spawn

01/02/2010 23:23 imp0o0o0o#16
@ bottomy
Code:
mov edx,999 // number spawn
mov [eax+8c],edx

mov edx,01 // time delay spawn
mov [eax+90],edx
no fast then that value
then no way we can make it fast ?
01/02/2010 23:38 bottomy#17
Quote:
Originally Posted by imp0o0o0o View Post
@ bottomy
Code:
mov edx,999 // number spawn
mov [eax+8c],edx

mov edx,01 // time delay spawn
mov [eax+90],edx
no fast then that value
then no way we can make it fast ?

For a standard spawn hack, that's as fast as you can get it. Though i guess you try 0 instead of 1 for time delay spawn.

Code:
sub edx,edx // time delay spawn
mov [eax+90],edx
But other than that (if that even makes a difference), you have to edit the animation to make it mass spawn.
01/02/2010 23:50 imp0o0o0o#18
Originally Posted by bottomy
Quote:
you have to edit the animation to make it mass spawn
i use CE how can i do that with CE ?
01/03/2010 02:21 bottomy#19
Quote:
Originally Posted by imp0o0o0o View Post
i use CE how can i do that with CE ?

There's no public CE script for it.
01/03/2010 06:34 sachamo512#20
Quote:
Originally Posted by imp0o0o0o View Post
@waidas123



gave DC
you did it wrong then. check your offsets
01/03/2010 07:07 yuppy#21
heres the best vac-nonaggro-mass spawn i've came across.. enjoy

[ENABLE]
alloc(MonsterProperties,2048)
label(ReturnMonsterProperties)
label(MonsterRange)
label(ReturnMonsterRange)
label(MonsterAggro)
label(PropertyBace)
registersymbol(MonsterAggro)
registersymbol(PropertyBace)

0045C74E: //8B 80 98 00 00 00 89 81 9C 00
jmp MonsterProperties
nop
ReturnMonsterProperties:

0053D055: //89 54 24 48 8B 01 FF 50 0C 8B
jmp MonsterRange
nop
ReturnMonsterRange:

0053D06A: //0F B7 86 54 01 00 00 8B 0D
mov eax,[MonsterAggro]
nop
nop

MonsterProperties:
push eax
mov eax,[eax+00000098] //Original Code
mov [ecx+0000009C],eax //Original Code
pop eax
mov [PropertyBace],ecx

//mov [ecx+00],00000000 //DwInfoIndex
mov [ecx+04],0000004B //DwExploreRange
mov [ecx+08],0000004B //DwSight
mov [ecx+0C],0000004B //DwPersuitRange
//mov [ecx+10],00000000 //DwAvoidRange
mov [ecx+14],00000000 //DwExploreStandDelay
//mov [ecx+18],00000000 //DwExploreMoveDelay
//mov [ecx+1C],00000000 //DwStandDelay
mov [ecx+20],000001F4 //DwMoveDelay
//mov [ecx+24],00000000 //DwFollowMyMasterRange
//mov [ecx+28],00000000 //DwStopMasterNear
//mov [ecx+2C],00000000 //DwWarpMyMasterRange
//mov [ecx+30],00000000 //DwCallTeamPossibelHP
//mov [ecx+34],00000000 //DwCallTeamCount
//mov [ecx+38],00000000 //DwBlockNFirstAttack
//mov [ecx+3C],00000000 //dwCallTeamCell
mov [ecx+40],000000FA //dwFollowTarget
mov [ecx+44],00000000 //dwSpecialAttackStartHP
mov [ecx+48],00000000 //dwSpecialMeleeAttackRate
mov [ecx+4C],00000000 //dwSpecialRangeAttackRate
mov [ecx+50],00000000 //DwPowerAttacjStartHP
mov [ecx+54],00000000 //dwPowerMeleeAttackProbable
mov [ecx+58],00000000 //dwPowerRangeAttackProbable
//mov [ecx+5C],00000000 //DwUnderAttackAggro
mov [ecx+60],00000000 //DwMeleeAttackRangeInAggro
mov [ecx+64],00000000 //DwRangeAttackRangeInAggro
mov [ecx+68],000003E8 //DwSightInAggro
//mov [ecx+6C],00000000 //DwDefeatAggro
//mov [ecx+70],00000000 //DwBlockedAggro
//mov [ecx+74],00000000 //DwSlideAggro
//mov [ecx+78],00000000 //DwHealAggro
//mov [ecx+7C],00000000 //DwMasterUnderAttackAggro
//mov [ecx+80],00000000 //DwMasterDefeatAggro
//mov [ecx+84],00000000 //DwMasterBlockingAggro
//mov [ecx+88],00000000 //DwMasterSlideAggro
//mov [ecx+8C],00000000 //DwCOmplusionUnderAttackAggro
mov [ecx+90],99999999 //dwMaxSummonsMonsterCount
mov [ecx+94],00000000 //dwReSummonsMonsterTick
mov [ecx+98],00000000 //dwMaxSummonsMonsterRange
mov [ecx+9C],00000000 //dwSummonsStartPcCount
//mov [eax+A0],00000000 //PatternType

mov eax,[ecx+0000009C] //Original Code
jmp ReturnMonsterProperties

MonsterRange:
mov [esp+48],edx
mov [esp+30],00000000
mov [esp+4c],00000000
//mov [esi+00000240],0000000 //other attack range to 0
//mov [esi+0000023c],0000000 //other attack range to 0
//mov [esi+00000238],0000000 //other attack range to 0
mov eax,[ecx]
jmp ReturnMonsterRange

MonsterAggro:
db 03 00 00 00
PropertyBace:
db 00 00 00 00
[DISABLE]
dealloc(MonsterProperties)
unregistersymbol(MonsterAggro)
unregistersymbol(PropertyBace)
0045C74E:
mov eax,[eax+00000098]
0053D055:
mov [esp+48],edx
mov eax,[ecx]
0053D06A:
movzx eax,word ptr [esi+00000154]
01/03/2010 17:37 imp0o0o0o#22
correct that code ?
Code:
[ENABLE]
alloc(MonsterProperties,2048)
label(ReturnMonsterProperties)
label(MonsterRange)
label(ReturnMonsterRange)
label(MonsterAggro)
label(PropertyBace)
registersymbol(MonsterAggro)
registersymbol(PropertyBace)

0045C74E: //8B 80 98 00 00 00 89 81 9C 00
jmp MonsterProperties
nop
ReturnMonsterProperties:

0053D055: //89 54 24 48 8B 01 FF 50 0C 8B
jmp MonsterRange
nop
ReturnMonsterRange:

0053D06A: //0F B7 86 54 01 00 00 8B 0D
mov eax,[MonsterAggro]
nop
nop

MonsterProperties:
push eax
mov eax,[eax+00000098] //Original Code
mov [ecx+0000009C],eax //Original Code
pop eax
mov [PropertyBace],ecx

//mov [ecx+00],00000000 //DwInfoIndex
mov [ecx+04],0000004B //DwExploreRange
mov [ecx+08],0000004B //DwSight
mov [ecx+0C],0000004B //DwPersuitRange
//mov [ecx+10],00000000 //DwAvoidRange
mov [ecx+14],00000000 //DwExploreStandDelay
//mov [ecx+18],00000000 //DwExploreMoveDelay
//mov [ecx+1C],00000000 //DwStandDelay
mov [ecx+20],000001F4 //DwMoveDelay
//mov [ecx+24],00000000 //DwFollowMyMasterRange
//mov [ecx+28],00000000 //DwStopMasterNear
//mov [ecx+2C],00000000 //DwWarpMyMasterRange
//mov [ecx+30],00000000 //DwCallTeamPossibelHP
//mov [ecx+34],00000000 //DwCallTeamCount
//mov [ecx+38],00000000 //DwBlockNFirstAttack
//mov [ecx+3C],00000000 //dwCallTeamCell
mov [ecx+40],000000FA //dwFollowTarget
mov [ecx+44],00000000 //dwSpecialAttackStartHP
mov [ecx+48],00000000 //dwSpecialMeleeAttackRate
mov [ecx+4C],00000000 //dwSpecialRangeAttackRate
mov [ecx+50],00000000 //DwPowerAttacjStartHP
mov [ecx+54],00000000 //dwPowerMeleeAttackProbable
mov [ecx+58],00000000 //dwPowerRangeAttackProbable
//mov [ecx+5C],00000000 //DwUnderAttackAggro
mov [ecx+60],00000000 //DwMeleeAttackRangeInAggro
mov [ecx+64],00000000 //DwRangeAttackRangeInAggro
mov [ecx+68],000003E8 //DwSightInAggro
//mov [ecx+6C],00000000 //DwDefeatAggro
//mov [ecx+70],00000000 //DwBlockedAggro
//mov [ecx+74],00000000 //DwSlideAggro
//mov [ecx+78],00000000 //DwHealAggro
//mov [ecx+7C],00000000 //DwMasterUnderAttackAggro
//mov [ecx+80],00000000 //DwMasterDefeatAggro
//mov [ecx+84],00000000 //DwMasterBlockingAggro
//mov [ecx+88],00000000 //DwMasterSlideAggro
//mov [ecx+8C],00000000 //DwCOmplusionUnderAttackAggro
[COLOR="Red"]mov [ecx+90],99999999 //dwMaxSummonsMonsterCount
mov [eax+94],00000001 //dwtimeSummonsMonsterdelay[/COLOR]
mov [ecx+98],00000000 //dwReSummonsMonsterTick
mov [ecx+9C],00000000 //dwMaxSummonsMonsterRange
mov [ecx+A0],00000000 //dwSummonsStartPcCount
//mov [eax+A4],00000000 //PatternType

mov eax,[ecx+0000009C] //Original Code
jmp ReturnMonsterProperties

MonsterRange:
mov [esp+48],edx
mov [esp+30],00000000
mov [esp+4c],00000000
//mov [esi+00000240],0000000 //other attack range to 0 
//mov [esi+0000023c],0000000 //other attack range to 0 
//mov [esi+00000238],0000000 //other attack range to 0 
mov eax,[ecx]
jmp ReturnMonsterRange

MonsterAggro:
db 03 00 00 00
PropertyBace:
db 00 00 00 00
[DISABLE]
dealloc(MonsterProperties)
unregistersymbol(MonsterAggro)
unregistersymbol(PropertyBace)
0045C74E:
mov eax,[eax+00000098]
0053D055:
mov [esp+48],edx
mov eax,[ecx]
0053D06A:
movzx eax,word ptr [esi+00000154]
Look To The Red Part
01/03/2010 17:42 skabed#23
Yah but it isnt mass spawn, just regular. If it does not work just change it to smaller numbers.
01/03/2010 18:53 yuppy#24
the one i posted works fine.. just copy and try it.. can't expect to much from CE
01/03/2010 19:01 skabed#25
For spawning just use csv, easy and with good results.
01/07/2010 02:49 155891059797#26
i use edit csv but this dont work
01/07/2010 12:59 playboyx#27
mass spawn in CVS is Heller crazier than CE . I set my max spawn in CVS 150 monster and it spawn with in 5 second as for CE 150 monster =60 second check out the link below and read it and try it until it work =)

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