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  1. #31
    Sychotix's Avatar Moderator Authenticator enabled
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    Originally Posted by voglster View Post
    Cheat engine is what i am using to find these offsets... and I am kind of surprised that targets go from a static pointer...

    Currently I am trying to map the full position struct pointed to by my latest offsets... there are some fun things to play with. (I can now make my toon appear unbelievably fat or skinny server side... quite funny).

    There are some pointers to other structs attached to this position struct that I am currently exploring... seems to be multi-level pointers that update fairly often...
    lol nice =P i was able to make myself have all different types of stuff when creating a character but it didnt stick when i actually created it =P

    Current Known AOC Offsets
  2. #32
    lopman's Avatar Member
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    static analysis

    I don't think T-search or OllyDbg is the best tools to find the offset.I think IDA pro is the best choice.T-search or CE is the key to find the memory struct or class.But I still find nothing except the location,could anybody give more tips?

  3. #33
    xenonR's Avatar Member
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    Originally Posted by mosimo View Post
    Current Target pointer address + offsets:
    [0x02462c48] + 0xF0 = Target X
    [0x02462c48] + 0xF8 = Target Y
    [0x02462c48] + 0xF4 = Target Z

    Couldn't verify these offsets, i found
    XCoord: static 0x01686510 float
    YCoord: static 0x01686518 float

    And Dethflag still at 0x018B59C0

    Has anyone a clue were to find the Rotation? (direction the player looks)

    Ah and maybee we should provide the OS which was used to find the pointers, maybee theres a difference...

    WinXP SP3 32bit

    -xenonR

    edit: typo

  4. #34
    lopman's Avatar Member
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    ver

    maybe you are not using the same version

  5. #35
    mosimo's Avatar Member
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    Just checked on mine and the offsets I posted work fine in cheat engine. Didnt have my original save so I entered them again to make sure.

    I'm running xp sp3 with EU aoc client.

    -edit- remember mine are Target x,y,z not your player like yours

  6. #36
    AOCEther's Avatar Member
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    Is there any use to this deathflag? It does seem to get to 0/1 (dead/alive) but forcing it to 1 does not bring you back up.

  7. #37
    mosimo's Avatar Member
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    Have you tried performing actions that would normally say "you are dead and cannot do this" ? Doubt they will work but worth a try. Also freeze it at 1 before you die as it may onyl be read when an area loads (notice the load screen after you die).

    Doubt these will work but anything is worth a try :P

  8. #38
    xenonR's Avatar Member
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    Originally Posted by mosimo View Post
    -edit- remember mine are Target x,y,z not your player like yours
    Oops, my fault

    Really no clues about the player Rotation?

    -xenonR

  9. #39
    voglster's Avatar Member
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    Originally Posted by xenonR View Post

    Has anyone a clue were to find the Rotation? (direction the player looks)
    Yes I did find rotation when I get home ill see if i can find the offsets (work computer atm)

    Basically rotation is stored as 2 numbers based on X and Y I believe, and it has something to do with how your model is displayed.

    Both numbers are floats that range from -1.14 (ish?) to 1.14(ish?) if you set these values to some crazy number (like 50) your toon becomes excessivley fat in the X or Y direction (SERVER SIDE TOO LOL) and it looks really funny... but the X and the Y always add up to the same number... and if you set the X to 0 he/she faces north... play with it I know its 2 values, I havent done tooo much with it just havent had time...

    Definitely something fun to play with though

  10. #40
    Sychotix's Avatar Moderator Authenticator enabled
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    from what someone told me (a creator of a bot), they are based off periods.

  11. #41
    voglster's Avatar Member
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    Health Stamina Mana are all 2nd Level pointers...

    they are storing in gave as integer values of what you see x100

    IE if your health is 856 the actual HP value stored in memory is a number between 85550-85650 then rounded to display what you see in game.

    I also found a very interesting value... CAFEF00D search for it with your memory search tool... im guessing this defines a game object data structure... the next 4 bytes after one of these is the gameobject type...

    i.e. if the 4 bytes after CAFEF00D are the same between 2 instances of CAFEF00D the data after it will be different but the same structure... with some more work on my part I may be able to enumerate game objects... position... health... name.. who knows...

  12. #42
    Sychotix's Avatar Moderator Authenticator enabled
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    pretty cool... and yeah =D the fixed point decimal system they use is like that. Their methods are ((Mana x 100) Round up). For example, if your health is 1234, it would ONLY show 1234 if the value was between 123300 to 123400. Any higher (for example 123401) and you would see your HP as 1235.

  13. #43
    voglster's Avatar Member
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    I didnt go into it that far.. i just figured they were rounding... either way with the X100 knowledge it should be easy for anyone to find the offsets to HP/MANA/STAM etc both max and current

  14. #44
    defthack's Avatar Member
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    Are we no longer posting actual memory locations and offsets and just giving tips about how to find them? The patch on 8/19 moved a lot of the pointers that I was using. I have found the player position and target position pointers. I have also wrote a formula to get the player facing angle from the player position data block. If anyone is interested I will post the actual locations, and how to find the player facing angle.

  15. #45
    xenonR's Avatar Member
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    I'm back from vacation, so back in acton

    Originally Posted by defthack View Post
    I have also wrote a formula to get the player facing angle from the player position data block. If anyone is interested I will post the actual locations, and how to find the player facing angle.
    Sounds nice, could you please post these information?

    Thanks in advance.

    -xenonR

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