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Europe [Request] SAWSIL script + AoB's for any version.

Discussion in 'Discussion' started by SirJafel, Aug 1, 2010.

  1. SirJafel

    SirJafel Guest

    Hi all, I'm searching for a SAWSIL script, as title says the version doesnt matter, as long as the AoB's are in the script.

    ~jafel


    EDIT: Also if someone has a v.53 .exe file, would be nice :D.
     
  2. SirJafel

    SirJafel Guest

    would that be same as this?:

    Code (Text):
    1. [enable]
    2. //Created by ICE} and Duffy perfected by x0r
    3. //Number of Monster Control added by GMZorita
    4. //updated by TheonlyTazz for V53 EMS
    5. //Thanks to Dwuz001 and Samilito1337 for pointing me to the monster adress
    6. alloc(count,32)
    7. alloc(stop,32)
    8. alloc(Monsters,32)
    9. registerSymbol(Monsters)
    10. label(return)
    11.  
    12. Monsters:
    13. dd 06   /// change to the amount of monsters before stop
    14.  
    15. 006b1e65: // AOB: 0f 84 c9 03 00 00 83 7e 01 00
    16. jmp count
    17. nop
    18. return:
    19.  
    20.  
    21. count:
    22. pushfd
    23. mov eax, [82016c]   //Monster Pointer
    24. mov eax, [eax+10]
    25. cmp eax, [Monsters]  
    26. jle stop
    27. popfd
    28. jmp return
    29.  
    30. stop:
    31. popfd
    32. jne 006b2234
    33.  
    34. 006b3620:  // AOB: 0f 84 61 fd ff ff 3b c6
    35. jne 006b3387
    36.  
    37. [disable]
    38. 006b1e65:
    39. je 006b2234
    40. 006b3620:
    41. je 006b3387
    42. dealloc(count)
    43. dealloc(stop)
    Oh, and is monster pointer same as mob count? (yes noobish, but dont have CEM and want to update asap.)

    Code (Text):
    1. //Created by Cam1596
    2. [enable]
    3. alloc(SAWMCIB,52)
    4. alloc(MobC,4)
    5. registersymbol(MobC)
    6. label(UnlockA)
    7.  
    8. 00A45832:
    9. call SAWMCIB
    10.  
    11. SAWMCIB:
    12. push ebx
    13. mov ebx,[ecx+24]
    14. cmp ebx,[MobC]
    15. jg UnlockA
    16. mov ebx,f88320eb
    17. mov [00A54CBB],ebx//Lock
    18. pop ebx
    19. jmp 006f1c28//Orginal Opcode Call Address
    20.  
    21. UnlockA:
    22. mov ebx,f8832a7e
    23. mov [00A54CBB],ebx//Unlock
    24. pop ebx
    25. jmp 006f1c28
    26.  
    27. MobC:
    28. dd 00
    29.  
    30. [disable]
    31. 00A45832://E8 ? ? ? FF 3B C7 89 45 ? 0F 84 ? ? 00 00 8B 80
    32. db e8 f1 c3 ca ff
    33. 00A54CBB://7E ? 83 F8 ? 7D ? 8B 41 ? 2B C2 3D 6A FF FF FF 7E ? 3D
    34. db 7e 2a
    35. dealloc(SAWMCIB)
    36. dealloc(MobC)
    37. unregistersymbol(MobC)
    Update with AoB's then check the opcode at play screen and fill them in the script right? I'm still kinda tired, oh and shouldn't I also update the lock addy? o.O
     
  3. Lollage

    Lollage Well-Known Member

    Goodluck on updating it jafel ;D.
    I think it's much easier in a bot/.dll, I got it somewhere in my documents xD.


    Btw Ant,
    Code (Text):
    1.  
    2. ItemXY:
    3. cmp [esp],004EDEEB
    4. jne PtInRect
    5. push eax
    6. mov eax,[esp+0C]
    7. mov [ItemPosX],eax
    8. mov eax,[esp+10]
    9. mov [ItemPosY],eax
    10. pop eax
    11. jmp PtInRect
    12.  
    This might help you, I found it somewhere..
    And it's from v62 I think o-o
     
  4. SirJafel

    SirJafel Guest

    I want sawsil to create a script that vacs you to items (like kami) and not to monsters, and when you are being vacced, you stop attacking, like Ant3 and I have been discussing in the "How to loot with BoT DEM" thread.
     
  5. Lollage

    Lollage Well-Known Member

    You might make a thread at the request section asking any C++ Coder which knows ASM in C++, to make something like when Spawn Is lower than # > Stop attacking > Start Kami Item Vac > When Spawn Is Higher than # > Start Attacking.
    Do you mean something like that?

    It could also be made with ASM Script..
    I'll help you, brb.

    Code (Text):
    1.  
    2. [enable]
    3. //SAWSIL 0.59 EMS
    4. //By Jonny
    5. alloc(Counter,32)
    6. alloc(Pause1,32)
    7. alloc(Mobs,4)
    8. registersymbol(Mobs)
    9. label(Return)
    10.  
    11. Mobs:
    12. db 00 00
    13.  
    14. 007B86E4: // 33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    15. jmp Counter
    16. nop
    17.  
    18. Return:
    19. Counter:
    20. mov eax, [009B0A8C]
    21. mov eax, [eax+24]
    22. cmp eax, [Mobs]
    23. jle Pause1
    24. jmp Return
    25. Pause1:
    26. xor eax, eax
    27. test eax, eax
    28. je 007B86E8
    29.  
    30. [disable]
    31. 007B86E4: //33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    32. db 33 c0 85 c0 75 67
    33. dealloc(Counter)
    34. dealloc(Pause1)
    35. dealloc(Mobs)
    36. unregistersymbol(Mobs)
    It's for EMS v59.
    This is the information about it :
    Add "mobs" too your cheat table, change its value to the minimum value of mobs on the map before you cant attack.

    I'll get the v59.cem and I'll make your AoB's.
     
  6. SirJafel

    SirJafel Guest

    I can't C++ myself, also I like to do things myself :D It's a learning process.
     
  7. Lollage

    Lollage Well-Known Member

    Okay,
    Well, do you still want me to give you the AoB's?
    I got the v59.exe right here ;D.
     
  8. SirJafel

    SirJafel Guest

    whooo :D AoB;'s are nice yeah :D

    Oh, and the exe too :D if it's not too much trouble.
     
  9. SirJafel

    SirJafel Guest

    k :D Well, if I succeed (small chance since ant3 didnt either) I think i'll release, just keep it at ccplz.net
     
  10. Lollage

    Lollage Well-Known Member

    http://www.megaupload.com/?d=MBZBGL2D < v59.exe

    I also added a non-variable AoB to the script I posted above, I'm making it variable now. D:


    @Ant.
    Noproblem, I didn't test it because I cba to test it back when I found it ;D. But oh well.
     
  11. SirJafel

    SirJafel Guest

    tyvm :DD
    I'm dlin now.

    edit: unable to find ijil.dll or something :P Ah, I'll just try it like this.
     
  12. Lollage

    Lollage Well-Known Member

    Put it in your maplestory folder.
    Next to the v63 one. D:
     
  13. SirJafel

    SirJafel Guest

    Ty, and is this correctly updated? (fail attempt.)

    Code (Text):
    1. [enable]
    2. //SAWSIL 0.63 EMS
    3. //By Jonny
    4. //updated by iRfail Jafel
    5. alloc(Counter,32)
    6. alloc(Pause1,32)
    7. alloc(Mobs,4)
    8. registersymbol(Mobs)
    9. label(Return)
    10.  
    11. Mobs:
    12. db 00 00
    13.  
    14. 00899AF9: // 33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    15. jmp Counter
    16. nop
    17.  
    18. Return:
    19. Counter:
    20. mov eax, [009B0A8C]
    21. mov eax, [eax+24]
    22. cmp eax, [Mobs]
    23. jle Pause1
    24. jmp Return
    25. Pause1:
    26. xor eax, eax
    27. test eax, eax
    28. je 007B86E8
    29.  
    30. [disable]
    31. 00899AF9: //33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    32. db 33 c0 85 c0 75 67
    33. dealloc(Counter)
    34. dealloc(Pause1)
    35. dealloc(Mobs)
    36. unregistersymbol(Mobs)
     
  14. Lollage

    Lollage Well-Known Member

    Code (Text):
    1.  
    2. //SAWSIL 0.63 EMS
    3. //By Jonny
    4. //updated by iRfail Jafel
    5. alloc(Counter,32)
    6. alloc(Pause1,32)
    7. alloc(Mobs,4)
    8. registersymbol(Mobs)
    9. label(Return)
    10.  
    11. Mobs:
    12. db 00 00
    13.  
    14. 00899AF9: // 33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    15. jmp Counter
    16. nop
    17.  
    18. Return:
    19. Counter:
    20. mov eax, [[B]009B0A8C][/B]//  Monster Counter/Pointer?
    21. mov eax, [eax+[B]24[/B]]  // Monster Offset?
    22. cmp eax, [Mobs]
    23. jle Pause1
    24. jmp Return
    25. Pause1:
    26. xor eax, eax
    27. test eax, eax
    28. je [B]007B86E8[/B] // This should be an opcode of the addy you updated or some addy's underneath it.. :D
    29.  
    30.  
    31. [disable]
    32. 00899AF9: //33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    33. db 33 c0 85 c0 75 67
    34. dealloc(Counter)
    35. dealloc(Pause1)
    36. dealloc(Mobs)
    37. unregistersymbol(Mobs)
    Could be that you already updated those, but I haven't updated it myself, it's just what I think it should be ;d
     
  15. SirJafel

    SirJafel Guest

    oh yeah, forgot to update some shiit in the script :P sowwy
     
  16. SirJafel

    SirJafel Guest

    Code (Text):
    1. //SAWSIL 0.63 EMS
    2. //By Jonny
    3. //updated by iRfail Jafel
    4. alloc(Counter,32)
    5. alloc(Pause1,32)
    6. alloc(Mobs,4)
    7. registersymbol(Mobs)
    8. label(Return)
    9.  
    10. Mobs:
    11. db 00 00
    12.  
    13. 00899AF9: // 33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    14. jmp Counter
    15. nop
    16.  
    17. Return:
    18. Counter:
    19. mov eax, [ADA544]//  Monster Counter/Pointer?
    20. mov eax, [eax+10]  // Monster Offset?
    21. cmp eax, [Mobs]
    22. jle Pause1
    23. jmp Return
    24. Pause1:
    25. xor eax, eax
    26. test eax, eax
    27. je 00899AF9
    28.  
    29.  
    30. [disable]
    31. 00899AF9: //33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    32. db 33 c0 85 c0 75 67
    33. dealloc(Counter)
    34. dealloc(Pause1)
    35. dealloc(Mobs)
    36. unregistersymbol(Mobs)

    yeah....
     
  17. Lollage

    Lollage Well-Known Member


    Should be correct I guess. I haven't checked the addy though, have you compared the opcode from the v59 addy and the new addy?
    If it's the same, or if it starts with the same then I'm 90% sure it's correct ;)
     
  18. SirJafel

    SirJafel Guest

    it's still
    Code (Text):
    1. xor eax, eax

    Imma change the mob count -> item count:
    Code (Text):
    1. //SAWSIL 0.63 EMS
    2. //By Jonny
    3. //updated by iRfail Jafel
    4. alloc(Counter,32)
    5. alloc(Pause1,32)
    6. alloc(Mobs,4)  //items
    7. registersymbol(Mobs) //items
    8. label(Return)
    9.  
    10. Mobs: //items
    11. db 00 00
    12.  
    13. 00899AF9: // 33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    14. jmp Counter
    15. nop
    16.  
    17. Return:
    18. Counter:
    19. mov eax, [ADA544]//  Monster Counter/Pointer? change into item counter: ADBF90
    20. mov eax, [eax+10]  // Monster Offset? change into item offset: 28
    21. cmp eax, [Mobs]
    22. jle Pause1 //make it so it jumps if greater or equal: jge
    23. jmp Return
    24. Pause1:
    25. xor eax, eax
    26. test eax, eax
    27. je 00899AF9
    28.  
    29.  
    30. [disable]
    31. 00899AF9: //33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    32. db 33 c0 85 c0 75 67
    33. dealloc(Counter)
    34. dealloc(Pause1)
    35. dealloc(Mobs) //items
    36. unregistersymbol(Mobs) //items
    now change it:

    Code (Text):
    1. //SAWIRA  0.63 EMS
    2. //By iRfail Jafel
    3. //This is not allowed to be posted @mpc!
    4.  
    5. alloc(Counter,32)
    6. alloc(Pause1,32)
    7. alloc(items,4)  //items
    8. registersymbol(items) //items
    9. label(Return)
    10.  
    11. items: //items
    12. db 00 00
    13.  
    14. 00899AF9: // 33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    15. jmp Counter
    16. nop
    17.  
    18. Return:
    19. Counter:
    20. mov eax, [ADBF90]//  Monster Counter/Pointer? change into item counter: ADBF90
    21. mov eax, [eax+28]  // Monster Offset? change into item offset: 28
    22. cmp eax, [items] //items
    23. jge Pause1 //make it so it jumps if greater or equal: jge
    24. jmp Return
    25. Pause1:
    26. xor eax, eax
    27. test eax, eax
    28. je 00899AF9
    29.  
    30.  
    31. [disable]
    32. 00899AF9: //33 c0 85 c0 75 67 6a 20 58 e8 ce ad 0f 00 8b c4 6a 0a 50 ff 75 18
    33. db 33 c0 85 c0 75 67
    34. dealloc(Counter)
    35. dealloc(Pause1)
    36. dealloc(items) //items
    37. unregistersymbol(items) //items
    tell me if I did it correct, cba to test myself atm.
    Change
    items:
    db 00 00
    to your amount. (in HEX dohh.)
     
  19. Lollage

    Lollage Well-Known Member

    k, well, I hope it works.
    Goodluck with trying the stuff you want to try :)
     
  20. SirJafel

    SirJafel Guest

    I posted my script o.O anyone test please :D (its in my previous post.
     

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