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Originally Posted by symond10 View Post
I use .dll Cheat engine.
Edit: It was 5.3
with 6.4 it should work
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Old 12/28/2015, 17:24   #6
 
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Thanks. Now only problem left is getting the addy of attack speed >.<
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Old 12/28/2015, 17:28   #7
 
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Originally Posted by symond10 View Post
Thanks. Now only problem left is getting the addy of attack speed >.<
wich version do you play? you dont need atk speed addy at all for this script in newest ph client
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Old 12/28/2015, 17:33   #8
 
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Originally Posted by dabnoj View Post
wich version do you play? you dont need atk speed addy at all for this script in newest ph client
It would be faster to level if i have atk speed address xDD.

I still dont get this one >.<

So first to find it i found the animation spot address, which is a float value and incements by little every frame so the players animation goes on, this is near the beginning of the player struct where the coordinates and HP and Chi and that stuff is. The value is constantly changing so its very easy to find with CE memory view.

Next we want to know what code changes it so we can speed it up. I did this with CE's "Find what writes to this address", if you do that, you see that when you stand just one or two opcodes change it but if you click on somewhere and move a bit you see that another opcode changed it this time. Now attack something with a skill and see what writes to it this time.

When you follow the address in CE's asm view you should see this:
Code:
0049B34F - D8 1D BC7C5600 - fcomp dword ptr [00567CBC] : [(float)121.0000]
0049B355 - DFE0 - fnstsw ax
0049B357 - F6 C4 05 - test ah,F6
0049B35A - 7A 1E - jp 0049B37A //this jumps over the animation stuff if your not using a attack skill
0049B35C - D9 45 0C - fld dword ptr [ebp+0C] //load the base animation value
0049B35F - D8 4D FC - fmul dword ptr [ebp-04] //multiplies it by elapsed time probably
0049B362 - D8 0D B87C5600 - fmul dword ptr [00567CB8] : [(float)0.3000] //heres what we are looking for: a constant address holding a float that is used in the animation calculation
0049B368 - 8B 45 F4 - mov eax,[ebp-0C]
0049B36B - D8 80 AB000000 - fadd dword ptr [eax+000000AB] //add the old animation value to it
0049B371 - 8B 4D F4 - mov ecx,[ebp-0C]
0049B374 - D9 99 AB000000 - fstp dword ptr [ecx+000000AB] //this writes the final animation value to the address in player struct
0049B37A - DB 45 F8 - fild dword ptr [ebp-08]
0049B37D - 8B 55 F4 - mov edx,[ebp-0C]
0049B380 - D8 9A AB000000 - fcomp dword ptr [edx+000000AB]
0049B386 - DFE0 - fnstsw ax
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Old 12/28/2015, 17:41   #9
 
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Quote:
Originally Posted by symond10 View Post
It would be faster to level if i have atk speed address xDD.

I still dont get this one >.<

So first to find it i found the animation spot address, which is a float value and incements by little every frame so the players animation goes on, this is near the beginning of the player struct where the coordinates and HP and Chi and that stuff is. The value is constantly changing so its very easy to find with CE memory view.

Next we want to know what code changes it so we can speed it up. I did this with CE's "Find what writes to this address", if you do that, you see that when you stand just one or two opcodes change it but if you click on somewhere and move a bit you see that another opcode changed it this time. Now attack something with a skill and see what writes to it this time.

When you follow the address in CE's asm view you should see this:
Code:
0049B34F - D8 1D BC7C5600 - fcomp dword ptr [00567CBC] : [(float)121.0000]
0049B355 - DFE0 - fnstsw ax
0049B357 - F6 C4 05 - test ah,F6
0049B35A - 7A 1E - jp 0049B37A //this jumps over the animation stuff if your not using a attack skill
0049B35C - D9 45 0C - fld dword ptr [ebp+0C] //load the base animation value
0049B35F - D8 4D FC - fmul dword ptr [ebp-04] //multiplies it by elapsed time probably
0049B362 - D8 0D B87C5600 - fmul dword ptr [00567CB8] : [(float)0.3000] //heres what we are looking for: a constant address holding a float that is used in the animation calculation
0049B368 - 8B 45 F4 - mov eax,[ebp-0C]
0049B36B - D8 80 AB000000 - fadd dword ptr [eax+000000AB] //add the old animation value to it
0049B371 - 8B 4D F4 - mov ecx,[ebp-0C]
0049B374 - D9 99 AB000000 - fstp dword ptr [ecx+000000AB] //this writes the final animation value to the address in player struct
0049B37A - DB 45 F8 - fild dword ptr [ebp-08]
0049B37D - 8B 55 F4 - mov edx,[ebp-0C]
0049B380 - D8 9A AB000000 - fcomp dword ptr [edx+000000AB]
0049B386 - DFE0 - fnstsw ax
why you dont try to get a sig scan from it? is that original code? or modded one?
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Old 12/28/2015, 17:45   #10
 
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It is original posted by wazapooo years ago. I dont know where to start im so confuse
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Old 12/28/2015, 17:47   #11
 
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"12sky2-PH.exe"+9465F
"12sky2-PH.exe"+947DF

you may test those address...
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Old 12/28/2015, 17:55   #12
 
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What are those address for? Multi-Hit? Sorry noob >.<
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Old 12/28/2015, 17:59   #13
 
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Quote:
Originally Posted by symond10 View Post
What are those address for? Multi-Hit? Sorry noob >.<
those address are the result of sig scan for wazapo old code i tested it, multihit works with it..... look at assembly... the first address is the good one

add me skype if you wanna help -> send me in private message or here


first is for single skills, normal atk :

second for aoe and other skills maybe ^^ :
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Old 12/28/2015, 19:32   #14
 
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THANK YOU! For the time and help ^_^

Gonna Sleep now its 3am here thank you again ^___^
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Old 12/29/2015, 07:07   #15
 
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how xtrap bypass? thanks
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12sky2, cheat, multihit, ph


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