I don't know if anybody will really use this, because there already is a non-agro script, but this one works a little differently, and better, imo. I was using the released non-agro in DF and I got owned, so that's why I made this.
Back in the days of winhex, non-agro was made by editing the AI key for mobs so that they didn't have the ability to attack.
For example, I would edit Styx AI key from 1 to 6. 1 is a melee attack, and 6 is a range attack. Since Styx didn't have a range attack, it wouldn't attack. That's what this script does; it changes all AI keys to 7. Looking in Monster.csv, I saw that things like Open Boxes, Jugs, etc. had AI keys of 7 and those things don't attack.
The good thing about this script is that, from what I found, it doesn't glitch on most mobs (Parca bosses are one exception). When you don't KB mobs, the other non-agro script lets them attack you. Mine doesn't (minus the few exceptions I've found)
Back in the days of winhex, non-agro was made by editing the AI key for mobs so that they didn't have the ability to attack.
For example, I would edit Styx AI key from 1 to 6. 1 is a melee attack, and 6 is a range attack. Since Styx didn't have a range attack, it wouldn't attack. That's what this script does; it changes all AI keys to 7. Looking in Monster.csv, I saw that things like Open Boxes, Jugs, etc. had AI keys of 7 and those things don't attack.
The good thing about this script is that, from what I found, it doesn't glitch on most mobs (Parca bosses are one exception). When you don't KB mobs, the other non-agro script lets them attack you. Mine doesn't (minus the few exceptions I've found)
Quote:
[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
0053D50A: // 0f b7 86 54 01 00 00
jmp newmem
nop
nop
returnhere:
newmem:
mov eax, 00000007 //AI Key
originalcode:
movzx eax,word ptr [esi+00000154]
exit:
jmp returnhere
[DISABLE]
0053D50A:
movzx eax,word ptr [esi+00000154]