Vac By UCE ADDRESS

01/12/2009 18:44 Traveling Salesman#61
Quote:
Originally Posted by CrystalMaiden View Post
My dc problem is due to wrong address. I'm not sure what's your problem.
Hopefully it's something minor that I'm overlooking if you'd kindly look this over. I'm using CE 5.4 and here's what I've modified the code to (so I didn't have to enter the auto-script twice, but I got the same DC Results with the original code using modified addresses and entering it twice as I do with this following code):

Code:
[ENABLE] 
alloc(MyCode,1024)
label(_NonAggro)
label(_Vac) 
label(_ReturnNonAggro)
label(_ReturnVac)
label(_ExitNonAggro)
label(_ExitVac)

//Hacking Points
0045A19D: // Vac
 jmp _Vac
 nop 
_ReturnVac: 

0053DDDA: // Non-Aggro
 jmp _NonAggro 
 nop 
 nop 
_ReturnNonAggro: 

MyCode: 
//------------------------------------------------------
_Vac:
 mov edx,99 
 mov [eax+1C],edx 
 mov edx,999 // number boss spawn
 mov [eax+8c],edx 
 mov edx,01 // time delay between spawn
 mov [eax+90],edx 
 mov edx,99 // num mob follow me
 mov [eax+3C],edx 
 mov [ecx+20],edx 

_ExitVac: 
 jmp _ReturnVac

//------------------------------------------------------
_NonAggro:
 mov [esi+00000070],40400000 // speed mob   
 mov byte ptr [esi+00000174],00 // malee attack range = 0 
 mov byte ptr [esi+00000244],00 // magic attack range = 0 
 mov [esi+00000240],0000000 //other attack range = 0 
 mov [esi+0000023c],0000000 //other attack range = 0 
 mov [esi+00000238],0000000 //other attack range = 0 
 mov eax,03 
 mov word ptr [esi+00000154],ax 

_ExitNonAggro:
 jmp _ReturnNonAggro 

//------------------------------------------------------
[DISABLE] 
 dealloc(MyCode) 

0045A19D: 
 mov edx,[eax+1c] 
 mov [ecx+20],edx

0053DDDA: 
 movzx eax,word ptr [esi+00000154]
I still get DC/Korean Bug Box usually at the first warp hole in Crespo or sometimes before then, but when I can make it to the three coffins, the sorcerers are non-aggro until I hit them once and they start attacking.

I was intending on making a Tut for this, but I want it to be working prior to putting one together, afterall, who wants a Tut to get DC? But, here is my current procedure of doing this (maybe someone can see something I'm doing wrong and help give pointers):

1) Start 2Moons with GGK & Launcher v1.2a (Have tried with regular dekaron.exe and the unpacked_dekaron.exe with same results)
2) Enter game and sit outside Crespo dungeon (I've also entered the dungeon before continuing on with the same results)
3) start CE 5.4, open process list, select dekaron.exe and click ok (I've tried to click the "attach to process" also for same results)
4) click on "View Memory" then press Ctrl+A
5) paste in above code and click execute.
6) return to game and play
7) First group before the first wooden door seem to always be aggro no matter what or when i enter the code. Then the rest are non-aggro up to the zombies just after the first warp hole if it doesn't crash going through that warp hole.
01/12/2009 19:42 CrystalMaiden#62
Quote:
Originally Posted by Traveling Salesman View Post
I was intending on making a Tut for this, but I want it to be working prior to putting one together, afterall, who wants a Tut to get DC? But, here is my current procedure of doing this (maybe someone can see something I'm doing wrong and help give pointers):

1) Start 2Moons with GGK & Launcher v1.2a (Have tried with regular dekaron.exe and the unpacked_dekaron.exe with same results)
2) Enter game and sit outside Crespo dungeon (I've also entered the dungeon before continuing on with the same results)
3) start CE 5.4, open process list, select dekaron.exe and click ok (I've tried to click the "attach to process" also for same results)
4) click on "View Memory" then press Ctrl+A
5) paste in above code and click execute.
6) return to game and play
7) First group before the first wooden door seem to always be aggro no matter what or when i enter the code. Then the rest are non-aggro up to the zombies just after the first warp hole if it doesn't crash going through that warp hole.
Maybe i'll do the tutorial since there's no invisible and wallhack, people just can use it in dungeon. I don't know if people will abuse it or not. If possible i will add in zoom hack. What do you think?
01/12/2009 21:02 Traveling Salesman#63
Quote:
Originally Posted by CrystalMaiden View Post
Maybe i'll do the tutorial since there's no invisible and wallhack, people just can use it in dungeon. I don't know if people will abuse it or not. If possible i will add in zoom hack. What do you think?
Sounds fine to me, I guess my procedure is either way off or you found what I'm doing wrong? Hopefully.
01/12/2009 22:07 HellSpider#64
A tutorial about this way of hacking would be good. If someone would put a well described tutorial about this it would be a nice add to all of the existing packfile modifying tutorials. (I'm too lazy to make one :D, someone else is in turn.)
01/12/2009 22:12 bottomy#65
For wallhack what you have to do is, in memory view where it has the hex section search for the .mac of the maps you want in that.

then once you found it, say you want wallhack for aquarius then search Undersea.mac then when you find the right one.

Undersea.mac change it so its like this
login.mac (then make the last bytes at the end 00 00 etc.)

they keep changing so i can't post the addresses and i dont have a script for it.


but when you do find it it should be like the .mac of the map then jibberish xD


@Traveling Salesman close the UCE after you've finished editing everything cause thats what i found, when i left it open i would get bug reporter.
01/12/2009 23:01 lurkingdevil#66
hmm wallhack is tricky...
i found 5 addresses when i did a search.
i changed them all to login.mac and well....it screwed up. i loaded draco with it and there wre invisible walls all around me.
bottomy can you tell what exactly to look for when searching for addresses. an example would be nice.
01/12/2009 23:47 Noi#67
Quote:
Originally Posted by lurkingdevil View Post
hmm wallhack is tricky...
i found 5 addresses when i did a search.
i changed them all to login.mac and well....it screwed up. i loaded draco with it and there wre invisible walls all around me.
bottomy can you tell what exactly to look for when searching for addresses. an example would be nice.
I may be wrong in saying this, but I remember similar cases with pak.d04 editing when you used "login.mac". Try changing to "web_image.mac" see if that works for you. What script did you use or how did you find the 5 addresses? That would help me alot.
01/12/2009 23:50 bottomy#68
Quote:
Originally Posted by lurkingdevil View Post
hmm wallhack is tricky...
i found 5 addresses when i did a search.
i changed them all to login.mac and well....it screwed up. i loaded draco with it and there wre invisible walls all around me.
bottomy can you tell what exactly to look for when searching for addresses. an example would be nice.
lol don't change all the .mac cause some are for changing like where it loads from etc. and its kinda hard to tell you what to look for because the bytes around it change everytime you start the game also =/


i got a new way go ctrl+g then go to this address 0C000000 and from there do the .mac you want to find




also its like with data.pak editing if you go from a none wallhack map into a wallhack map you'll get invisi walls, so edit it all when your at the char select screen.
01/13/2009 00:01 Traveling Salesman#69
Quote:
Originally Posted by bottomy View Post
@Traveling Salesman close the UCE after you've finished editing everything cause thats what i found, when i left it open i would get bug reporter.
Well, the first try I didn't DC after going through the first warp hole in Crespo dungeon, but the zombies on the other side were still aggro. So, I imagine there's some fine tuning that still needs to be done, I'm just not sure where to do it at right now.
01/13/2009 00:03 dragonpiper#70
i'm only 50 i can't go to crespo dungen = (
01/13/2009 00:10 bottomy#71
Quote:
Originally Posted by Traveling Salesman View Post
Well, the first try I didn't DC after going through the first warp hole in Crespo dungeon, but the zombies on the other side were still aggro. So, I imagine there's some fine tuning that still needs to be done, I'm just not sure where to do it at right now.

the only difference i can see from yours and mine is this

mov byte ptr [esi+00000174],0000 // malee attack range = 0
mov byte ptr [esi+00000244],0000 // magic attack range = 0


and i haven't found any mobs that atk me yet.
01/13/2009 00:57 Traveling Salesman#72
Quote:
Originally Posted by bottomy View Post
the only difference i can see from yours and mine is this

mov byte ptr [esi+00000174],0000 // malee attack range = 0
mov byte ptr [esi+00000244],0000 // magic attack range = 0


and i haven't found any mobs that atk me yet.
Well, nuts. Changed mine to match yours and I got a DC. When do you add your code in? at character select screen? just before entering a dungeon?
01/13/2009 01:25 bottomy#73
Quote:
Originally Posted by Traveling Salesman View Post
Well, nuts. Changed mine to match yours and I got a DC. When do you add your code in? at character select screen? just before entering a dungeon?
char select screen cause i use wallhacks
01/13/2009 02:07 1coolguy#74
i changed...

mov byte ptr [esi+00000244],00 // magic attack range = 0

to..

mov byte ptr [esi+00000244],0000 // magic attack range = 0

for magic range attacks but how would you change for other range attack...

mov [esi+00000240],0000000 //other attack range = 0
mov [esi+0000023c],0000000 //other attack range = 0
mov [esi+00000238],0000000 //other attack range = 0

thank you
01/13/2009 02:09 dragonpiper#75
login.mac doesn't work