This is a release about information, something I haven't tested, but am willing to ask the community to test.
Recently, I've been told by a few friends of mine that Oread Spawns, 130 Spawns, and the lower level spawns are back. I haven't tested it yet, but I'm hoping that they do work.
If someone runs into a spawn, and kills it, please post back with your results. I'm hoping to get things rolling again with hacks, and exploits on 2Moons, i.e. Skill Hacks, Speed, etc..
Recently, I've been told by a few friends of mine that Oread Spawns, 130 Spawns, and the lower level spawns are back. I haven't tested it yet, but I'm hoping that they do work.
If someone runs into a spawn, and kills it, please post back with your results. I'm hoping to get things rolling again with hacks, and exploits on 2Moons, i.e. Skill Hacks, Speed, etc..
Quit QQing. Would you rather I had not said something, or are you grateful that I did? Most people don't have enough brains to look for things like this. It was a mistake before, not having spawns.Quote:
[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
0045C38D:
jmp newmem
nop
returnhere:
newmem:
//DwExploreRange eax
mov [eax+08],00000020//DwSight eax+08
mov [eax+04],00000020//DwPersuitRange eax+04
//DwAvoidRange eax+0C
mov [eax+10],00000064//DwExploreStandDelay eax+10
mov [eax+14],00000064//DwExploreMoveDelay eax+14
mov [eax+18],00000128//DwStandDelay eax+18
mov [eax+1C],00000128//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,999 // number spawn
mov [eax+8c],edx
mov edx,0 // time delay spawn
mov [eax+90],edx
mov edx,999 // # follow monster
mov [eax+3C],edx
//mov [ecx+20],edx // # follow my master
exit:
jmp returnhere
[DISABLE]
dealloc(newmem)
00459D8D:
mov edx,[eax+1c]
mov [ecx+20],edx