Laiden ego problem

01/15/2010 22:45 dabeat#1
Heeeya all,

Im doing Crespo A runs but the laiden egos are not spawning.
I really tryd to figure it in the CE scripts but then I get errors. Im feeling dumb and im in need of help :D

This is what I use: ( CSV editing, doesnt work atm so no need to suggest that ;) )



Could someone of you please figure out how to get the laiden egos back?

Thanks in advance!
01/15/2010 22:50 skabed#2
mm, just use the normal no dc dung vac and uncomment all the spawning part if you dont do it in csv (i know it isnt working atm).
01/15/2010 22:53 sachamo512#3
Quote:
//mov edx,30 // number spawn
//mov [eax+8c],edx

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

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

mov edx,64 // time delay spawn
mov [eax+90],edx
Just remove the // in front of those lines
01/15/2010 22:57 dabeat#4
Quote:
Originally Posted by skabed View Post
mm, just use the normal no dc dung vac and uncomment all the spawning part if you dont do it in csv (i know it isnt working atm).
Thanks for the advise, once again!
But that is kinda the problem, when I think I removed the spawning part in the CE it gives errors or DCS.





~ Thanks so much sachamo512!
01/15/2010 23:00 sachamo512#5
it shouldn't give you any problems. The DC may be due to the fact that you're not using the dungeon vac...it crashes alot more with regular vac script.
01/15/2010 23:04 dabeat#6
I am using the Dungon no dc vac, not using any of the normal Vac. I only had DC's when I changed things in the VAC.
Gonna try a run now! Thanks!
01/15/2010 23:14 skabed#7
Bah, you're lucky that you vac is working, if i try to use any ce cheat i get a instant dc, and I did all well.
01/15/2010 23:19 sachamo512#8
update your offsets...
01/15/2010 23:38 dabeat#9
Okay No DC during the run but I had no laiden ego's.
Bah! :D
01/15/2010 23:44 sachamo512#10
weird...i haven't tried to get ego's so I'm not even sure what to try next...it should be working
01/15/2010 23:48 dabeat#11
Well thanks anyway!
If anything comes to youre mind then please post it.
01/15/2010 23:50 sachamo512#12
will do
01/15/2010 23:55 skabed#13
Quote:
Originally Posted by sachamo512 View Post
update your offsets...
This was nearly an insult, nah jk. The upsets are updated, and everything should work, but idk what fails, bah i'm really tired so i may did something wrong, i will try it tomorrow.
01/16/2010 00:01 sachamo512#14
i'm sorry :P

but that's the most common reason for dc/crash
01/16/2010 00:33 imp0o0o0o#15
try
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
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]
dont forget to update the offsite