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Old 16th November 2009, 16:25   #1
BosBeer
Silent Killer
 
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[R] NGRush + SPControl

I started thinking of what NGRush actually does, and made an own version to change Spawn Points for specific maps into my desired location.

If modified further, which I will, this can be used to bot at bigger maps. By simply choosing a couple spawn locations, and make you respawn in them after certain amount of attacks. (This would not need CCing anymore, something I never liked in the first place ...)

Enjoy, and as always, EXPERIMENT!!!

Next Generation Rush:
Spawns you on the portal to the next map as defined in paths. Automatically works in both directions.
--This example has the path from Orbis to El Nath, add your own if needed ...
Credits: PedraSimon
Thanks to: dwuz001 (for pointing out the obvious)

Code:
[ENABLE] 
//NGRush eMS v57
Alloc(Ngr,1024)
Alloc(paths,2048)
Label(rtnNgr)
Label(matchAny)
Label(ptlDone)
Label(goHome)
Label(mapFind)
Label(mapNxt)
Label(dirnOk)
Label(mapFindDone)
Label(cPtlNxt)
Label(cPtlNFnd)
Label(cPtlDone)
Label(fndExtPtl)
Label(prevMapId)
Label(rushDir)

Ngr:
  mov [ebp-1c],eax
  pushad
  mov esi,99F4F8
  lea edi,[esi-8]
  mov esi,[esi]
  mov esi,[esi+65C]
  mov edi,[edi]
  mov edi,[edi+4]
  call mapFind
  test eax,eax
  jz matchAny //Change "matchAny" into "goHome", if you want it to do nothing in maps that are not listed.
  push eax
  mov edx,[edi-4]
  call cPtlNxt
  test eax,eax
  jnz ptlDone
matchAny:
  push eax
  mov edx,[edi-4]
  call cPtlNxt
ptlDone:
  test eax,eax
  jz goHome
  push [eax+c]
  pop dword ptr[ebp-20]
  push [eax+10]
  pop dword ptr[ebp-1C]
goHome:
  mov [prevMapId],esi
  popad
  cmp dword ptr [esi+18],0
  jmp rtnNgr

cPtlNxt:
  dec edx
  test edx,edx
  js cPtlNFnd
  mov eax,[edi+8*edx+4]
  mov ecx,[eax+14]
  cmp ecx,esi
  je cPtlNxt
  cmp ecx,[prevMapId]
  je cPtlNxt
  cmp [eax+8],7
  je fndExtPtl
  cmp ecx,3B9AC9FF
  je cPtlNxt
fndExtPtl:
  cmp [esp+4],0
  jz cPtlDone
  cmp [esp+4],ecx
  jz cPtlDone
  jmp cPtlNxt
cPtlNFnd:
  xor eax,eax
cPtlDone:
ret 4

mapFind:
  xor edx,edx
mapNxt:
  inc edx
  mov eax,[paths+edx*4]
  test eax,eax
  jz mapFindDone
  cmp eax,esi
  jnz mapNxt
  mov eax,[rushDir]
  lea eax,[paths+eax*4]
  mov eax,[eax+edx*4]
  cmp eax,[prevMapId]
  jne dirnOk
  neg [rushDir]
dirnOk:
  add edx,[rushDir]
  mov eax,[paths+edx*4]
mapFindDone:
  ret

prevMapId:
dd 0

rushDir:
dd 1

paths:
dd 0
dd BEBC200 //Orbis : Orbis
dd BECFAE4 //Orbis : Entrance to Orbis Tower
dd BECFB48 //Orbis : Orbis Tower <20th Floor>
dd BECFBAC //Orbis : Orbis Tower <19th Floor>
dd BECFC10 //Orbis : Orbis Tower <18th Floor>
dd BECFC74 //Orbis : Orbis Tower <17th Floor>
dd BECFCD8 //Orbis : Orbis Tower <16th Floor>
dd BECFD3C //Orbis : Orbis Tower <15th Floor>
dd BECFDA0 //Orbis : Orbis Tower <14th Floor>
dd BECFE04 //Orbis : Orbis Tower <13th Floor>
dd BECFE68 //Orbis : Orbis Tower <12th Floor>
dd BECFECC //Orbis : Orbis Tower <11th Floor>
dd BECFF30 //Orbis : Orbis Tower <10th Floor>
dd BECFF94 //Orbis : Orbis Tower <9th Floor>
dd BECFFF8 //Orbis : Orbis Tower <8th Floor>
dd BED005C //Orbis : Orbis Tower <7th Floor>
dd BED00C0 //Orbis : Orbis Tower <6th Floor>
dd BED0124 //Orbis : Orbis Tower <5th Floor>
dd BED0188 //Orbis : Orbis Tower <4th Floor>
dd BED01EC //Orbis : Orbis Tower <3rd Floor>
dd BED0250 //Orbis : Orbis Tower <2nd Floor>
dd BED02B4 //Orbis : Orbis Tower <1st Floor>
dd C939B88 //El Nath : Snowy Hill
dd C939AC0 //El Nath : El Nath
dd 0

007C1522:
  jmp Ngr
  db 90 90
  rtnNgr:

[DISABLE]
007C1522:
  db 83 7E 18 00 89 45 E4

dealloc(NGR)
dealloc(paths)
Spawn Point Control: (I did not test this very thouroughly, so post any bugs you may encounter!)
Changes spawn Co๖rdinates for specified maps.
--In this example is Ellinea added with co๖rdinates of the Item Shop.
--Add your own maps below SPList like this:
----dd XXXXXXXX //Map ID of your map in HEX (Map ID Pointer: 99F4F8 - 65C)
----dd XXXXXXXX //X value of the point you want to spawn at in HEX (Char X Pointer: 99DF5C - E50)
----dd XXXXXXXX //Y value of the point you want to spawn at in HEX (Char Y Pointer: 99DF5C - E54)
Credits: PedraSimon, BosBeer

Code:
[ENABLE]
//SPControl eMS v57
Alloc(SpawnControl,1024)
Alloc(SPList,2048)
Alloc(SpawnX,4)
Alloc(SpawnY,4)
Label(rtnSPC)
Label(findMap)
Label(nextMap)
Label(mapFound)
Label(findMapDone)
Label(rtnNormal)

SpawnControl:
  mov [ebp-1c],eax
  pushad
  mov esi,[99F4F8]
  mov esi,[esi+65C]
  xor edx,edx
  call findMap
  test eax,eax
  jz rtnNormal
  mov eax,[SpawnX]
  mov [ebp-20],eax
  mov eax,[SpawnY]
  mov [ebp-1C],eax
rtnNormal:
  popad
  cmp dword ptr [esi+18],0
  jmp rtnSPC

nextMap:
  inc edx
findMap:
  mov eax,[SPList+4+edx*C]
  test eax,eax
  jz findMapDone
  cmp eax,esi
  jnz nextMap
mapFound:
  mov eax,[SPList+8+edx*C]
  mov [SpawnX],eax
  mov eax,[SPList+C+edx*C]
  mov [SpawnY],eax
findMapDone:
  ret

SPList:
dd 0
dd 6052340 //Victoria Road : Ellinia
dd FFFFFF85 //X of Shop Portal
dd FFFFF86F //Y of Shop Portal
dd 0

007C1522:
  jmp SpawnControl
  db 90 90
  rtnSPC:

[DISABLE]
007C1522:
  db 83 7E 18 00 89 45 E4

dealloc(SpawnControl)
dealloc(SPList)
dealloc(SpawnX)
dealloc(SpawnY)
SPControl v2: (the Quick version)
When enabled it will store the map + your location. From then on, everytime you spawn in that map (only that one), it will spawn you at that same location.
Credits: PedraSimon, BosBeer

Code:
[ENABLE]
//SPControl (Quick) eMS v57
Alloc(SpawnControl,1024)
Alloc(MapID,4)
Alloc(SpawnX,4)
Alloc(SpawnY,4)
Alloc(Done,4)
Label(rtnSPC)
Label(alreadyDone)
Label(rtnNormal)

SpawnControl:
  mov [ebp-1c],eax
  pushad
  mov esi,[99F4F8]
  mov esi,[esi+65C]
  cmp [Done],1
  jz alreadyDone
  mov [MapID],esi
  mov eax,[99DF5C]
  mov ebx,[eax+E50]
  mov ecx,[eax+E54]
  mov [SpawnX],ebx
  mov [SpawnY],ecx
  mov [Done],1
alreadyDone:
  cmp [MapID],esi
  jnz rtnNormal
  mov eax,[SpawnX]
  mov [ebp-20],eax
  mov eax,[SpawnY]
  mov [ebp-1C],eax
rtnNormal:
  popad
  cmp dword ptr [esi+18],0
  jmp rtnSPC

007C1522:
  jmp SpawnControl
  db 90 90
  rtnSPC:

[DISABLE]
007C1522:
  db 83 7E 18 00 89 45 E4

dealloc(SpawnControl)
dealloc(MapID)
dealloc(SpawnX)
dealloc(SpawnY)
dealloc(Done)

If you have an idea of something that could/needs to be added, please do let me know, I'm open to all suggestions. This opened many possibilities if you ask me .

~Bos
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Last edited by BosBeer; 16th November 2009 at 17:07..
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Old 16th November 2009, 16:33   #2
pokemaster
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Great release, this is going to be immensely useful if it works without any problems.
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Old 16th November 2009, 16:35   #3
DaLostStar
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sound nice,im testing it right a way.
thanks ;D ill post results later
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Old 16th November 2009, 16:35   #4
Šěžăbĭ
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Epic release
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Old 16th November 2009, 16:36   #5
βΩπρ
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Awesome
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Old 16th November 2009, 16:38   #6
Login18
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nice release
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Old 16th November 2009, 16:45   #7
BosBeer
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Added a second, quick, version.
Very easy to use: Just enable at the map and at the location you want to be Spawned. Then it will always spawn you there (only in that map).

Edit: Scripts updated, disabling part was incomplete ...
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Last edited by BosBeer; 16th November 2009 at 16:51..
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Old 16th November 2009, 16:54   #8
und3rt4ker
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to add more maps just :

Code:
dd "MAP ID in HEX"
this right?
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Old 16th November 2009, 16:56   #9
BosBeer
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Quote:
Originally Posted by und3rt4ker View Post
to add more maps just :

Code:
dd "MAP ID in HEX"
this right?
For NGRush yes!

For SPControl NO!
You always need to add Map+X+Y:
dd "Map ID in HEX"
dd "X Value of your desired Spawn Point in HEX"
dd "Y Value of your desired Spawn Point in HEX"

Always those three, else the script has a possibility to crash...
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Old 16th November 2009, 17:00   #10
Lapheoria
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Quote:
Originally Posted by Šěžăbĭ View Post
Epic release
Agreed
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Old 16th November 2009, 17:02   #11
dwuz001
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By checking 99F4F0, it is straight forward to change lea edi,[esi+4] to lea edi,[esi-8].

But how do you find 65C as an offset?
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Old 16th November 2009, 17:06   #12
BosBeer
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Quote:
Originally Posted by dwuz001 View Post
By checking 99F4F0, it is straight forward to change lea edi,[esi+4] to lea edi,[esi-8].

But how do you find 65C as an offset?
Map ID offset.

And another thanks for pointing out to 99F4F0.
I really would kick myself in the butt if I could for being so stupid and not check more thouroughly .
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Old 16th November 2009, 17:08   #13
dwuz001
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You are welcome.

I am in short of knowledge to find map ID offset, would you enlighten me some hints?
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Old 16th November 2009, 17:14   #14
BosBeer
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Quote:
Originally Posted by dwuz001 View Post
You are welcome.

I am in short of knowledge to find map ID offset, would you enlighten me some hints?
Couple ways:
-Search pointer from scratch with Map IDs
-Use 6FBE37 to update the offset, that's where the pointer is updated with the new Map ID.
__________________
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How to learn ASM? -> By reading, examining scripts and just simply trying!

Where to download hacks? -> Search, search or learn to search!

Last edited by BosBeer; 16th November 2009 at 17:18..
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Old 16th November 2009, 17:19   #15
youkill4r
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U sir, are epic
Thanks for releasing though i might not use it, i feel like maple is starting to bore me ;'(
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