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Raymond

Request FMA or Client Sided Vac don't care if a/b

Question

Using skill injection with delay and gnd + block movement doesnt' ab

can be ems or any version ill try convert

I have this for gms 171.1 but doesnt work with blazing extinction skill inject:

[ENABLE]
alloc(CharacterXYHook,512)
alloc(GetClosestMobXY,512)
alloc(Mob,4)
label(FullMapAttack)
label(MobEnding)
label(MobFirst)
label(MobNext)
label(MobPrev)
label(MobSave)
label(MobLast)
label(MobTrue)
label(Return)

GetClosestMobXY:
mov eax,esp
pushad
mov edi,eax
xor ebx,ebx
xor edx,edx
xor ebp,ebp
mov ecx,[020C44FC] // Mob Base: 8B 0D ? ? ? ? ? E8 ? ? ? ? 8B ? 85 ? 74 ? 8B ? ? 8B ? ? 8D
test ecx,ecx
je MobEnding
cmp [ecx+10],1 // Mob Count Offset
jb MobEnding

MobFirst:
mov ecx,[ecx+28] // Mob 1 Offset
test ecx,ecx
je MobEnding
mov esi,[ecx+04] // Mob 2 Offset
test esi,esi
je MobEnding
mov esi,[esi+1B0] // Mob 3 Offset: 83 ? ? ? ? ? ? 0F 84 ? ? ? ? 83 ? ? 39 ? ? ? ? ? 0F 8E ? ? ? ? 68 ? ? ? ? 8D ? ? ? E8 ? ? ? ? 68 ? ? ? ? 8D ? ? ? C7 ? ? ? ? ? ? ? E8
test esi,esi
je MobEnding
mov esi,[esi+24] // Mob 4 Offset
test esi,esi
je MobEnding
mov eax,[esi+68] // Invisible Mob X
or eax,[esi+6C] // Invisible Mob Y
test eax,eax
je MobPrev
mov eax,[esi+60] // Mob X Offset
sub eax,[edi+04]
imul eax,eax
mov ebx,eax
mov eax,[esi+64] // Mob Y Offset
sub eax,[edi+08]
imul eax,eax
add ebx,eax
mov edx,ebx
mov ebp,esi

MobPrev:
mov ecx,[ecx-0C]
test ecx,ecx
je MobEnding

MobNext:
mov esi,[ecx+14]
test esi,esi
je MobEnding
mov esi,[esi+1B0] // Mob 3 Offset: 83 ? ? ? ? ? ? 0F 84 ? ? ? ? 83 ? ? 39 ? ? ? ? ? 0F 8E ? ? ? ? 68 ? ? ? ? 8D ? ? ? E8 ? ? ? ? 68 ? ? ? ? 8D ? ? ? C7 ? ? ? ? ? ? ? E8
test esi,esi
je MobEnding
mov esi,[esi+24] // Mob 4 Offset
test esi,esi
je MobEnding
mov eax,[esi+68] // Invisible Mob X
or eax,[esi+6C] // Invisible Mob Y
test eax,eax
je MobLast
mov eax,[esi+60] // Mob X Offset
sub eax,[edi+04]
imul eax,eax
mov ebx,eax
mov eax,[esi+64] // Mob Y Offset
sub eax,[edi+08]
imul eax,eax
add ebx,eax
test edx,edx
je MobSave
cmp edx,ebx
ja MobSave
jmp MobLast

MobSave:
mov edx,ebx
mov ebp,esi

MobLast:
mov ecx,[ecx+04]
test ecx,ecx
je MobEnding
jmp MobNext

MobEnding:
test ebp,ebp
jne MobTrue
popad
xor eax,eax
ret 0008

MobTrue:
mov [edi+04],ebp
popad
mov eax,[esp+04]
ret 0008

CharacterXYHook:
// Use ESPHook
// Memory View > Go to address 'ESPList' [also on hex memory]
// In hex memory, right click > display type > 4byte hex
// Attack in-game > look at hex memory to see all addresses
cmp [esp],01687603
je FullMapAttack
cmp [esp],0168A2CE
je FullMapAttack
cmp [esp],0168A2F0
je FullMapAttack
cmp [esp],0168CBF3
je FullMapAttack
cmp [esp],0168CC4C
je FullMapAttack
cmp [esp],016922DE
je FullMapAttack
cmp [esp],0169230B
je FullMapAttack
jmp 00690BD0

FullMapAttack:
//Go to address in jmp in CharacterXYHook
pushad
mov esi,[020BFCDC] // Character Base: 8B 3D ? ? ? ? 8B 40
lea esi,[esi+6008+4] // Current Character Position
mov ecx,esi
call 004DE930 // GetMapleStoryData
push eax
lea ecx,[esi+0C]
call 004DE930 // GetMapleStoryData
push eax
call GetClosestMobXY
test eax,eax
je Return
mov [Mob],eax
popad
push ebx
push ecx
mov ecx,[Mob]
mov eax,[esp+0C]
mov ebx,[ecx+60] //Mob X
mov [eax],ebx
mov ebx,[ecx+64] //Mob Y
mov [eax+4],ebx
pop ecx
pop ebx
ret 0004

Return:
popad
ret 0004

01E5D170:
dd CharacterXYHook

[DISABLE]
01E5D170: // Tick Hex & 4 Bytes Scan Exact Value
// 56 8D ? ? ? ? 00 57 8D ? ? E8 ? ? ? ? 8B ? 8B ? E8 ? ? ? ? 8B ? 8B ? 24 ? 89 ? 5F 89 ? ? 5E C2 04 00 CC CC CC CC CC CC CC 56
// Address that has [lea esi,[ecx+00006xxx]] below it
dd 00690BD0

dealloc(CharacterXYHook)
dealloc(GetClosestMobXY)
dealloc(Mob)

 

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