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Some functions are client side, so, easy hackable. I found the speed hack indeed affects the player movement and attack speed, so...
Attack Speed: from: 65 01 65 01 6c 07 65 01 6c 04 a2 75 6d 07 to: 65 01 65 01 6c 07 02 02 24 ?? a2 75 6d 07 example: x4 Speed (enough for combo and killing) 65 01 65 01 6c 07 02 02 24 04 a2 75 6d 07 Walk Speed: from: d0 66 dd 32 66 9a 04 2c ab 5a 24 01 46 94 0b 02 75 d5 to: 02 02 02 02 02 02 02 02 02 02 24 ?? 02 02 02 02 75 d5 example: x2 (enough is enough) 02 02 02 02 02 02 02 02 02 02 24 02 02 02 02 02 75 d5 If someone is interested, the auto-assemble script is done, including 'piercing' for all projectiles, rangers becomes deadly! [ENABLE] Aobscan(_attack,65 01 65 01 6c 07 65 01 6c 04 a2 75 6d 07) label(attack) registersymbol(attack) _attack: attack: db 65 01 65 01 6c 07 02 02 24 04 a2 75 6d 07 Aobscan(_speed,d0 66 dd 32 66 9a 04 2c ab 5a 24 01 46 94 0b 02 75 d5) label(speed) registersymbol(speed) _speed: speed: db 02 02 02 02 02 02 02 02 02 02 24 02 02 02 02 02 75 d5 Aobscan(_pierce,d0 2a 63 09 66 98 3b 91 63 0a) label(pierce) registersymbol(pierce) _pierce: pierce: db d0 2a 63 09 66 98 3b 02 63 0a [DISABLE] |
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News so far:
Projectiles pierce enemies and walls, I'm working on a code to walk anywhere now. Funny, enemy projectiles also pierce everything, but since the collision code is server side, will not affect the player! |
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Latest version (with new grinding areas)
[ENABLE] // OK Aobscan(_attack,65 01 65 01 6c 07 65 01 6c 04 a2 75 6d 07) label(attack) registersymbol(attack) _attack: attack: db 65 01 65 01 6c 07 02 02 24 06 a2 75 6d 07 // MASK d0 66 ?? 32 66 ?? 04 2c ?? ?? 24 01 46 ?? 0b 02 75 d5 Aobscan(_speed,D0 66 E4 32 66 AA 04 2C E1 5B 24 01 46 AF 0B 02 75 D5) label(speed) registersymbol(speed) _speed: speed: db 02 02 02 02 02 02 02 02 02 02 24 02 02 02 02 02 75 d5 // MASK d0 2a 63 09 66 ?? 3b 91 63 0a // REPLACE -- -- -- -- -- -- -- 02 -- -- Aobscan(_pierce,D0 2A 63 09 66 F7 3B 91 63 0A) label(pierce) registersymbol(pierce) _pierce: pierce: db D0 2A 63 09 66 F7 3B 02 63 0A // MASK d0 30 d0 66 ?? 3b 4f ?? ?? 00 47 Aobscan(_wallhack,D0 30 D0 66 F3 3B 4F 90 05 00 47) label(wallhack) registersymbol(wallhack) _wallhack: wallhack: db d0 30 02 02 02 02 02 02 02 02 47 // MASK 0C 06 00 00 D0 4F ?? 22 00 47 65 01 // REPLACE -- -- -- -- 02 02 02 02 02 02 -- -- Aobscan(_manahack,0C 06 00 00 D0 4F E8 22 00 47 65 01) label(manahack) registersymbol(manahack) _manahack: manahack: db 0C 06 00 00 02 02 02 02 02 02 65 01 // MASK 46 ?? 05 02 68 ?? 32 5e ?? 22 27 68 ?? 22 47 // REPLACE -- -- -- -- -- -- -- -- -- -- 26 -- -- -- 02 Aobscan(_chargemana,46 BB 05 02 68 F7 32 5E DA 22 27 68 DA 22 47) label(chargemana) registersymbol(chargemana) _chargemana: chargemana: db 46 BB 05 02 68 F7 32 5E DA 22 26 68 DA 22 02 // MASK 12 06 00 00 29 d2 66 ?? ?? 76 12 41 00 00 Aobscan(_quickcharge,12 06 00 00 29 D2 66 9A 29 76 12 41 00 00) label(quickcharge) registersymbol(quickcharge) _quickcharge: quickcharge: db 12 06 00 00 29 26 02 02 02 02 12 41 00 00 // MASK d2 d0 ?? ?? 3b 0f 02 00 00 27 48 // REPLACE -- -- -- -- -- -- -- -- -- 02 02 Aobscan(_multhit,D2 D0 66 FC 3B 0F 02 00 00 27 48) label(multhit) registersymbol(multhit) _multhit: multhit: db D2 D0 66 FC 3B 0F 02 00 00 02 02 // OK Aobscan(_recur1,63 08 D0 D1 62 08 25 E8 07) label(recur1) registersymbol(recur1) _recur1: recur1: db 63 08 d0 d1 62 08 25 ee 05 // MASK d3 66 ?? ?? d0 66 ?? ?? 25 e8 07 // REPLACE -- -- -- -- -- -- -- -- -- 88 27 Aobscan(_recur2,D3 66 8A 3C D0 66 FD 3B 25 E8 07) label(recur2) registersymbol(recur2) _recur2: recur2: db D3 66 8A 3C D0 66 FD 3B 25 88 27 [DISABLE] multi-hit & recurring hit hack = projectiles now hits 2 to 5 times the same target when pierce! |
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the code is it working? |