Stop compulsory move

Joined
Nov 15, 2004
Messages
201
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7
1] sometimes we have compulsory move in special spot

[ex] kantru map

because .att file is wrong ...


2] I editted to stop compulsory move

3] compulsory move code

004BB414 |. 8B4D 08 mov ecx, [arg.1]
004BB417 |. 0FBF91 FE000000 movsx edx, word ptr ds:[ecx+FE]
004BB41E |. 52 push edx
004BB41F |. 8B45 08 mov eax, [arg.1]
004BB422 |. 0FBF88 FC000000 movsx ecx, word ptr ds:[eax+FC]
004BB429 |. 51 push ecx
004BB42A |. 8B55 08 mov edx, [arg.1]
004BB42D |. 33C0 xor eax, eax
004BB42F |. 8A82 01010000 mov al, byte ptr ds:[edx+101]
004BB435 |. 50 push eax
004BB436 |. 8B4D 08 mov ecx, [arg.1]
004BB439 |. 83C1 6F add ecx, 6F
004BB43C |. 51 push ecx
004BB43D |. 68 05020000 push 205
004BB442 |. B9 58B24209 mov ecx, GameServ.0942B258
004BB447 |. FF15 7404AE0A call near dword ptr ds:[<&mumsg.CMsg::Ge>; mumsg.CMsg::Get
004BB44D |. 50 push eax
004BB44E |. FF15 FC7C2906 call near dword ptr ds:[6297CFC]
004BB454 |. 83C4 14 add esp, 14
004BB457 |. C645 C7 11 mov byte ptr ss:[ebp-39], 11
004BB45B |. 8B55 C7 mov edx, dword ptr ss:[ebp-39]
004BB45E |. 81E2 FF000000 and edx, 0FF
004BB464 |. 52 push edx
004BB465 |. 8B45 08 mov eax, [arg.1]
004BB468 |. 8B08 mov ecx, dword ptr ds:[eax]
004BB46A |. 51 push ecx
004BB46B |. E8 AB6DF4FF call GameServ.0040221B
004BB470 |. 83C4 08 add esp, 8
004BB473 |. B8 01000000 mov eax, 1
004BB478 |. EB 02 jmp short GameServ.004BB47C

##### solution #####

1] open your GS with ultraeditor

2] search under code

8B4D080FBF91FE000000528B45080FBF88FC000000518B550833C08A8201010000508B4D0883C16F516805020000B958B24209

FF157404AE0A50FF15 FC7C290683C414C645C7118B55C781E2FF000000528B45088B0851E8AB6DF4FF83C408B801000000EB02

3] change to under code

909090909090909090909090909090909090909090909090909090909090909090909090909090909090909090909090909090

909090909090909090909090909090909090909090909090909090909090909090909090909090909090909090909090909090
 
What do you mean with this "compulsory move" ? Can you explain, please ?

OK. If a GM moves a (non-GM) player to a coordinate which cannot normally be walked on - for example, next to a bridge in davias where it is black - then that person will automatically warp to the town. There are other situations this can happen too... like goe said, also if ATT (attackzone/walkzone/etc) files are corrupted or incorrect then it can happen in some new maps... this code will (if I understand it correctly) stop the server from (ever?) warping a player because they are on wrong spot...
 
OK. If a GM moves a (non-GM) player to a coordinate which cannot normally be walked on - for example, next to a bridge in davias where it is black - then that person will automatically warp to the town. There are other situations this can happen too... like goe said, also if ATT (attackzone/walkzone/etc) files are corrupted or incorrect then it can happen in some new maps... this code will (if I understand it correctly) stop the server from (ever?) warping a player because they are on wrong spot...

if this is what i think. them player can take advantage of it. example move to stadium is lvl 50. and to arena2 is some times 200. so server make an invisible wall. from stadium to arean2.

if you remove this "compulsory move". a player can simple edit the att file and remove the "wall". and them walk to arena2 at lvl 50 by foot.
so normaly if we do this in our server. after player does 2 squares inside the wall it would teleport player to lorencia.
but with this it will not. other bug is by simple edit some walls and them go there and start killing Mobs. because mobs can enter walls they can't touch the player.

i hope this "compulsory move" don't does that.
 
What Gameserver is this in?

I have the FNRServer Gameservers for 1.02k and I searched with UltraEditor, Hex Workshop & XVI32 but didn't find any hex strings like those.
 
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