Jump to content
Moopler
Sign in to follow this  
OuterHaven

Release Blazing Extinction FMA Bypass v179.2

Recommended Posts

Happy Holidays Mooplers.
Started a new topic for this because this requires following directions and I know it will clutter the script thread because of varying misuses/lag questions. Anyways before you guys get hyped up, this isn't the old OP FMA blazing extinction you knew before.
But you can spawn more than one Blazing Extinction depending on your computer and connection. If you kill mobs fast enough, good connection,etc you can go up to 6+.


The workaround only hits 1 mob per flame ball and your client will lag like hell if you don't use Remove BE Effects and No Mob Reaction.
There are only two directions: 
1.Use it on mobs you kill quickly (1-3 hits)
2.Make sure you use all the scripts provided in this thread
3. Spawn X amount of BE depending on your computer/connection


Note: Remove BE Effects makes Blazing Extinction Invisible. If you visibly see your character casting BE then that counts as 1 Blazing extinction


Results will vary depending on computer,connection,amount of hit it takes to kill mobs, server lag , etc

Blazing Extinction FMA Bypass

Spoiler

//Use in conjuction with the scripts in Moopler thread
//Credits to OuterHaven
[enable]
alloc(hook,64)
label(return)

01CDE0FE:
jmp hook
nop
return:

hook:
mov [ebp-000001F4],#1
jmp return

[disable]
01CDE0FE:
mov [ebp-000001F4],eax

 

Remove BE Effects

Spoiler

//Credits to OuterHaven
//v179.2
[enable]
//CFlameBallAttack::UpdateFlameBallAttack
00D86130:
ret 0010

00DD4AD0: //Invisible BE
ret

[disable]
00D86130: //7E ? 8B ? ? 85 C0 74 ? C7 ? ? 00 00 00 00 8B ? 50
db 6A FF 68

00DD4AD0: //0F 84 ? ? ? ? 8B 4E ? 85 C9 0F 84 ? ? 00 00 8B 01 8B ? ? FF D2 [SECOND]
push ebp

 

No Mob Reaction

Spoiler

//v179.2
[ENABLE]
01052170: // No mob reaction, hitmarks or damage
ret 0074
nop
nop

[DISABLE]
01052170: //74 ? 8B 86 ? ? ? ? 3B ? ? ? 75 ? FF 15 [FUNCTION START]
push -01
push 0217FF78
mov eax,fs:[00000000]

 

Unlimited BE Timer, Unlimited BE, ND, etc

Spoiler

//Credits DAVHEED
[ENABLE]
alloc(SkillTimer,24)
label(return)

SkillTimer:
mov [esi+000000FC],0
jmp return

00DD6FA0: // Make BE "expire" instantly
jmp SkillTimer
nop
return:

01C125A4: // Unlimited Time BE after it "expires"
db EB

01D159E7: // Allows you to spawn another BE after the old one "expired"
db 90 E9

01C3C404: // BE No Cooldown
db 75

00DD8714: // No delay BE
db 0F 85

00DD7E7C: // Freeze BE
db 90 90 90 90 90

[DISABLE]
00DD6FA0: // 89 ? ? ? ? ? 89 ? ? ? ? ? 89 ? ? ? ? ? E8 ? ? ? ? 83 ? ? 85 C0 [First Result]
mov [esi+000000FC],eax

01C125A4: // E8 ? ? ? ? 85 C0 74 ? 6A 00 8D ? ? ? E8 [je below]
db 74

01D159E7: // 8B 86 ? ? 00 00 C7 ? ? ? ? ? ? ? 89 ? ? ? 85 C0 [Last Result & je below]
db 0F 84

01C3C404: // 83 FE 01 7C ? 57 8B 3D ? ? ? ? 85 FF 74 49 [Second je below]
db 74

00DD8714: // 0F 84 ? ? ? ? D9 EE 8B ? ? ? DC 9E ? ? ? ? 8B
db 0F 84

00DD7E7C: // 81 BE ? ? 00 00 2E 51 D7 00
call 01DECB10

dealloc(SkillTimer)

 

Blazing Extinction FMA

Spoiler

//v179.2
[ENABLE]
alloc(find_hit_mob_in_rect_hook,128)

find_hit_mob_in_rect_hook:
mov eax,[029DF970] // CWvsPhysicalSpace2D: //8B 0D ? ? ? ? E8 ? ? ? ? 8B 08 83
lea eax,[eax+0C] // Left Wall Offset
mov [esp+04],eax
jmp 01062480 // Original call (CMobPool::FindHitMobInRect)

010646E3: //00D8D12B: // Function:CForceAtom_NonTargetAttack::UpdateAttackCollision
call find_hit_mob_in_rect_hook

00D8D12B:
call find_hit_mob_in_rect_hook

[DISABLE]
dealloc(find_hit_mob_in_rect_hook)
00D8D12B: // E8 ? ? ? ? 8B ? 89 ? ? ? 85 ? 0F 8E [First Result]
call 01062480

010646E3:
call 01062480

 

 

 

  • Like 9

Share this post


Link to post
Guest
This topic is now closed to further replies.
Sign in to follow this  
×