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Europe Who want to check where my code fails?

Discussion in 'Discussion' started by fre024, Aug 28, 2010.

  1. fre024

    fre024 Banned Banned

    Would this code tele the monsters to (0,0) ?


    Code (Text):
    1.  
    2. [Enable]
    3. label(TeleRet)
    4.  
    5. 0083FF1E:
    6. jmp Tele
    7. db 90
    8. TeleRet:
    9.  
    10.  
    11. Tele:
    12. push eax
    13. mov eax, [00ADBF90]
    14. mov eax, [eax+28]
    15. cmp eax, 01
    16. pop eax
    17. jl TeleRet
    18. push ad
    19. mov eax,[00ADA544]
    20. mov eax, [eax+28]// Mob - X (original)
    21. mov ebx,[00ADA544]
    22. mov ebx, [eax+04]// Mob - Y (original)
    23. mov eax,0 // Mob - X (new)
    24. mov ebx,0 // Mob - Y (new)
    25. popad
    26. jmp TeleRet
    27.  
    28. [Disable]
    29.  
    Also i don't care if this a/b or d/c i m just trying to learn a lil bit.
    PS: anyone know why my MMS only attach to Maplestory in 10% of the time?

    Thx.
     
  2. David...

    David... Banned Banned

    pushad*

    And no, I don't think it would work tbh..
     
  3. Danny1994

    Danny1994 Likes to contribute Coder

    No this wont work.
    Your Mob X Pointer totaly fails.

    The current eMS v.63d Mob X Pointer is :
    Copy Paste of my Kami.

    And if you would inject this code into ms, it wouldn't do anything. (Maybe a Crash or smthing)
    Because :
    Theres no Addy
    Theres no function wich says what to do with the Mob X/Y
     
  4. fre024

    fre024 Banned Banned

    This change the mob x,y to 0 ?
    Code (Text):
    1.  
    2. mov eax,0
    3. mov ebx,0
    4.  
    This is my whole script

    Code (Text):
    1.  
    2. [Enable]
    3. label(TeleRet)
    4.  
    5. 0083FF1E:
    6. jmp Tele
    7. db 90
    8. TeleRet:
    9.  
    10.  
    11. Tele:
    12. push eax
    13. mov eax, [00ADBF90]
    14. mov eax, [eax+28]
    15. cmp eax, 01
    16. pop eax
    17. jl TeleRet
    18. push ad
    19. mov eax,[00ADA544]
    20. mov eax, [eax+28]// Mob - X (original)
    21. mov ebx,[00ADA544]
    22. mov ebx, [eax+04]// Mob - Y (original)
    23. mov eax,0  // Mob - X (new)
    24. mov ebx,0  // Mob - Y (new)
    25. popad
    26. jmp TeleRet
    27.  
    28. [Disable]
    29.  
     
  5. highlights

    highlights Well-Known Member

    Code (Text):
    1. [Enable]
    2. label(TeleRet)
    3. alloc(Tele,64)
    4. label(End)
    5.  
    6. 0083FF1E:
    7. jmp Tele
    8. db 90
    9. TeleRet:
    10.  
    11. Tele:
    12. pushad
    13. mov esi,[00ADBF90]
    14. cmp [esi+10],0
    15. je End
    16. mov eax,[00ADA544]
    17. mov eax, [eax+28]//here u put the correct mob X thing...
    18. mov ebx,[00ADA544]
    19. mov ebx, [eax+04]// here u put the correct mob Y thing...
    20. mov eax,0 //X pos
    21. mov ebx,0 //Y pos
    22. jmp End
    23.  
    24. End:
    25. popad
    26. jmp TeleRet
    27.  
    28. [Disable]
    29.  
    i just threw this together
    u have to add the mob X/Y urself
     
  6. fre024

    fre024 Banned Banned

    I see, but where do i find the correct mob X,Y thing?

    In Kamscripts it is like this
    4e8
    4ec

    But danny told me other ones.
    28
    04

    Edit: it is obviously
    4e8 and 4ec because they crashed me while the 28 and 04 did nothing.
     
  7. highlights

    highlights Well-Known Member

    danny is right
    the mob X/Y pos is a multi lvl pointer (in other words it got more then 1 offset)
    so it should be something like

    Code (Text):
    1.  
    2. mov eax,[00ADA544] //mob pointer
    3. mov eax,[eax+28] //1th mob struct thing
    4. mov eax,[eax+04] //2nd mob struct thing
    5. mov ecx,[eax+4E8] //the things we have put into "eax" +  mob X offset = real mob X pointer
    6. mov eax,[eax+4EC] //the same but with Y
    7. mov ecx,0 //X pos  lets change the value at mob X to what we want (0 in this case)
    8. mov eax,0 //Y pos  u know...
     
  8. fre024

    fre024 Banned Banned

    Would this script tele monsters to items and myself?
    I added red part.

    Code (Text):
    1.  
    2. [ENABLE]
    3. alloc(ItemXY,150)
    4. alloc(ItemPosX,12)
    5. alloc(ItemPosY,12)
    6. registersymbol(ItemPosX)
    7. registersymbol(ItemPosY)
    8.  
    9. alloc(ChangeValue, 100)
    10. label(ChangeValueRet)
    11.  
    12. 0083FF1E://39 ?? ?? ?? ?? ?? 8d 8e ?? ?? ?? ?? 74 ?? ?? e8 ?? ?? ?? ?? 39 ?? ?? ?? ?? ?? 8d ?? ?? ?? ?? ?? 74 02
    13. jmp ChangeValue
    14. nop
    15. ChangeValueRet:
    16.  
    17.  
    18. ChangeValue:
    19. pushad
    20. mov esi,[ItemPosX]
    21. mov eax,[00ADA8DC]
    22. mov [eax+20], esi
    23.  
    24. [COLOR="red"]mov ebx,[00ADA544] //Mob offset
    25. mov ebx, [ebx+28]
    26. mov ebx, [ebx+04]
    27. mov ebx, [ebx+4e8]
    28. mov ebx,esi //X-Mob[/COLOR]
    29.  
    30.  
    31. mov esi,[ItemPosY]
    32. mov eax,[00ADA8DC]
    33. mov [eax+60], esi
    34.  
    35. [COLOR="red"]mov ecx,[00ADA544] //Mob offset
    36. mov ecx, [ecx+28]
    37. mov ecx, [ecx+04]
    38. mov ecx, [ecx+4ec]
    39. mov ecx,esi //Y-Mob[/COLOR]
    40.  
    41.  
    42.  
    43. popad
    44.  
    45.  
    46.  
    47. jmp ChangeValueRet
    48.  
    49.  
    50.  
    51.  
    52. // get this AoB yourself since it changes from computer to computer (not always but for some)
    53. 00ADE6F4: //de ?? ?? ?? ?? ?? 48 75 ?? 0f 48 75 ?? 2f
    54. dd ItemXY
    55.  
    56. ItemXY: // thanks to cam
    57. cmp [esp],004F6134 //85 c0 75 ?? 83 4d ?? ?? 39 45 ?? 74 ?? 50
    58. jne PtInRect
    59. push eax
    60. mov eax,[esp+0C]
    61. mov [ItemPosX],eax
    62. mov eax,[esp+10]
    63. mov [ItemPosY],eax
    64. pop eax
    65. jmp PtInRect
    66.  
    67.  
    68. [DISABLE]
    69. 00ADE6F4:
    70. dd PtInRect
    71.  
    72. 0083FF1E:
    73. cmp [esi+00000cd0],ebx
    74.  
    75. dealloc(ItemXY)
    76. dealloc(ChangeValue)
    77. dealloc(ItemPosX)
    78. dealloc(ItemPosY)
    79.  
     

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