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Roast

Request Is it possible to stop Blazing Extinction from moving?

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Hi guys,

Now that BE FMA has been patched and using semi item vac hasn't fixed it, is it possible to stop it from moving? I only have very basic knowledge of ASM, so haven't got a clue where to start myself. Currently my setup is the air mob hit vac with the usual BE scripts, but only some of the larger maps (since jumping mobs are slightly limited) it's not possible to afk for long periods of time as most of the maps are large and flat.

If anyone would be down for teaching me how to find this myself or showing me the process of finding it I'd greatly appreciate it :)

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[enable]
//freeze BE
0094FEBA:
db 90 90 90 90 90
[disable]
0094FEBA:
call 017EC100

I nopped a call to some vecctrl related stuff iirc, it's EMS v118 so you'll need to update it.

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Just now, DAVHEED said:

[enable]
//freeze BE
0094FEBA:
db 90 90 90 90 90
[disable]
0094FEBA:
call 017EC100

I nopped a call to some vecctrl related stuff iirc, it's EMS v118 so you'll need to update it.

I don't suppose you have a v118 exe so I can try and find an AoB for it?

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So the AoB hasn't found anything on GMS, and I can't view any opcodes when launching the EMS exe, which I assume is what I should be expecting unless I've done something wrong.

The AoB from the v118 exe should be E8 ?? ?? ?? ?? 8B 8E ?? ?? ?? ?? 51 E8 ?? ?? ?? ?? 83 C4 ?? 85 C0 75 ?? 81 BE ?? ?? ?? ?? ?? ?? ?? ?? 0F 85 ?? ?? ?? ?? 8B 86 ?? ?? ?? ??

I'm assuming this is because the 2 versions are too far apart, so the address is too different for it to be found with an AoB?

EDIT: I'm manually stepping through the memory region looking for calls that could be the movement of BE. So far I've done nothing but crash myself but hopefully I'm making progress.

Edited by Roast

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i just installed gms, try this:

00DD79AC - E8 0FF30001           - call 01DE6CC0

 

aob: 81 BE ?000000 2E51D700 //call after

Edited by DAVHEED

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3 minutes ago, DAVHEED said:

i just installed gms, try this:

00DD79AC - E8 0FF30001           - call 01DE6CC0

 

aob: 81 BE ?000000 2E51D700 //call after

That has indeed worked. I was scouring the memory region for calls which looked like they could be the one but I was miles away from it. How did you find it so quickly? Thank you so much for the assistance with this.

Edited by Roast

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i just noticed that it compares a value that seems to be static here, tried it out on gms and sure enough it worked.

e3ec120f12.png

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3 minutes ago, DAVHEED said:

i just noticed that it compares a value that seems to be static here, tried it out on gms and sure enough it worked.

e3ec120f12.png

That's neat, thank you for saving me so much time. Do you have any resources that were useful to you when you were just starting out? I'm keen to learn but I program in C#/Python/Java so this is all relatively new to me.

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Just now, Roast said:

That's neat, thank you for saving me so much time. Do you have any resources that were useful to you when you were just starting out? I'm keen to learn but I program in C#/Python/Java so this is all relatively new to me.

no im just a retard when it comes to this, also idk if this script is posted anywhere:

/*****
* Spawn as many BE Fireballs as you like
* EMS v118 - DAVHEED
* This is just a dirty/bad workaround
*****/
[enable]
alloc(hook, 24)
label(return)

//enables unlimited time BE, the fireball will keep going after it "expires"
0164B726: //CUser::Update after CGrenade::Update
db eb

//allows you to spawn a new one after the old one "expired"
0172AF0C: //CUserLocal::DoActiveSkill_NotPrepare_Bomb - patch out calls to dtor bla bla
db 90 e9

//make fireballs "expire" instantly
0094EEAA:
jmp hook
nop
return:

hook:
mov [esi+000000F0],1
jmp return

//ND BE - will make the fireball attack faster
009504B4:
db 0F 85

//allow fireballs to start attacking mobs even if they are not close to them
//no, fma does not do this by default
00950492:
db 8b c0

//removes the fireball firetail/attack effect
009122A8:
db D9 C1
00912EE6:
db D9 C1

//cast BE anywhere
016A3088:
db 90 e9
016A3122:
db 90 e9

//allow BE to be cast without a delay
01675AC4:
db 75

[disable]
0164B726: //74 ? 6a 00 8d 4c ? ? e8 ? ? ? ? 8b 4c ? ? 33 ff 51 8d
db 74

0172AF0C: //0f 84 ? ? 00 00 57 8d 4c ? ? e8 ? ? ? ? 8b 4c ? ? c7
db 0f 84

0094EEAA: //89 86 ? ? 00 00 89 9e ? ? 00 00 89 9e ? ? 00 00 e8 ? ? ? ? 83
mov [esi+000000F0],eax

009504B4: //0F 84 ? ? ? ? D9 EE 8B ? ? ? DC 9E ? ? ? ? 8B
db 0F 84

00950492: //85 c0 0f 8e ? 00 00 00 8b 4c ? ? 8b 54 ? ? 56
db 85 c0

009122A8: //last 2: D9 C0 D9 44 24 ? D9 C0 DC C8 D9 C2 DE CB DE C2 D9 C9 D9 5C 24 ? D9 EE D9 C0
db D9 C0
00912EE6:
db D9 C0

016A3088: //1st and 2nd: 8b 0d ? ? ? ? e8 ? ? ? ? 85 c0 0f 85 ? ? 00 00 8d
db 0f 85
016A3122:
db 0f 85

01675AC4: //2nd je: 83 fe 01 7c ? 57 8b 3D ? ? ? ? 85 FF 74 49
db 74

 

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Just now, DAVHEED said:

no im just a retard when it comes to this, also idk if this script is posted anywhere:


/*****
* Spawn as many BE Fireballs as you like
* EMS v118 - DAVHEED
* This is just a dirty/bad workaround
*****/
[enable]
alloc(hook, 24)
label(return)

//enables unlimited time BE, the fireball will keep going after it "expires"
0164B726: //CUser::Update after CGrenade::Update
db eb

//allows you to spawn a new one after the old one "expired"
0172AF0C: //CUserLocal::DoActiveSkill_NotPrepare_Bomb - patch out calls to dtor bla bla
db 90 e9

//make fireballs "expire" instantly
0094EEAA:
jmp hook
nop
return:

hook:
mov [esi+000000F0],1
jmp return

//ND BE - will make the fireball attack faster
009504B4:
db 0F 85

//allow fireballs to start attacking mobs even if they are not close to them
//no, fma does not do this by default
00950492:
db 8b c0

//removes the fireball firetail/attack effect
009122A8:
db D9 C1
00912EE6:
db D9 C1

//cast BE anywhere
016A3088:
db 90 e9
016A3122:
db 90 e9

//allow BE to be cast without a delay
01675AC4:
db 75

[disable]
0164B726: //74 ? 6a 00 8d 4c ? ? e8 ? ? ? ? 8b 4c ? ? 33 ff 51 8d
db 74

0172AF0C: //0f 84 ? ? 00 00 57 8d 4c ? ? e8 ? ? ? ? 8b 4c ? ? c7
db 0f 84

0094EEAA: //89 86 ? ? 00 00 89 9e ? ? 00 00 89 9e ? ? 00 00 e8 ? ? ? ? 83
mov [esi+000000F0],eax

009504B4: //0F 84 ? ? ? ? D9 EE 8B ? ? ? DC 9E ? ? ? ? 8B
db 0F 84

00950492: //85 c0 0f 8e ? 00 00 00 8b 4c ? ? 8b 54 ? ? 56
db 85 c0

009122A8: //last 2: D9 C0 D9 44 24 ? D9 C0 DC C8 D9 C2 DE CB DE C2 D9 C9 D9 5C 24 ? D9 EE D9 C0
db D9 C0
00912EE6:
db D9 C0

016A3088: //1st and 2nd: 8b 0d ? ? ? ? e8 ? ? ? ? 85 c0 0f 85 ? ? 00 00 8d
db 0f 85
016A3122:
db 0f 85

01675AC4: //2nd je: 83 fe 01 7c ? 57 8b 3D ? ? ? ? 85 FF 74 49
db 74

 

Jesus, that looks insane. Are you planning to update this? I may have to have a look and see if I can manage anything with it myself.

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