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Laiden ego problem
Discussion on Laiden ego problem within the Dekaron forum part of the MMORPGs category.
01/15/2010, 22:45
#1
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Join Date: Jun 2008
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Laiden ego problem
Heeeya all,
Im doing Crespo A runs but the laiden egos are not spawning.
I really tryd to figure it in the CE scripts but then I get errors. Im feeling dumb and im in need of help
This is what I use: ( CSV editing, doesnt work atm so no need to suggest that
)
[ENABLE]
alloc(newmem,2048)
label(returnhere)
label(originalcode)
label(exit)
0045C46E:
jmp newmem
nop
returnhere:
newmem:
//DwExploreRange eax
mov [eax+08],00000040//DwSight eax+08
mov [eax+04],00000040//DwPersuitRange eax+04
//DwAvoidRange eax+0C
//mov [eax+10],00000500//DwExploreStandDelay eax+10
//mov [eax+14],00000500//DwExploreMoveDelay eax+14
//mov [eax+18],00000500//DwStandDelay eax+18
//mov [eax+1C],00000500//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,30 // number spawn
mov [eax+8c],edx
mov edx,64 // time delay spawn
mov [eax+90],edx
mov edx,99 // # follow monster
mov [eax+3C],edx
mov [ecx+20],edx // # follow my master
exit:
jmp returnhere
[DISABLE]
dealloc(newmem)
0045C46E:
mov edx,[eax+1c]
mov [ecx+20],edx
[ENABLE]
alloc(MonsterProperties,2048)
label(ReturnMonsterProperties)
label(MonsterRange)
label(ReturnMonsterRange)
label(MonsterAggro)
label(PropertyBace)
registersymbol(MonsterAggro)
registersymbol(PropertyBace)
0045C46E: //8B 80 98 00 00 00 89 81 9C 00
jmp MonsterProperties
nop
ReturnMonsterProperties:
0053D4F5: //89 54 24 48 8B 01 FF 50 0C 8B
jmp MonsterRange
nop
ReturnMonsterRange:
0053D50A: //0F B7 86 54 01 00 00 8B 0D
mov eax,[MonsterAggro]
nop
nop
MonsterProperties:
push eax
mov eax,[eax+00000098] //Original Code
mov [ecx+0000009C],eax //Original Code
pop eax
mov [PropertyBace],ecx
//mov [ecx+00],00000000 //DwInfoIndex
mov [ecx+04],0000004B //DwExploreRange
mov [ecx+08],0000004B //DwSight
mov [ecx+0C],0000004B //DwPersuitRange
//mov [ecx+10],00000000 //DwAvoidRange
mov [ecx+14],00000000 //DwExploreStandDelay
//mov [ecx+18],00000000 //DwExploreMoveDelay
//mov [ecx+1C],00000000 //DwStandDelay
mov [ecx+20],000001F4 //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],000000FA //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],99999999 //dwMaxSummonsMonsterCount
mov [eax+94],00000001 //dwtimeSummonsMonsterdelay
mov [ecx+98],00000000 //dwReSummonsMonsterTick
mov [ecx+9C],00000000 //dwMaxSummonsMonsterRange
mov [ecx+A0],00000000 //dwSummonsStartPcCount
//mov [eax+A4],00000000 //PatternType
mov eax,[ecx+0000009C] //Original Code
jmp ReturnMonsterProperties
MonsterRange:
mov [esp+48],edx
mov [esp+30],00000000
mov [esp+4c],00000000
mov byte ptr [esi+00000174],00 // malee attack range = 0
mov byte ptr [esi+00000244],00 // magic attack range = 0
//mov [esi+00000240],0000000 //other attack range to 0
//mov [esi+0000023c],0000000 //other attack range to 0
//mov [esi+00000238],0000000 //other attack range to 0
mov eax,[ecx]
jmp ReturnMonsterRange
MonsterAggro:
db 03 00 00 00
PropertyBace:
db 00 00 00 00
[DISABLE]
dealloc(MonsterProperties)
unregistersymbol(MonsterAggro)
unregistersymbol(PropertyBace)
0045C46E:
mov eax,[eax+00000098]
0053D4F5:
mov [esp+48],edx
mov eax,[ecx]
0053D50A:
movzx eax,word ptr [esi+00000154]
Could someone of you please figure out how to get the laiden egos back?
Thanks in advance!
01/15/2010, 22:50
#2
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Received Thanks: 161
mm, just use the normal no dc dung vac and uncomment all the spawning part if you dont do it in csv (i know it isnt working atm).
01/15/2010, 22:53
#3
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Quote:
//mov edx,30 // number spawn
//mov [eax+8c],edx
//mov edx,64 // time delay spawn
//mov [eax+90],edx
make it:
Quote:
mov edx,30 // number spawn
mov [eax+8c],edx
mov edx,64 // time delay spawn
mov [eax+90],edx
Just remove the // in front of those lines
01/15/2010, 22:57
#4
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Quote:
Originally Posted by
skabed
mm, just use the normal no dc dung vac and uncomment all the spawning part if you dont do it in csv (i know it isnt working atm).
Thanks for the advise, once again!
But that is kinda the problem, when I think I removed the spawning part in the CE it gives errors or DCS.
~ Thanks so much sachamo512!
01/15/2010, 23:00
#5
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it shouldn't give you any problems. The DC may be due to the fact that you're not using the dungeon vac...it crashes alot more with regular vac script.
01/15/2010, 23:04
#6
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I am using the Dungon no dc vac, not using any of the normal Vac. I only had DC's when I changed things in the VAC.
Gonna try a run now! Thanks!
01/15/2010, 23:14
#7
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Bah, you're lucky that you vac is working, if i try to use any ce cheat i get a instant dc, and I did all well.
01/15/2010, 23:19
#8
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update your offsets...
01/15/2010, 23:38
#9
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Okay No DC during the run but I had no laiden ego's.
Bah!
01/15/2010, 23:44
#10
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weird...i haven't tried to get ego's so I'm not even sure what to try next...it should be working
01/15/2010, 23:48
#11
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Well thanks anyway!
If anything comes to youre mind then please post it.
01/15/2010, 23:50
#12
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will do
01/15/2010, 23:55
#13
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Quote:
Originally Posted by
sachamo512
update your offsets...
This was nearly an insult, nah jk. The upsets are updated, and everything should work, but idk what fails, bah i'm really tired so i may did something wrong, i will try it tomorrow.
01/16/2010, 00:01
#14
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i'm sorry :P
but that's the most common reason for dc/crash
01/16/2010, 00:33
#15
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try
Code:
[ENABLE]
alloc(MonsterProperties,2048)
label(ReturnMonsterProperties)
label(MonsterRange)
label(ReturnMonsterRange)
label(MonsterAggro)
label(PropertyBace)
registersymbol(MonsterAggro)
registersymbol(PropertyBace)
0045C74E: //8B 80 98 00 00 00 89 81 9C 00
jmp MonsterProperties
nop
ReturnMonsterProperties:
0053D055: //89 54 24 48 8B 01 FF 50 0C 8B
jmp MonsterRange
nop
ReturnMonsterRange:
0053D06A: //0F B7 86 54 01 00 00 8B 0D
mov eax,[MonsterAggro]
nop
nop
MonsterProperties:
push eax
mov eax,[eax+00000098] //Original Code
mov [ecx+0000009C],eax //Original Code
pop eax
mov [PropertyBace],ecx
//mov [ecx+00],00000000 //DwInfoIndex
mov [ecx+04],0000004B //DwExploreRange
mov [ecx+08],0000004B //DwSight
mov [ecx+0C],0000004B //DwPersuitRange
//mov [ecx+10],00000000 //DwAvoidRange
mov [ecx+14],00000000 //DwExploreStandDelay
//mov [ecx+18],00000000 //DwExploreMoveDelay
//mov [ecx+1C],00000000 //DwStandDelay
mov [ecx+20],000001F4 //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],000000FA //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],99999999 //dwMaxSummonsMonsterCount
mov [ecx+94],00000000 //dwReSummonsMonsterTick
mov [ecx+98],00000000 //dwMaxSummonsMonsterRange
mov [ecx+9C],00000000 //dwSummonsStartPcCount
//mov [eax+A0],00000000 //PatternType
mov eax,[ecx+0000009C] //Original Code
jmp ReturnMonsterProperties
MonsterRange:
mov [esp+48],edx
mov [esp+30],00000000
mov [esp+4c],00000000
//mov [esi+00000240],0000000 //other attack range to 0
//mov [esi+0000023c],0000000 //other attack range to 0
//mov [esi+00000238],0000000 //other attack range to 0
mov eax,[ecx]
jmp ReturnMonsterRange
MonsterAggro:
db 03 00 00 00
PropertyBace:
db 00 00 00 00
[DISABLE]
dealloc(MonsterProperties)
unregistersymbol(MonsterAggro)
unregistersymbol(PropertyBace)
0045C74E:
mov eax,[eax+00000098]
0053D055:
mov [esp+48],edx
mov eax,[ecx]
0053D06A:
movzx eax,word ptr [esi+00000154]
dont forget to update the offsite
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