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[Release] Stop Monsters
Discussion on [Release] Stop Monsters within the Dekaron Exploits, Hacks, Bots, Tools & Macros forum part of the Dekaron category.
03/10/2010, 07:55
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#16
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Join Date: Dec 2007
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Quote:
Originally Posted by fabyan4u
is it posible to make a script that sets the spawned mobs speed at 0.01 but the boss speed 0? or its only possible thru CSV editing?
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Is possible but will require knowledge about autoit programming or other languages so you can make it to search for the animation of laiden boss so you can disable it and boss will never going to move of his spot.
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03/10/2010, 09:08
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#17
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ok i tested out the script and love it . one question how do you edit this in CVS since the mob I set to 0.0,0.0, it slow but they still move i wanna set like in the script where it stay at one place
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03/10/2010, 09:12
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#18
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Quote:
Originally Posted by sachamo512
Actually, I can't tell exactly what he did to this script...it looks just like the released vac script...
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I think all he did was change the values stored at MonsterAggro and PropertyBace.
@Piotr1988 Why did you put 0x99999999 in PropertyBace, because as you can see that value isn't used at all in the script. PropertyBace is only used to store data into it.
Quote:
Originally Posted by sachamo512
in all other cases, I would say you are right, but not this one...there is no difference in regular mob speed and boss speed, they are all written by the same function
so the answer to your question is no, this can only be done via CSV editing, where you can specifically edit each mob individually
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It can be done by CE, just add a check to see the mob index (if you wanted very specific) or a check to see if dwMaxSummonsMonsterCount is null (if you wanted all mobs excepts bosses that spawn).
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03/10/2010, 09:27
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#19
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is it update??
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03/10/2010, 15:22
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#20
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Quote:
Originally Posted by bottomy
It can be done by CE, just add a check to see the mob index (if you wanted very specific) or a check to see if dwMaxSummonsMonsterCount is null (if you wanted all mobs excepts bosses that spawn).
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That is true, I never thought about that...my appologies Syber =P
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03/10/2010, 17:35
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#21
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Works perfect . THANKS .
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03/23/2010, 06:31
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#22
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does it include a script of passing?
__________________
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03/23/2010, 14:04
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#23
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Join Date: Oct 2009
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If u use that all monsters in your area will be staying.
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03/28/2010, 22:42
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#24
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To make the boss not move and the summoned monsters move:
you can check for dwMaxSummonsMonsterCount against 00000000 then if dwMaxSummonsMonsterCount is above zero it means that the monster is a boss
so then you have to store ecx at the top of the MonsterProperties script into a new variable
and so the next time that script is being passed by, you can check the stored BossPropertiesBace with the new PropertiesBace and if they are equal
you set DwStandDelay to something big like FFFFFFFF and DwMoveDelay to something small like 00000001
you compare like this
Code:
label(SkipBossBaceStore)
cmp [ecx+90],00000000
je SkipBossBaceStore
mov [PropertiesBace],ecx
SkipBossBaceStore:
and this is how you change the DwStandDelay and DwMoveDelay
Code:
label (SkipBossMoveEditing)
//mov [ecx+1C],00000000 //DwStandDelay
mov [ecx+20],000001F4 //DwMoveDelay //This line is always applied to apply it to all monsters
cmp [PropertiesBace],ecx
jne SkipBossMoveEditing
mov [ecx+1C],FFFFFFFF //DwStandDelay
mov [ecx+20],00000001 //DwMoveDelay //but this one changes the MoveDelay only for the bosses
SkipBossMoveEditing:
anyway good luck
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