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[RELEASE] Vac2PointO

Discussion on [RELEASE] Vac2PointO within the Dekaron Exploits, Hacks, Bots, Tools & Macros forum part of the Dekaron category.

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Old   #1
 
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[RELEASE] Vac2PointO

lol I like the name
well it is the similar to the other vac hack

I just cleaned it up and fixed some offsets (the other script was using wrong offsets on some monster properties for some reason)

NOTE!!!: This vac and the other will do the EXACT SAME THING.
its just that this is more orginized for the people who like teaking their vac setings >>>LIKE ^.^ ME<<<

anyway now if you want to edit something.
I GUARANTEE to you that you will be editing what is to the right of the "//dw"
Code:
[ENABLE]
alloc(Vac2PointO,2048)
label(ReturnVac)
label(PropertyBace)
registersymbol(PropertyBace)

Vac2PointO:
mov eax,[eax+00000098]	//Original Code
mov [ecx+0000009C],eax	//Original Code
mov [PropertyBace],ecx

//mov [ecx+00],00000000	//DwInfoIndex
  mov [ecx+04],000003E8	//DwExploreRange
  mov [ecx+08],000003E8	//DwSight
  mov [ecx+0C],000003E8	//DwPersuitRange
//mov [ecx+10],00000000	//DwAvoidRange
  mov [ecx+14],00000001	//DwExploreStandDelay
  mov [ecx+18],00000003	//DwExploreMoveDelay
  mov [ecx+1C],00000001	//DwStandDelay
  mov [ecx+20],00000003	//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],FFFFFFFF	//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],000000C8	//dwMaxSummonsMonsterCount
//mov [ecx+94],00000000	//dwReSummonsMonsterTick
//mov [ecx+98],00000000	//dwMaxSummonsMonsterCount
//mov [ecx+9C],00000000	//dwReSummonsMonsterTick
//mov [eax+9C],00000000	//dwMaxSummonsMonsterRange
//mov [eax+A0],00000000	//dwSummonsStartPcCount
//mov [eax+A4],00000000	//PatternType

mov eax,[ecx+0000009C]	//Original Code
jmp ReturnVac
PropertyBace:
db 00 00 00 00

00459A9E:
jmp Vac2PointO
nop
ReturnVac:

[DISABLE]
dealloc(Vac2PointO)
unregistersymbol(PropertyBace)
00459A9E:
mov [ecx+00000098],edx
Improvements: when you turn it off it will actually tun off... lol not much to ask for, is it?
Also I added the PropertyBace symbol which you can add to your cheat table as a pointer so you can play with some values without needing to change the script.
So you can be sure of what you are changing before actually editing the script

OR if you simply want to find out the property of a certain monster... meh your choice



NOTE: this doesn't just work alone... you must use monster Aggro at the same time





happy hacking everyone
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Old 08/14/2009, 12:51   #2
 
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thx :] working but what's the differents btween this vac to the old 1 man? O.o
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Old 08/14/2009, 13:06   #3
 
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2moons Expedition work perfectly, i just help my friend lol THX 6Drako9
Respect who made so hard job.

6Drako9 can you thel how u make this assemble.
Sent date 14.08.2009 lol
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Old 08/14/2009, 13:35   #4
 
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no no no this and other other one will do the same thing...
its just that sometimes when editing the vac setings on the other one I wasn't changing what I thought I was... and so I started to notice that some of the eax offsets wer wrong in the first place

that is why I remade this more organized vac

if you enable this and the other one they will do the same thing
but if you start to tweak the setings they will start to act differently


@phila: are you asking how I wrote the script or are you asking how to put the script in the auto assemble?
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Old 08/14/2009, 15:41   #5
 
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Sorry my bad. Yes i mean how I wrote the scripts?
Sure u deserve it, be haps u now how help me.
Thx
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Old 08/14/2009, 23:44   #6
 
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I wrote the script because I know enough that coding language.
what can I help you with?
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Old 08/15/2009, 21:15   #7
 
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how u find subjects movs what some mov do?
and how u made script start
like

[ENABLE]
alloc(Vac2PointO,2048)
label(ReturnVac)
label(PropertyBace)
registersymbol(PropertyBace)

Vac2PointO:
mov eax,[eax+00000098] //Original Code
mov [ecx+0000009C],eax //Original Code
mov [PropertyBace],ecx
.......
mov eax,[ecx+0000009C] //Original Code
jmp ReturnVac
PropertyBace:
db 00 00 00 00

00459A9E:
jmp Vac2PointO
nop
ReturnVac:

[DISABLE]
dealloc(Vac2PointO)
unregistersymbol(PropertyBace)
00459A9E:
mov [ecx+00000098],edx

??? thats what make my assemble do hard.
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Old 08/16/2009, 05:32   #8
 
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uhhh

in 2Moons\data\share\ai\info.csv
the monster properties are there

mov is for copying the value from one register into the other
for example:
mov eax,ecx
this: ecx->eax

I think that what you want, is to learn assembly
go to this post
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Old 08/20/2009, 12:08   #9
 
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So genius if U make this work IN DEKARON SEA ^^
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Old 08/21/2009, 14:18   #10
 
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So....am I reading the script right the the max monsters spawned is 20, using the values as written?

Just trying to see if I'm getting this at all.
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Old 08/21/2009, 21:35   #11
 
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no actually it is 20 in hexadecimal which is 32 in decimal
if you want 50 monsters change it to 32
if you want 100 monsters change it to 64
if you want 200 monsters change it to C8 (however I was chrashing at this number cuz there were too many mobs)

also right under the monster spawn max you can see monster spawn Tick which as you probably already know is the delay in milliseconds between spawns (how ever the animation of the boss still slows the spawn speed down)
1000 milliseconds would be 3E8
2000 milliseconds would be 7D0
and ofcourse 0 milliseconds would be 0
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Old 08/22/2009, 03:57   #12
 
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hey guys im a noob at this, how do i get the hacks i dont get it? how do i download them, can someone plz help me asap
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Old 08/22/2009, 04:01   #13
 
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neb
you dind't look hard enough.. or mabie you posted that before seeing this post

it has everything you need
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Old 08/22/2009, 06:39   #14
 
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where am i putting this script to enable the hack etc?
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Old 08/22/2009, 09:05   #15
 
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go to the Link posted on my previous post (above your post)
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