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[Release][Method]Aeria - Bypass Attack speed hack protection
Discussion on [Release][Method]Aeria - Bypass Attack speed hack protection within the 12Sky2 Hacks, Bots, Cheats & Exploits forum part of the 12Sky2 category.
05/17/2012, 06:50
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#61
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elite*gold: 0
Join Date: May 2012
Posts: 4
Received Thanks: 0
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endless online speed hack ?
can someone please guide me how to speed hack on endless online using
t-search etc.
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05/17/2012, 14:04
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#62
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Join Date: Aug 2010
Posts: 1,074
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dont work ;(
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05/18/2012, 06:37
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#63
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Join Date: May 2012
Posts: 4
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any other hacks for this game because this is sever side? If anyone knows how to make hacks can you make for this game endless online that would be awesome. dammit i really wanted speed to work
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10/11/2012, 10:42
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#64
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Join Date: Oct 2012
Posts: 7
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nice men^^
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09/17/2022, 00:06
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#65
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Join Date: Aug 2017
Posts: 7
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Code:
00430A00 /$ 55 PUSH EBP
00430A01 |. 8BEC MOV EBP,ESP
00430A03 |. 83EC 08 SUB ESP,8
00430A06 |. 894D F8 MOV DWORD PTR SS:[EBP-8],ECX
00430A09 |. C745 FC 0000C>MOV DWORD PTR SS:[EBP-4],42C80000
00430A10 |. 8B45 08 MOV EAX,DWORD PTR SS:[EBP+8]
00430A13 |. 8378 18 00 CMP DWORD PTR DS:[EAX+18],0
00430A17 |. 7E 0C JLE SHORT TwelveSk.00430A25
00430A19 |. 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8]
00430A1C |. DB41 18 FILD DWORD PTR DS:[ECX+18]
00430A1F |. D845 FC FADD DWORD PTR SS:[EBP-4]
00430A22 |. D95D FC FSTP DWORD PTR SS:[EBP-4]
00430A25 |> D945 FC FLD DWORD PTR SS:[EBP-4]
00430A28 |. 8BE5 MOV ESP,EBP
00430A2A |. 5D POP EBP
00430A2B \. C2 0400 RETN 4|
I found this part but I cant find what is calling it.
What should I do?
Code:
TwelveSky2.exe+CAA50 - 55 - push ebp
TwelveSky2.exe+CAA51 - 8B EC - mov ebp,esp
TwelveSky2.exe+CAA53 - 83 EC 0C - sub esp,0C { 12 }
TwelveSky2.exe+CAA56 - 89 4D F8 - mov [ebp-08],ecx
TwelveSky2.exe+CAA59 - D9 05 2CB27B00 - fld dword ptr [TwelveSky2.exe+3BB22C] { (100.00) }
TwelveSky2.exe+CAA5F - D9 5D FC - fstp dword ptr [ebp-04]
TwelveSky2.exe+CAA62 - 8B 45 08 - mov eax,[ebp+08]
TwelveSky2.exe+CAA65 - 83 78 18 00 - cmp dword ptr [eax+18],00 { 0 }
TwelveSky2.exe+CAA69 - 7E 0C - jle TwelveSky2.exe+CAA77
TwelveSky2.exe+CAA6B - 8B 4D 08 - mov ecx,[ebp+08]
TwelveSky2.exe+CAA6E - DB 41 18 - fild dword ptr [ecx+18]
TwelveSky2.exe+CAA71 - D8 45 FC - fadd dword ptr [ebp-04]
TwelveSky2.exe+CAA74 - D9 5D FC - fstp dword ptr [ebp-04]
TwelveSky2.exe+CAA77 - 8B 55 08 - mov edx,[ebp+08]
TwelveSky2.exe+CAA7A - 83 7A 64 00 - cmp dword ptr [edx+64],00 { 0 }
TwelveSky2.exe+CAA7E - 7E 0C - jle TwelveSky2.exe+CAA8C
TwelveSky2.exe+CAA80 - D9 45 FC - fld dword ptr [ebp-04]
TwelveSky2.exe+CAA83 - DC 0D A8B07B00 - fmul qword ptr [TwelveSky2.exe+3BB0A8] { (0.50) }
TwelveSky2.exe+CAA89 - D9 5D FC - fstp dword ptr [ebp-04]
TwelveSky2.exe+CAA8C - 8B 45 0C - mov eax,[ebp+0C]
TwelveSky2.exe+CAA8F - 8B 48 1C - mov ecx,[eax+1C]
TwelveSky2.exe+CAA92 - 51 - push ecx
TwelveSky2.exe+CAA93 - B9 9CB75F01 - mov ecx,TwelveSky2.exe+11FB79C { (0) }
TwelveSky2.exe+CAA98 - E8 A3170800 - call TwelveSky2.exe+14C240
TwelveSky2.exe+CAA9D - D8 4D FC - fmul dword ptr [ebp-04]
TwelveSky2.exe+CAAA0 - E8 3B6A2600 - call TwelveSky2.exe+3314E0
TwelveSky2.exe+CAAA5 - 89 45 F4 - mov [ebp-0C],eax
TwelveSky2.exe+CAAA8 - DB 45 F4 - fild dword ptr [ebp-0C]
TwelveSky2.exe+CAAAB - D8 45 FC - fadd dword ptr [ebp-04]
TwelveSky2.exe+CAAAE - D9 5D FC - fstp dword ptr [ebp-04]
TwelveSky2.exe+CAAB1 - D9 45 FC - fld dword ptr [ebp-04]
TwelveSky2.exe+CAAB4 - 8B E5 - mov esp,ebp
TwelveSky2.exe+CAAB6 - 5D - pop ebp
TwelveSky2.exe+CAAB7 - C2 0800 - ret 0008 { 8 }
And the function I found is like that
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09/17/2022, 14:02
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#66
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elite*gold: 0
Join Date: Aug 2013
Posts: 24
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Thank you very much, can you share tutorial about stacking item or any way to earn fast money?
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10/25/2022, 12:35
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#67
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Join Date: Nov 2011
Posts: 129
Received Thanks: 174
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Code:
float __stdcall FACTOR::GetAttackSpeed(BUFF_INFO1 *a1, EQUIP_INFO2 *a2)
{
float v3; // [esp+8h] [ebp-4h]
v3 = 100.0;
if ( a1->aBuff[6] > 0 )
v3 = a1->aBuff[6] + v3;
if ( a1->aBuff[25] > 0 )
v3 = v3 * 0.5;
return (UTIL::ReturnAttackSpeedUp(a2->aEquipValue[3][1]) * v3) + v3;
}
float __thiscall AVATAR_OBJECT::MiniAttackSpeed(AVATAR_OBJECT *this, BUFF_INFO1 *a2)
{
float v4; // [esp+Ch] [ebp-10h]
float v5; // [esp+18h] [ebp-4h]
float v6; // [esp+18h] [ebp-4h]
v5 = 99.0;
if ( a2->aBuff[25] > 0 )
v5 = v5 * 0.5;
v6 = (UTIL::ReturnAttackSpeedUp(this->mDATA.aEquipForView[3][1]) * v5) + v5;
v4 = v6 - 1.0;
return floor(v4);
}
float __thiscall AVATAR_OBJECT::MaxAttackSpeed(AVATAR_OBJECT *this, BUFF_INFO1 *a2)
{
float v4; // [esp+Ch] [ebp-10h]
float v5; // [esp+18h] [ebp-4h]
float v6; // [esp+18h] [ebp-4h]
v5 = 121.0;
if ( a2->aBuff[25] > 0 )
v5 = v5 * 0.5;
v6 = (UTIL::ReturnAttackSpeedUp(this->mDATA.aEquipForView[3][1]) * v5) + v5;
v4 = v6 + 1.0;
return floor(v4);
}
ex.
void __thiscall AVATAR_OBJECT::A006(AVATAR_OBJECT *This, int tObjIndex, float dTime)
{
int v3; // [esp+0h] [ebp-10h]
int v5; // [esp+8h] [ebp-8h]
float v6; // [esp+Ch] [ebp-4h]
if ( This->mDATA.aAnimalAbsorbState )
v5 = GDATA::ReturnCharacterMotionFrameNum(This->mDATA.aPreviousTribe, This->mDATA.aGender, This->mDATA.aAction.aType, This->mDATA.aAction.aSort, This->mDATA.aLevel1, This->mDATA.aLevel2, 0, tObjIndex == 0);
else
v5 = GDATA::ReturnCharacterMotionFrameNum(This->mDATA.aPreviousTribe, This->mDATA.aGender, This->mDATA.aAction.aType, This->mDATA.aAction.aSort, This->mDATA.aLevel1, This->mDATA.aLevel2, This->mDATA.aAnimalNumber, tObjIndex == 0);
v6 = FACTOR::GetAttackSpeed(This->mDATA.aEffectValueForView, This->mDATA.aEquipForView);
if ( v6 > AVATAR_OBJECT::MiniAttackSpeed(This, This->mDATA.aEffectValueForView) && v6 < AVATAR_OBJECT::MaxAttackSpeed(This, This->mDATA.aEffectValueForView) )
This->mDATA.aAction.aFrame = dTime * v6 * 0.300000011920929 + This->mDATA.aAction.aFrame;
if ( This->mDATA.aAction.aFrame >= v5 )
{
This->mDATA.aAction.aSort = 1;
This->mDATA.aAction.aFrame = 0.0;
This->unk00 = 0;
if ( !tObjIndex )
{
TRANSFER::T_UPDATE_AVATAR_ACTION(&This->mDATA.aAction);
if ( !MAIN::KEYBOARD6_FOR_SKILL(mMAIN) )
{
v3 = This->mDATA.aAction.aTargetObjectSort;
if ( v3 == 2 || v3 == 3 )
{
MAIN::ProcessForGetAvatar3();
}
else if ( v3 == 5 )
{
MAIN::ProcessForGetMonster3();
}
}
}
}
}
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10/28/2022, 07:47
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#68
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elite*gold: 0
Join Date: Jul 2020
Posts: 56
Received Thanks: 24
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Quote:
Originally Posted by lnwnuyhodd
Code:
float __stdcall FACTOR::GetAttackSpeed(BUFF_INFO1 *a1, EQUIP_INFO2 *a2)
{
float v3; // [esp+8h] [ebp-4h]
v3 = 100.0;
if ( a1->aBuff[6] > 0 )
v3 = a1->aBuff[6] + v3;
if ( a1->aBuff[25] > 0 )
v3 = v3 * 0.5;
return (UTIL::ReturnAttackSpeedUp(a2->aEquipValue[3][1]) * v3) + v3;
}
float __thiscall AVATAR_OBJECT::MiniAttackSpeed(AVATAR_OBJECT *this, BUFF_INFO1 *a2)
{
float v4; // [esp+Ch] [ebp-10h]
float v5; // [esp+18h] [ebp-4h]
float v6; // [esp+18h] [ebp-4h]
v5 = 99.0;
if ( a2->aBuff[25] > 0 )
v5 = v5 * 0.5;
v6 = (UTIL::ReturnAttackSpeedUp(this->mDATA.aEquipForView[3][1]) * v5) + v5;
v4 = v6 - 1.0;
return floor(v4);
}
float __thiscall AVATAR_OBJECT::MaxAttackSpeed(AVATAR_OBJECT *this, BUFF_INFO1 *a2)
{
float v4; // [esp+Ch] [ebp-10h]
float v5; // [esp+18h] [ebp-4h]
float v6; // [esp+18h] [ebp-4h]
v5 = 121.0;
if ( a2->aBuff[25] > 0 )
v5 = v5 * 0.5;
v6 = (UTIL::ReturnAttackSpeedUp(this->mDATA.aEquipForView[3][1]) * v5) + v5;
v4 = v6 + 1.0;
return floor(v4);
}
ex.
void __thiscall AVATAR_OBJECT::A006(AVATAR_OBJECT *This, int tObjIndex, float dTime)
{
int v3; // [esp+0h] [ebp-10h]
int v5; // [esp+8h] [ebp-8h]
float v6; // [esp+Ch] [ebp-4h]
if ( This->mDATA.aAnimalAbsorbState )
v5 = GDATA::ReturnCharacterMotionFrameNum(This->mDATA.aPreviousTribe, This->mDATA.aGender, This->mDATA.aAction.aType, This->mDATA.aAction.aSort, This->mDATA.aLevel1, This->mDATA.aLevel2, 0, tObjIndex == 0);
else
v5 = GDATA::ReturnCharacterMotionFrameNum(This->mDATA.aPreviousTribe, This->mDATA.aGender, This->mDATA.aAction.aType, This->mDATA.aAction.aSort, This->mDATA.aLevel1, This->mDATA.aLevel2, This->mDATA.aAnimalNumber, tObjIndex == 0);
v6 = FACTOR::GetAttackSpeed(This->mDATA.aEffectValueForView, This->mDATA.aEquipForView);
if ( v6 > AVATAR_OBJECT::MiniAttackSpeed(This, This->mDATA.aEffectValueForView) && v6 < AVATAR_OBJECT::MaxAttackSpeed(This, This->mDATA.aEffectValueForView) )
This->mDATA.aAction.aFrame = dTime * v6 * 0.300000011920929 + This->mDATA.aAction.aFrame;
if ( This->mDATA.aAction.aFrame >= v5 )
{
This->mDATA.aAction.aSort = 1;
This->mDATA.aAction.aFrame = 0.0;
This->unk00 = 0;
if ( !tObjIndex )
{
TRANSFER::T_UPDATE_AVATAR_ACTION(&This->mDATA.aAction);
if ( !MAIN::KEYBOARD6_FOR_SKILL(mMAIN) )
{
v3 = This->mDATA.aAction.aTargetObjectSort;
if ( v3 == 2 || v3 == 3 )
{
MAIN::ProcessForGetAvatar3();
}
else if ( v3 == 5 )
{
MAIN::ProcessForGetMonster3();
}
}
}
}
}
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So re u thinking to kill other games like this? Do u want me to release something bigger?
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07/23/2023, 13:07
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#69
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elite*gold: 0
Join Date: Jul 2023
Posts: 1
Received Thanks: 0
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Quote:
Originally Posted by ivyhacker
So re u thinking to kill other games like this? Do u want me to release something bigger?
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please release something bigger
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07/23/2023, 13:20
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#70
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elite*gold: 0
Join Date: Jun 2022
Posts: 29
Received Thanks: 3
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Quote:
Originally Posted by lnwnuyhodd
Code:
float __stdcall FACTOR::GetAttackSpeed(BUFF_INFO1 *a1, EQUIP_INFO2 *a2)
{
float v3; // [esp+8h] [ebp-4h]
v3 = 100.0;
if ( a1->aBuff[6] > 0 )
v3 = a1->aBuff[6] + v3;
if ( a1->aBuff[25] > 0 )
v3 = v3 * 0.5;
return (UTIL::ReturnAttackSpeedUp(a2->aEquipValue[3][1]) * v3) + v3;
}
float __thiscall AVATAR_OBJECT::MiniAttackSpeed(AVATAR_OBJECT *this, BUFF_INFO1 *a2)
{
float v4; // [esp+Ch] [ebp-10h]
float v5; // [esp+18h] [ebp-4h]
float v6; // [esp+18h] [ebp-4h]
v5 = 99.0;
if ( a2->aBuff[25] > 0 )
v5 = v5 * 0.5;
v6 = (UTIL::ReturnAttackSpeedUp(this->mDATA.aEquipForView[3][1]) * v5) + v5;
v4 = v6 - 1.0;
return floor(v4);
}
float __thiscall AVATAR_OBJECT::MaxAttackSpeed(AVATAR_OBJECT *this, BUFF_INFO1 *a2)
{
float v4; // [esp+Ch] [ebp-10h]
float v5; // [esp+18h] [ebp-4h]
float v6; // [esp+18h] [ebp-4h]
v5 = 121.0;
if ( a2->aBuff[25] > 0 )
v5 = v5 * 0.5;
v6 = (UTIL::ReturnAttackSpeedUp(this->mDATA.aEquipForView[3][1]) * v5) + v5;
v4 = v6 + 1.0;
return floor(v4);
}
ex.
void __thiscall AVATAR_OBJECT::A006(AVATAR_OBJECT *This, int tObjIndex, float dTime)
{
int v3; // [esp+0h] [ebp-10h]
int v5; // [esp+8h] [ebp-8h]
float v6; // [esp+Ch] [ebp-4h]
if ( This->mDATA.aAnimalAbsorbState )
v5 = GDATA::ReturnCharacterMotionFrameNum(This->mDATA.aPreviousTribe, This->mDATA.aGender, This->mDATA.aAction.aType, This->mDATA.aAction.aSort, This->mDATA.aLevel1, This->mDATA.aLevel2, 0, tObjIndex == 0);
else
v5 = GDATA::ReturnCharacterMotionFrameNum(This->mDATA.aPreviousTribe, This->mDATA.aGender, This->mDATA.aAction.aType, This->mDATA.aAction.aSort, This->mDATA.aLevel1, This->mDATA.aLevel2, This->mDATA.aAnimalNumber, tObjIndex == 0);
v6 = FACTOR::GetAttackSpeed(This->mDATA.aEffectValueForView, This->mDATA.aEquipForView);
if ( v6 > AVATAR_OBJECT::MiniAttackSpeed(This, This->mDATA.aEffectValueForView) && v6 < AVATAR_OBJECT::MaxAttackSpeed(This, This->mDATA.aEffectValueForView) )
This->mDATA.aAction.aFrame = dTime * v6 * 0.300000011920929 + This->mDATA.aAction.aFrame;
if ( This->mDATA.aAction.aFrame >= v5 )
{
This->mDATA.aAction.aSort = 1;
This->mDATA.aAction.aFrame = 0.0;
This->unk00 = 0;
if ( !tObjIndex )
{
TRANSFER::T_UPDATE_AVATAR_ACTION(&This->mDATA.aAction);
if ( !MAIN::KEYBOARD6_FOR_SKILL(mMAIN) )
{
v3 = This->mDATA.aAction.aTargetObjectSort;
if ( v3 == 2 || v3 == 3 )
{
MAIN::ProcessForGetAvatar3();
}
else if ( v3 == 5 )
{
MAIN::ProcessForGetMonster3();
}
}
}
}
}
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Massive attack speed thanks also is it possible to send packet like for example I attack with my single hit then the monster will receive like 7-10 attacks with my single hit .
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[Release] Attack Speed Address [AERIA]
08/11/2009 - 12Sky2 Hacks, Bots, Cheats & Exploits - 55 Replies
Updated 09.07.09 Here u go,
1. open twelvesky2.exe with cheat engine
2. add 00C85D77 to adress list
3. edit the value to what u want and freeze it. I personally wont make it higher then 160 coz its too obvious and dont run that smooth if the attack speed is too high.
4. Dont use it in crowded places or u will get caught easily.
Credits for the new offset to kesawea
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