Ok are these values stored in offsets or are there actual memory values for them? If so what are the offsets and would i just read them from the object manager?
Ok are these values stored in offsets or are there actual memory values for them? If so what are the offsets and would i just read them from the object manager?
Did you even look at the stickies or use search?
Given the answer is pretty much certainly no, you can go diaf till you do that.
Flame on!!!!!
hmm the values stored in ITEM_FIELD_ENCHANTMENT_X_X are short?
but what are the values u get by reading them is it some sort of enchant id?
how i can read stored memories for hP??? i not wantign read nethng or dowork plz *hodls out hand!*!!
I have searched and i have read stickies... i know the offsets for the health but no where could i find where to use these. Ive tried getting the client connection then the current object manager then reading from the objmgr+ the health offset but its not returning the right value.
Maybe you should learn the basics first, then.
I know the basics.
Apparently not. Cause HP & Mana are as basic as it gets.
That should give you the health value of the FirstObjCode:DWORD curMgr; _asm MOV EAX, DWORD PTR DS:[g_clientConnection] _asm MOV EAX, DWORD PTR DS:[EAX+0x2864] _asm MOV curMgr, EAX DWORD *FirstObj = (DWORD *)(curMgr + 0xAC); DWORD *Descriptor = (DWORD *)(FirstObj + 0x08); int HP = *(int *)(Descriptor + UNIT_FIELD_HEALTH * 4);
If you think that adding UNIT_FIELD_HEALTH offset to the address for the object manager should get you your player's hp, you do not know the basics. Hi, loop through the ****ing object list until you find your LOCAL PLAYER OBJECT, and then add (UNIT_FIELD_HEALTH * 4) to [LocalPlayer + 0x08] and... HOLY SHIT MY HP. If you can't figure THAT out, then you really don't know the basics.
Add these offsets to the base address for your mobile object, then do a 4 byte read and you'll get the values you're looking for.
Current Hit Points = 0x1030
Current Power = 0x1034
For Maximum Hit Points (0x7C), you'll have to read a different struct. It's the one that contains information like level, class, race, gender, target guid, etc. I think Cypher and others call it UNIT_FIELDS, but I could be wrong. I use an entirely different naming convention.
Hope that helps. :wave:
Its not what we 'call it'. Those are the actual strings stored in the client. You can dump them out in an automated fashion.
Also, the way you're doing it is totally retarded. Just use the "UNIT_FIELDS" (as you have dubbed them). Its about a million times faster than using a memory reader and hardcoded offsets.
eg. Hit Points: UNIT_FIELD_HEALTH.
Power type: UNIT_FIELD_BYTES_0 ((Field>>24)&0xFF)
Power: UNIT_FIELD_POWER2 or UNIT_FIELD_POWER1 depending on the type.
etc.
EDIT:
Pointers to the descriptor arrays are available in the MirrorInitialize function. Address for v3.0.3 is 0x004873F0
Last edited by Cypher; 12-10-2008 at 08:31 PM.
if you would have looked in the c# programming section i replied in a thread with a small sample on how to get hp using the static playerbase.
http://www.mmowned.com/forums/c/1771...ealth-wow.html
u can either use the static one or if you go with a object dumper to get ure playerbase it's either or![]()