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Maple Classic Vac working - small Showcase
Discussion on Maple Classic Vac working - small Showcase within the MapleStory forum part of the MMORPGs category.
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#1
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Join Date: Oct 2019
Posts: 21
Received Thanks: 9
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Maple Classic Vac working - small Showcase
No crash, no kick to login. Pretty stable even after the new bot mechanisms they got going on.
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#2
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elite*gold: 0
Join Date: Dec 2025
Posts: 5
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Hyped for this! would love to find out more about keys or where to buy.
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#3
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Join Date: Aug 2016
Posts: 1
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runing on linux?
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#4
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Join Date: Oct 2019
Posts: 21
Received Thanks: 9
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Quote:
Originally Posted by concledore
runing on linux?
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Windows 11
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#5
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Join Date: May 2019
Posts: 155
Received Thanks: 26
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Sick no idea how you got it to stop dcing but **** this gives me hope
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#6
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Join Date: Aug 2009
Posts: 87
Received Thanks: 1
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amzing
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#7
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Join Date: Oct 2024
Posts: 11
Received Thanks: 1
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Does nothing to show it doesn't dc or ban 🤮 Maybe showcase an account getting to level 30 with this, should be easy, no?
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#8
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Join Date: Jan 2022
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Quote:
Originally Posted by baadf00d
Does nothing to show it doesn't dc or ban 🤮 Maybe showcase an account getting to level 30 with this, should be easy, no?
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Yeah lmao. I could record 30s doing the same thing. Proves nothing. OP just wanted to flex for fun.
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#9
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Join Date: Oct 2019
Posts: 21
Received Thanks: 9
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Quote:
Originally Posted by baadf00d
Does nothing to show it doesn't dc or ban 🤮 Maybe showcase an account getting to level 30 with this, should be easy, no?
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Yeah i will, currently lvl 27. Just rather use new ones for testing new stuff just incase
Quote:
Originally Posted by ohbobbyoh
Yeah lmao. I could record 30s doing the same thing. Proves nothing. OP just wanted to flex for fun.
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Well im lvl 27 now lol
Code:
CMob struct offsets:
+0x2B8 ctrl1 (render controller) ZRef — actual object is (*)-0x20
+0x2C0 ctrl2 (predict controller) ZRef — actual object is (*)-0x20
+0x2E4 ack state (ZtlSecureTear)
+0x3A8 template pointer (validity check)
+0x3DC action/facing (ZtlSecureTear)
+0x830/+0x818 X/Y int
g_CMobPool 0x3BF1D60
static void vac(void* p)
{
RelocCtx* c = (RelocCtx*)p; c->result = 0;
__try {
ULONG_PTR r = *(ULONG_PTR*)(c->mob + 0x2B8);
if (r < 0x20) { c->result = -1; return; }
void* ctrl1 = (void*)(r - 0x20);
int action = 0; StRead(c->mob + 0x3DC, &action);
int sn = NavFhSnAtPos(c->x, c->y);
void* fh = nullptr;
ULONG_PTR space = *(ULONG_PTR*)(g_gameBase + RVA_PHYSICAL_SPACE);
if (sn > 0 && space > 0x10000)
fh = ((tPsGetFh)(g_gameBase + RVA_PS_GETFOOTHOLD))((void*)space, sn);
if (!fh) { c->result = -3; return; } // no floor under target: skip
if (*(ULONG_PTR*)(c->mob + 0x3A8) < 0x10000) { c->result = -5; return; }
((tVcSetPos)(g_gameBase + RVA_VECCTRL_SETPOS))
(ctrl1, 1, c->x, c->y, 0, 0, action, fh);
((tMobReset)(g_gameBase + RVA_MOB_RESETAHEAD))((void*)c->mob, 0);
if (g_relGapMs == 0)
((tMobReset)(g_gameBase + RVA_MOB_RESETAHEAD))((void*)c->mob, 1);
c->result = 2;
} __except(1) { c->result = -2; }
}
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#10
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elite*gold: 0
Join Date: Oct 2024
Posts: 11
Received Thanks: 1
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delete this 😂
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#11
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Join Date: Jan 2022
Posts: 8
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Quote:
Originally Posted by baadf00d
delete this 😂
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Why?
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#12
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elite*gold: 0
Join Date: Oct 2024
Posts: 11
Received Thanks: 1
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Quote:
Originally Posted by ohbobbyoh
Why?
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I was kidding
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#13
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Join Date: Nov 2006
Posts: 11
Received Thanks: 0
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good work ! keep it up. I also learning how to do it on my own as well
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#14
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Join Date: Mar 2011
Posts: 10
Received Thanks: 1
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Quote:
Originally Posted by compaq2201

No crash, no kick to login. Pretty stable even after the new bot mechanisms they got going on.
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Can I test it?
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#15
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elite*gold: 0
Join Date: Oct 2022
Posts: 54
Received Thanks: 2
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Quote:
Originally Posted by compaq2201
Yeah i will, currently lvl 27. Just rather use new ones for testing new stuff just incase
Well im lvl 27 now lol
Code:
CMob struct offsets:
+0x2B8 ctrl1 (render controller) ZRef — actual object is (*)-0x20
+0x2C0 ctrl2 (predict controller) ZRef — actual object is (*)-0x20
+0x2E4 ack state (ZtlSecureTear)
+0x3A8 template pointer (validity check)
+0x3DC action/facing (ZtlSecureTear)
+0x830/+0x818 X/Y int
g_CMobPool 0x3BF1D60
static void vac(void* p)
{
RelocCtx* c = (RelocCtx*)p; c->result = 0;
__try {
ULONG_PTR r = *(ULONG_PTR*)(c->mob + 0x2B8);
if (r < 0x20) { c->result = -1; return; }
void* ctrl1 = (void*)(r - 0x20);
int action = 0; StRead(c->mob + 0x3DC, &action);
int sn = NavFhSnAtPos(c->x, c->y);
void* fh = nullptr;
ULONG_PTR space = *(ULONG_PTR*)(g_gameBase + RVA_PHYSICAL_SPACE);
if (sn > 0 && space > 0x10000)
fh = ((tPsGetFh)(g_gameBase + RVA_PS_GETFOOTHOLD))((void*)space, sn);
if (!fh) { c->result = -3; return; } // no floor under target: skip
if (*(ULONG_PTR*)(c->mob + 0x3A8) < 0x10000) { c->result = -5; return; }
((tVcSetPos)(g_gameBase + RVA_VECCTRL_SETPOS))
(ctrl1, 1, c->x, c->y, 0, 0, action, fh);
((tMobReset)(g_gameBase + RVA_MOB_RESETAHEAD))((void*)c->mob, 0);
if (g_relGapMs == 0)
((tMobReset)(g_gameBase + RVA_MOB_RESETAHEAD))((void*)c->mob, 1);
c->result = 2;
} __except(1) { c->result = -2; }
}
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Please provide me with these addresses, you forgot to include them.
RVA_MOB_RESETAHEAD
RVA_VECCTRL_SETPOS
RVA_PS_GETFOOTHOLD
RVA_PHYSICAL_SPACE
g_gameBase
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