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A few scripts updated (not sure if working)

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Old   #1
 
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A few scripts updated (not sure if working)

Some of scripts the array of bytes are wrong, so here's the new scripts. NOTE: I haven't tested any of these scripts yet, i only just opened dek.exe up in olly and updated the scripts.

Auto Pots:
Must use this script with Cheat Engine 5.6, because i fixed up some problems with it. And what i used to fix them are new features brought in by 5.6.

Code:
aobscan(OriginalJump, 6A 02 FF 52 34 BE 10 00 00 00 39 74 24 28)

[ENABLE]
alloc(newmem,40)
label(returnhere)
label(exit)
label(check_mana)
label(finished_check)

007E0E98: //83 78 08 13 0F 85 14 01 00 00 8B 0D 6C 76 CC 00 8B 01
jmp newmem
nop
nop
nop
nop
nop
returnhere:

newmem:
cmp dword ptr [eax+08],01 // checking for HP pot?
jnz short check_mana
mov dword ptr[eax+08],11 // change to auto pot
mov dword ptr[eax+10],11
check_mana:
cmp dword ptr [eax+08],02 // checking for MP pot?
jnz short finished_check
mov dword ptr[eax+08],12 // change to auto pot
mov dword ptr[eax+10],12
finished_check:
cmp dword ptr [eax+08],13
jnz OriginalJump+5

exit:
jmp returnhere


[DISABLE]
dealloc(newmem)

007E0E98: //83 78 08 13 0F 85 14 01 00 00 8B 0D 6C 76 CC 00 8B 01
cmp dword ptr [eax+08],13
jnz OriginalJump+5


Attack Range:
Code:
[ENABLE]
alloc(ModRange,21)
label(ReturnRange)
label(Range)
registersymbol(Range)

006987A4: //88 81 B4 00 00 00 C2 04 00 CC CC CC 8D 81 ?? 00 00 00 C3
jmp ModRange
nop
ReturnRange:

ModRange:
mov al,[Range]
mov [ecx+000000ac],al
jmp ReturnRange
Range:
db 40

[DISABLE]
dealloc(ModRange)
unregistersymbol(Range)
006987A4: //88 81 B4 00 00 00 C2 04 00 CC CC CC 8D 81 ?? 00 00 00 C3
mov [ecx+000000ac],al



bottomy is offline  
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Old   #2
 
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Thanked, but the old AutoPots script is working perfectly, just needed to update the offset.

Is that mob's or char's attack range? non aggro? :O


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Char's attack range and are you sure Auto pots array didn't change cause someone told me it did and when i checked the the array didn't work. Anyways fixed up a problem with the script so worth posting still i guess lol.
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Yeah, still worth posting, thats why I tanked you.

MachoMan somehow managed to get AutoPots new offset.

I just replaced the old offset with the new one and the script works flawlessly.


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Well, then it was worth it just for the AOB then. haha
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the atk range dont work 4 me
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Quote:
Originally Posted by lietus3 View Post
the atk range dont work 4 me
It doesn't work for skills, only for melee attacks. (ie normal hits, or wacks) Did you test it on that?
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Quote:
Originally Posted by fliptrickdragon View Post
It doesn't work for skills, only for melee attacks. (ie normal hits, or wacks) Did you test it on that?
YES i know ಠ_ಠ cant u c my join date... posts???
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Yeh the offsets i have there are wrong, because i was checking 4.3.1 dek.exe. Anyways i've updated the auto pot script according to offset from Toxicat's thread, but would need someone to get offset for attack range, though at least you have the new array now.
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Got this offset using your new AoB, bottomy: 006987A4.

Dont have time to test the script, though.
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Thanks, that's same as one from 4.3.1, so hopefully it works.
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Hopefully we can get speed hacks to work. Vaccing with normal speed and being seen, that's really going to suck..
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Exactly, I actually want speed hack more than skill hack.

And it sucks even more when youre stucked at 87, like me. I could do Crevice C at 90 without skill hack, but without speed, I cant vac properly, therefore I cant lvl to 90.

Oh well, Im giving it one more day, then Ill try .csv speed hack. Too lazy to unpack my files at the moment :O
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Quote:
Originally Posted by Toxicat View Post
Exactly, I actually want speed hack more than skill hack.

And it sucks even more when youre stucked at 87, like me. I could do Crevice C at 90 without skill hack, but without speed, I cant vac properly, therefore I cant lvl to 90.

Oh well, Im giving it one more day, then Ill try .csv speed hack. Too lazy to unpack my files at the moment :O
Well, from what I've found, skill hacks are already working for me. I'm looking at how the script's change the memory. When Levithan gets on, I'm going to bug him until he fixes it. From what I understand, it changes it successfully, but fails to freeze the memory. But I'm not really sure, I'm not a CE Freak.
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Well i think they've made co-ordinates serverside now. So server will have some check like compares the distance between previous co-ordinate and new co-ordinate and if it's a distance that isn't possible, you get sent back to the previous co-ordinate. Though something that might be worth looking into is the packets of normal map move (so changing co-ordinates, map click, or set position) and then look at the packets when you legitimately teleport in the same map.

Otherwise what you could try is find the fastest speed that you can have without it sending you back.


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