Crespo Dung Vac?

10/05/2009 18:47 cro90#1
So I was looking around and finally got to 60 after not really training much and thought that like old times staying in a dung is way safer then hacking out in the open.

Well my script dosnt vac the monsters in the dung... Or at least it dosn't set them to non agro... Any reason you guys can think of? here is the script im using.

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

0045C2AE: //8B 80 98 00 00 00 89 81 9C 00
jmp MonsterProperties
nop
ReturnMonsterProperties:

0053D155: //89 54 24 48 8B 01 FF 50 0C 8B
jmp MonsterRange
nop
ReturnMonsterRange:

0053D16A: //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],00000063 //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)
0045C2AE:
mov eax,[eax+00000098]
0053D155:
mov [esp+48],edx
mov eax,[ecx]
0053D16A:
movzx eax,word ptr [esi+00000154]
10/05/2009 20:25 zizagoo#2
Is having 3 different Offsets neccessary? Maybe you should use the one -8gX has. I tested it worked for dung.
[Only registered and activated users can see links. Click Here To Register...]
10/07/2009 03:10 Phoenix357#3
just use this script for vacing dg's u wont dc and its a long range vac atm its made for dekaron.exe it wont work on any unpacked_dekarons

[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)

0045C1CD:
jmp newmem
nop
returnhere:

newmem:
//DwExploreRange eax
mov [eax+08],00000040//DwSight eax+08
mov [eax+04],00000040//DwPersuitRange eax+04
//DwAvoidRange eax+0C
//mov [eax+10],00000500//DwExploreStandDelay eax+10
//mov [eax+14],00000500//DwExploreMoveDelay eax+14
//mov [eax+18],00000500//DwStandDelay eax+18
//mov [eax+1C],00000500//DwMoveDelay eax+1C
//DwFollowMyMasterRange eax+20
//DwStopMasterNear eax+24
//DwWarpMyMasterRange eax+28
//mov [eax+2C],00000064//DwCallTeamPossibelHP eax+2C
//mov [eax+30],00000020//DwCallTeamCount eax+30
mov [eax+34],00000000//DwBlockNFirstAttack eax+34//mov [eax+38],00000020//dwCallTeamCell byte[eax+38]
//dwFollowTarget eax+3C
//dwSpecialAttackStartHP
//dwSpecialMeleeAttackRate
//dwSpecialRangeAttackRate
//DwPowerAttacjStartHP
//dwPowerMeleeAttackProbable
//dwPowerRangeAttackProbable
mov [eax+40],00000000//DwUnderAttackAggro eax+40
mov [eax+44],00000000//DwMeleeAttackRangeInAggro eax+44
mov [eax+48],00000000//DwRangeAttackRangeInAggro eax+48
//DwSightInAggro eax+4C
//DwDefeatAggro eax+50
mov [eax+54],00000000//DwBlockedAggro eax+54
mov [eax+58],00000000//DwSlideAggro eax+58
mov [eax+5C],00000000//DwHealAggro eax+5C
//DwMasterUnderAttackAggro eax+50
//DwMasterDefeatAggro eax+54
//DwMasterBlockingAggro eax+58
//DwMasterSlideAggro eax+5C
//DwCOmplusionUnderAttackAggro eax+60
//dwMaxSummonsMonsterCount eax+64
//dwReSummonsMonsterTick eax+68
//dwMaxSummonsMonsterRange eax+6C
//dwSummonsStartPcCountPatternType eax+70

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


//mov edx,30 // number spawn
//mov [eax+8c],edx

//mov edx,64 // time delay spawn
//mov [eax+90],edx

mov edx,99 // # follow monster
mov [eax+3C],edx

mov [ecx+20],edx // # follow my master
exit:
jmp returnhere


[DISABLE]
dealloc(newmem)
0045C1CD:
mov edx,[eax+1c]
mov [ecx+20],edx