Player information menu

User Tag List

Page 1 of 3 123 LastLast
Results 1 to 15 of 36
  1. #1
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)

    Player information

    Well, I'm stuck
    This is what I know:

    - player data is available only in-game (in tObData)
    - I can read MY player index from CObLocal
    - the character's seed (like in Armory links) can be found at tObData + 0x7448 (0x7450 is the character's name)

    - player data is NOT available in menu
    - however I can read the current character's name from "Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Slot1.LayoutRoot.Portrait.te xt"

    What I don't know:
    - the most important: how can I read the player's seed in menu where I can't access tObData
    - how can I know which party icon (like "Root.NormalLayer.portraits.stack.party_stack.portrait_0.Frame") belongs to a specific player structure. Your player's character always has the 0. icon, but others are completely messed up when people leave and re-enter the game or the party...


    I hope somebody solved this before me, because I'm stuck. Completely.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

    Player information
  2. #2
    boredevil's Avatar Active Member
    Reputation
    46
    Join Date
    Feb 2008
    Posts
    166
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Can´t help with the out of game problem.
    But maybe this can help.

    at 0x00EB6320
    PHP Code:
    int __cdecl D3::GetPlayerByIndex(int a1)
    {
      
    int result// eax@2

      
    if ( a1 == -)
        
    result 0;
      else
        
    result = *(_DWORD *)(**(_DWORD **)TlsGetValue(dwTlsIndex) + 0xB0) + 0x8598 a1 0x58;
      return 
    result;

    returned object
    +0x04 = acdguid
    +0x08 = ractorguid

    i didn´t test it for multipe players. but that seems to be correct assuming the local player got index 0. so it could be the indexes match up with the party frames

  3. #3
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by boredevil View Post
    Can´t help with the out of game problem.
    But maybe this can help.

    at 0x00EB6320
    PHP Code:
    int __cdecl D3::GetPlayerByIndex(int a1)
    {
      
    int result// eax@2

      
    if ( a1 == -)
        
    result 0;
      else
        
    result = *(_DWORD *)(**(_DWORD **)TlsGetValue(dwTlsIndex) + 0xB0) + 0x8598 a1 0x58;
      return 
    result;

    returned object
    +0x04 = acdguid
    +0x08 = ractorguid

    i didn´t test it for multipe players. but that seems to be correct assuming the local player got index 0. so it could be the indexes match up with the party frames
    Yeah, I know this, thanks. And no, the local player index is NOT always 0 (except when you created the game). Especially when you join a game - then you just get a free slot in that game.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  4. #4
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I've found the following structure in memory using CheatEngine, but not yet a static pointer path.. An array with these gets populated when it retrieves the hero list during login.
    Code:
    // SizeOf = 368 (0x170)
    struct Character {
      0x044: int Seed1;
      0x104: int Seed2;
      0x110: char* Name; // MaxLength = 152
    }
    Seed1 contains the same value as Seed2, no idea why it's repeated.
    I'll continue to work on it.

  5. #5
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by enigma32 View Post
    I've found the following structure in memory using CheatEngine, but not yet a static pointer path.. An array with these gets populated when it retrieves the hero list during login.
    Code:
    // SizeOf = 368 (0x170)
    struct Character {
      0x044: int Seed1;
      0x104: int Seed2;
      0x110: char* Name; // MaxLength = 152
    }
    Seed1 contains the same value as Seed2, no idea why it's repeated.
    I'll continue to work on it.
    Maybe this is the list of your own characters, not the ones in the current party. Sounds good, I hope that you can find a static path!
    I love you!
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  6. #6
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by KillerJohn View Post
    Maybe this is the list of your own characters, not the ones in the current party. Sounds good, I hope that you can find a static path!
    I love you!
    I got the impression you wanted the seed for you own character This works for me:
    Code:
    while (true)
    {
    	int val1 = engine.Memory.Read<int>(0x01726FE4);
    	int val2 = engine.Memory.Read<int>(val1 + 0x04);
    	int val3 = engine.Memory.Read<int>(val2 + 0x9C);
    
    	Console.Clear();
    	Console.WriteLine("0x" + val1.ToString("X8"));
    	Console.WriteLine("0x" + val2.ToString("X8"));
    	Console.WriteLine("0x" + val3.ToString("X8") +
    		(val3 == 0 ? " (NULL)" : ""));
    
    	if (val3 != 0)
    	{
    		int count = engine.Memory.Read<int>(val3 + 0x9C);
    		int array = engine.Memory.Read<int>(val3 + 0xAC);
    		Console.WriteLine("Array: 0x" + array.ToString("X8"));
    		Console.WriteLine("Count: " + count);
    		for (int i = 0; i < count; i++)
    		{
    			int item = array + i * 0x170;
    
    			int seed1 = engine.Memory.Read<int>(item + 0x044);
    			int seed2 = engine.Memory.Read<int>(item + 0x104);
    
    			int namePtr = engine.Memory.Read<int>(item + 0x110);
    			byte[] buffer = engine.Memory.ReadBytes(namePtr, 152);
    			string name = Encoding.ASCII.GetString(buffer).Split('\0')[0];
    
    			Console.WriteLine("Character[" + i + "]: { Name: " + name + ", Seed1: " + seed1 + ", Seed2: " + seed2 + " }");
    		}
    	}
    	System.Threading.Thread.Sleep(100);
    }

  7. #7
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Here comes the information I've been able to make sense of Hopefully some of it can be of use
    Could not find an index or flag saying what character was selected, kinda sucks.

    Code:
    [[[0x01726FE4] + 0x04] + 0x9C] This is the address of the "Root". If it is zero/0/null the client has not logged in.
    "Root"+0x9C: NumberOfCharacters
    "Root"+0xAC: CharacterContainer*
    Code:
    // SizeOf = 48 (0x30)
    struct CharacterContainer {
      0x004: int AllocationStart;
      0x00C: int Capacity;
      0x010: int ItemSize;
      0x014: int ItemCount;
      0x020: int FreeCount;
      0x028: int AllocationEnd;
    }
    
    Not sure if it belongs in the container, but it is followed by an int that is either "0xFEEDFACE" (container empty), or "0x600DFOOD" (has been populated).
    
    NOTE: When deleting a character, it will not be removed immediately from the container. That means ItemCount != NumberOfCharacters.
    Code:
    // SizeOf = 368 (0x170)
    struct Character {
      0x010: int Seed1;
      0x0D0: int Seed2;
      0x0DC: char* Name; // MaxLength = 152 (distance between the strings in memory)
      0x0E4: int OnlineStatus; // 0 per default, 1: available, 2: away, 3: busy (this is per character, makes little sense)
      0x0F4; int Level;
      0x0F8; int ???; // 0 per default, then 1 if character has been selected but currently unselected or in character selection
      0x0FC; int ParagonLevel;
      0x15C; int PlayedInSeconds;
      0x164; long Created; // microseconds since epoch
      0x16C; long LastPlayed; // microseconds since epoch
    }
    
    Anything with a time is updated after leaving a game. The rest updates live.
    
    Converting the timestamps for .NET:
    DateTime epoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);
    DateTime utcDateTime = epoch.AddMilliseconds(microsecondsSinceEpoch / 1000);
    And a take-it-or-leave-it example:
    Code:
    while (true)
    {
    	int val1 = engine.Memory.Read<int>(0x01726FE4);
    	int val2 = engine.Memory.Read<int>(val1 + 0x04);
    	int val3 = engine.Memory.Read<int>(val2 + 0x9C);
    
    	Console.Clear();
    	Console.WriteLine("0x" + val1.ToString("X8"));
    	Console.WriteLine("0x" + val2.ToString("X8"));
    	Console.WriteLine("0x" + val3.ToString("X8") +
    		(val3 == 0 ? " (NULL)" : ""));
    
    	if (val3 != 0)
    	{
    		int count = engine.Memory.Read<int>(val3 + 0x9C);
    		int array = engine.Memory.Read<int>(val3 + 0xAC);
    
    		int allocationBeginsAt = engine.Memory.Read<int>(array + 0x004);
    		int capacity = engine.Memory.Read<int>(array + 0x00C);
    		int itemSize = engine.Memory.Read<int>(array + 0x010);
    		int itemCount = engine.Memory.Read<int>(array + 0x014);
    		int freeCount = engine.Memory.Read<int>(array + 0x020);
    		int allocationEndsAt = engine.Memory.Read<int>(array + 0x028);
    		int goodFood = engine.Memory.Read<int>(array + 0x030); // 0xFEEDFACE || 0x600DF00D
    
    		Console.WriteLine("Array: 0x" + array.ToString("X8"));
    		Console.WriteLine("Count: " + count);
    		for (int i = 0; i < itemCount; i++)
    		{
    			int item = allocationBeginsAt + i * itemSize;
    
    			int seed1 = engine.Memory.Read<int>(item + 0x010);
    			int seed2 = engine.Memory.Read<int>(item + 0x0D0);
    			int unknown1 = engine.Memory.Read<int>(item + 0x0D8);
    
    			int namePtr = engine.Memory.Read<int>(item + 0x0DC);
    			byte[] buffer = engine.Memory.ReadBytes(namePtr, 152);
    			string name = Encoding.ASCII.GetString(buffer).Split('\0')[0];
    
    			int onlinestatus = engine.Memory.Read<int>(item + 0x0E4); // 0: not defined, 1: online, 2: afk, 3: busy (character specific value)
    			int inactive = engine.Memory.Read<int>(item + 0x0E8); // starts off as 0, then set to 1 whenever going from selected -> unselected, possibly an update/cache flag?
    			int level = engine.Memory.Read<int>(item + 0x0F4);
    			int possibleFlag = engine.Memory.Read<int>(item + 0x0F8); // 0 for last index
    			int paragon = engine.Memory.Read<int>(item + 0x0FC);
    
    			int dead = engine.Memory.Read<int>(item + 0x138);
    			int playedSeconds = engine.Memory.Read<int>(item + 0x15C);
    			TimeSpan played = new TimeSpan(0, 0, playedSeconds);
    
    			DateTime epoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc);
    			long createdInEpochMicroseconds = engine.Memory.Read<long>(item + 0x160);
    			long lastPlayedInEpochMicroseconds = engine.Memory.Read<long>(item + 0x168);
    			DateTime created = epoch.AddMilliseconds(createdInEpochMicroseconds / 1000);
    			DateTime lastPlayed = epoch.AddMilliseconds(lastPlayedInEpochMicroseconds / 1000);
    
    			Console.ForegroundColor = inactive == 0 ? ConsoleColor.Red : ConsoleColor.Green;
    			Console.WriteLine("Character[" + i + "]: { Name: " + name + ", Seed1: " + seed1 + ", Seed2: " + seed2 + ", Inactive: " + inactive + ", Level: " + level + ", Paragon: " + paragon + " }");
    			Console.ResetColor();
    		}
    	}
    	System.Threading.Thread.Sleep(100);
    }
    Last edited by enigma32; 03-08-2013 at 07:47 PM.

  8. #8
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    I... Cant... Find... A... Word... Omg

    Originally Posted by enigma32 View Post
    here comes the information i've been able to make sense of hopefully some of it can be of use
    could not find an index or flag saying what character was selected, kinda sucks.

    Code:
    [[[0x01726fe4] + 0x04] + 0x9c] this is the address of the "root". If it is zero/0/null the client has not logged in.
    "root"+0x9c: Numberofcharacters
    "root"+0xac: Charactercontainer*
    Code:
    // sizeof = 48 (0x30)
    struct charactercontainer {
      0x004: Int allocationstart;
      0x00c: Int capacity;
      0x010: Int itemsize;
      0x014: Int itemcount;
      0x020: Int freecount;
      0x028: Int allocationend;
    }
    
    not sure if it belongs in the container, but it is followed by an int that is either "0xfeedface" (container empty), or "0x600dfood" (has been populated).
    
    Note: When deleting a character, it will not be removed immediately from the container. That means itemcount != numberofcharacters.
    Code:
    // sizeof = 368 (0x170)
    struct character {
      0x010: Int seed1;
      0x0d0: Int seed2;
      0x0dc: Char* name; // maxlength = 152 (distance between the strings in memory)
      0x0e4: Int onlinestatus; // 0 per default, 1: Available, 2: Away, 3: Busy (this is per character, makes little sense)
      0x0f4; int level;
      0x0f8; int ???; // 0 per default, then 1 if character has been selected but currently unselected or in character selection
      0x0fc; int paragonlevel;
      0x15c; int playedinseconds;
      0x164; long created; // microseconds since epoch
      0x16c; long lastplayed; // microseconds since epoch
    }
    
    anything with a time is updated after leaving a game. The rest updates live.
    
    Converting the timestamps for .net:
    Datetime epoch = new datetime(1970, 1, 1, 0, 0, 0, datetimekind.utc);
    datetime utcdatetime = epoch.addmilliseconds(microsecondssinceepoch / 1000);
    and a take-it-or-leave-it example:
    Code:
    while (true)
    {
    	int val1 = engine.memory.read<int>(0x01726fe4);
    	int val2 = engine.memory.read<int>(val1 + 0x04);
    	int val3 = engine.memory.read<int>(val2 + 0x9c);
    
    	console.clear();
    	console.writeline("0x" + val1.tostring("x8"));
    	console.writeline("0x" + val2.tostring("x8"));
    	console.writeline("0x" + val3.tostring("x8") +
    		(val3 == 0 ? " (null)" : ""));
    
    	if (val3 != 0)
    	{
    		int count = engine.memory.read<int>(val3 + 0x9c);
    		int array = engine.memory.read<int>(val3 + 0xac);
    
    		int allocationbeginsat = engine.memory.read<int>(array + 0x004);
    		int capacity = engine.memory.read<int>(array + 0x00c);
    		int itemsize = engine.memory.read<int>(array + 0x010);
    		int itemcount = engine.memory.read<int>(array + 0x014);
    		int freecount = engine.memory.read<int>(array + 0x020);
    		int allocationendsat = engine.memory.read<int>(array + 0x028);
    		int goodfood = engine.memory.read<int>(array + 0x030); // 0xfeedface || 0x600df00d
    
    		console.writeline("array: 0x" + array.tostring("x8"));
    		console.writeline("count: " + count);
    		for (int i = 0; i < itemcount; i++)
    		{
    			int item = allocationbeginsat + i * itemsize;
    
    			int seed1 = engine.memory.read<int>(item + 0x010);
    			int seed2 = engine.memory.read<int>(item + 0x0d0);
    			int unknown1 = engine.memory.read<int>(item + 0x0d8);
    
    			int nameptr = engine.memory.read<int>(item + 0x0dc);
    			byte[] buffer = engine.memory.readbytes(nameptr, 152);
    			string name = encoding.ascii.getstring(buffer).split('\0')[0];
    
    			int onlinestatus = engine.memory.read<int>(item + 0x0e4); // 0: Not defined, 1: Online, 2: Afk, 3: Busy (character specific value)
    			int inactive = engine.memory.read<int>(item + 0x0e8); // starts off as 0, then set to 1 whenever going from selected -> unselected, possibly an update/cache flag?
    			Int level = engine.memory.read<int>(item + 0x0f4);
    			int possibleflag = engine.memory.read<int>(item + 0x0f8); // 0 for last index
    			int paragon = engine.memory.read<int>(item + 0x0fc);
    
    			int dead = engine.memory.read<int>(item + 0x138);
    			int playedseconds = engine.memory.read<int>(item + 0x15c);
    			timespan played = new timespan(0, 0, playedseconds);
    
    			datetime epoch = new datetime(1970, 1, 1, 0, 0, 0, datetimekind.utc);
    			long createdinepochmicroseconds = engine.memory.read<long>(item + 0x160);
    			long lastplayedinepochmicroseconds = engine.memory.read<long>(item + 0x168);
    			datetime created = epoch.addmilliseconds(createdinepochmicroseconds / 1000);
    			datetime lastplayed = epoch.addmilliseconds(lastplayedinepochmicroseconds / 1000);
    
    			console.foregroundcolor = inactive == 0 ? Consolecolor.red : Consolecolor.green;
    			console.writeline("character[" + i + "]: { name: " + name + ", seed1: " + seed1 + ", seed2: " + seed2 + ", inactive: " + inactive + ", level: " + level + ", paragon: " + paragon + " }");
    			console.resetcolor();
    		}
    	}
    	system.threading.thread.sleep(100);
    }
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  9. #9
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    +0xEC is the character class
    0 = dh, 1 = barb, 2 = wiz, 3 = wd, 4 = monk

    +0x10C seems to be the difficulty of the character

    the only thing I need is to find the selected character
    You are a genius, sir. I'm nowhere near to use CheatEngine as efficient as you.
    Last edited by KillerJohn; 03-09-2013 at 03:24 AM.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  10. #10
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by enigma32 View Post
    I got the impression you wanted the seed for you own character This works for me:
    Of course I want the seed of my own, selected character. People would love a real per-account per-character stat-tracker in TurboHUD, but for that I have to get the unique ID (seed) of the currently selected character. What you did there with the character list is insane! I'm sure that HUD users (with me) will adore you if you can find a pointer to the currently selected characters seed or index.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  11. #11
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thank you, glad I can be of assistance. And challenge accepted!

    For the big block of unidentified behavior, I believe most of it is bitflags for conversations made, lore learned and quests completed. I base that on the protobuf information I could find here: https://github.com/zku/Diablo-III-Pr...to/Hero_pb2.py (best source I could find)

  12. #12
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Your offets are working for me, but for my beta testers [0x01726FE4] is zero

    mine:


    on other computer the first pointer is already wrong:
    Last edited by KillerJohn; 03-09-2013 at 12:18 PM.
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  13. #13
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Couldn't find an indexer or pointer sadly Until a better solution is found, one can retrieve the current character name from the following UI element if outside a game:
    Code:
    Name: Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Slot1.LayoutRoot.Portrait.text
    Hash: 0xC213F9005C737FEF
    or ObjectManager alt. tObData inside a game and match that against the list. There's probably a brief moment where the name can't be read from either location.

    Some more values identified, updates when leaving game.
    0x150: int LastPlayedQuest
    0x154: int LastPlayedQuestStep // bitflags or number keeping track of the quest state, like what checkpoint is active and how much is done, -1 for fresh quest.

  14. #14
    KillerJohn's Avatar TurboHUD HUDmaster CoreCoins Purchaser Authenticator enabled
    Reputation
    3696
    Join Date
    Jul 2012
    Posts
    2,532
    Thanks G/R
    46/3338
    Trade Feedback
    0 (0%)
    Mentioned
    16 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by enigma32 View Post
    Couldn't find an indexer or pointer sadly Until a better solution is found, one can retrieve the current character name from the following UI element if outside a game:
    Code:
    Name: Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Slot1.LayoutRoot.Portrait.text
    Hash: 0xC213F9005C737FEF
    or ObjectManager alt. tObData inside a game and match that against the list. There's probably a brief moment where the name can't be read from either location.

    Some more values identified, updates when leaving game.
    0x150: int LastPlayedQuest
    0x154: int LastPlayedQuestStep // bitflags or number keeping track of the quest state, like what checkpoint is active and how much is done, -1 for fresh quest.
    Nice, thank you for the new fields. Do you have any idea about why is that the offsets are not working for some people? (all other addresses arre good for them)

    Btw using the character name is not a solution because for example I have 5 characters with the same name
    Do not send me private messages unless it is absolutely necessary or the content is sensitive or when I ask you to do that...

  15. #15
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by KillerJohn View Post
    Your offets are working for me, but for my beta testers [0x01726FE4] is zero

    mine:


    on other computer the first pointer is already wrong:
    What you get from 0x01726FE4 changes with the process, but 0 is obviously not good for anything... I switched server to see if that made any difference. It did not, but my account got blocked for suspicious behavior, lol... There was also a small update it seemed when I restarted client, but that did not break anything for me.

    These are the 3 paths I found from start, maybe another one works better:
    [[[0x01726FE4] + 0x04] + 0x9C]
    [[[0x017A388C] + 0x04] + 0x9C]
    [[[0x017F6874] + 0x10] + 0x9C]

Page 1 of 3 123 LastLast

Similar Threads

  1. [Tool] tools for (account/player/bag/pokemons/...) information
    By hosleo in forum Pokemon GO Hacks|Cheats
    Replies: 2
    Last Post: 08-23-2016, 11:55 PM
  2. Failed to get player information from the server
    By insanehadi in forum Pokemon GO Chat
    Replies: 1
    Last Post: 07-25-2016, 11:15 PM
  3. [Misc] How much information can a GM see about a player?
    By Benifenta in forum WoW EMU Questions & Requests
    Replies: 9
    Last Post: 05-22-2011, 08:26 AM
  4. [Macro] Trick players to think your going a different way..
    By janzi9 in forum World of Warcraft Exploits
    Replies: 40
    Last Post: 08-14-2006, 03:46 PM
All times are GMT -5. The time now is 09:38 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search