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Cheat engine Question
Discussion on Cheat engine Question within the Dekaron forum part of the MMORPGs category.
02/13/2010, 06:14
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#16
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you need to launch your game with nebs bypass, then attach CE to the game, it will either be dekaron.exe or global_unpacker.exe. After this you can start adding scripts.
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02/13/2010, 06:53
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#17
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Ok, I think I'm getting closer. I got the game running, but none of my hacks are working... I started the game (using the bypass), started CE, added the process (finally. thank you for that syber), added the hacks, got into the game, tried to test it, and none of them worked... (ps I know I'm a noob at this. I have pretty much 0 prior experience.)
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02/13/2010, 07:22
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#18
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the hacks need to be updated, well your offsets need to be.
Us this to figure out how to update your scripts, i suggest using the second method. You can also find a list of offsets for different kinds of hacks in this link as well.
Quote:
[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
0045C34D: // 8B 50 1C 89 51 20
jmp newmem
nop
returnhere:
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The blue would be the offset that needs to be updated, while the green is the array used to find the new offsets. Also when updating your scripts, you have to update both the offset at the top of the script and the other at the bottom of the script, this allows you to properly turn on and off your scripts.
Tip: when searching for your new offset, if you get a couple results, use the one that is most similar to the offset you already have.
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02/13/2010, 21:28
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#19
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ok, the problem might be my hack itself... either that or I'm screwing up the offset again. The closest I've gotten is making the monsters kind of jitter around until I attack them. this is the code for what I'm trying to use
[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],00000064//DwStandDelay eax+18
mov [eax+1C],00000064//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,10 // number spawn
mov [eax+8c],edx
mov edx,64 // time delay spawn
mov [eax+90],edx
mov edx,30 // # follow monster
mov [eax+3C],edx
//mov [ecx+20],edx // # follow my master
exit:
jmp returnhere
[DISABLE]
dealloc(newmem)
0045C38D:
mov edx,[eax+1c]
mov [ecx+20],edx
do you see any problems with it?
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02/13/2010, 23:28
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#20
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Join Date: Jun 2009
Posts: 1,749
Received Thanks: 230
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it's just really really messy....
Who ever gave you the script, or got it from does not know how to organize it....
Try this one, i edited it a bit so that it should do the same thing yours does, and some more.
Offsets have to be updated
Quote:
[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
0045C34D: //8B 50 1C 89 51 20
jmp newmem
nop
returnhere:
newmem:
mov [eax+08],00000020
mov [eax+04],00000020
mov [eax+18],000001F4
mov [eax+1C],000001F4
mov [eax+2C],00000064
mov [eax+30],00000020
mov [eax+34],00000000
mov [eax+54],00000000
mov [eax+58],00000000
mov [eax+5C],00000000
originalcode:
mov edx,[eax+1c]
mov [ecx+20],edx
mov edx,35 // Spawn
mov [eax+8c],edx
mov edx,64 // time spawn
mov [eax+90],edx
mov edx,999 // Monster [999]
mov [eax+3C],edx
exit:
jmp returnhere
[DISABLE]
dealloc(newmem)
0045C34D:
mov edx,[eax+1c]
mov [ecx+20],edx
alloc(newmem,256)
label(orig_00883AC2)
newmem:
push 60
push 00a9f448
call 00889d18
mov edi,00000094
mov eax,edi
call 00886430
mov [ebp-18],esp
mov esi,esp
mov [esi],edi
push esi
call dword ptr [00a2519c]
mov ecx,[esi+10]
mov [00c154a8],ecx
mov eax,[esi+04]
mov [00c154b4],eax
mov edx,[esi+08]
mov [00c154b8],edx
mov esi,[esi+0c]
and esi,00007fff
mov [00c154ac],esi
cmp ecx,02
or esi,00008000
mov [00c154ac],esi
orig_00883AC2:
shl eax,08
add eax,edx
mov [00c154b0],eax
xor esi,esi
push esi
mov edi,[00a251b0]
call edi
cmp word ptr [eax],5a4d
jne 00883afd
mov ecx,[eax+3c]
add ecx,eax
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02/14/2010, 01:08
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#21
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elite*gold: 0
Join Date: Jul 2009
Posts: 4
Received Thanks: 0
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I'm starting to think that CE just doesn't want me to use it. I put in the script you put, changed the offsets, and it still didn't work... I'm using XP pro, CE 5.5, 2moons (currently updated to 5.7.4), using nebular's bypass, the script syber provided (thank you syber), and I'm using leviathan's tutorial to update the offsets... the only thing I can think of that might be the problem is either the script itself (idk know this coding, so I'm trusting syber) or the offset I'm picking. I'm picking the one most similar to the original though so I'm not sure...
Ok, up to this point I've gotten speed and zoom hacks to work, but not vac. Because of that I know my method is correct, but apparently not my script. Anyone have one that they know works?
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