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  1. #1
    2$mart4me's Avatar Member
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    Combo Points

    Working on my Feral Druid bot atm. I am able to read the number of combo points I have using.

    Code:
    protected const uint PlayerComboPoint = 0x99C759;
    The issue I have is that those combo points may not be on my current target.

    My bot is completely out of process and was hoping someone may be able to point me in the direction of the guid for the Unit that has the combo points on it is stored so I could then compare it to my current target guid.

    Combo Points
  2. #2
    miceiken's Avatar Contributor Authenticator enabled
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    I was just looking up the same thing. From GetComboPoints - World of Warcraft Programming: A Guide and Reference for Creating WoW Addons it's calling GetComboPointsForGuid which should be at about 0x0082CE60 (not rebased). I don't know how to check if you are OOP but there's gotta be someway aye?

  3. #3
    JuJuBoSc's Avatar Banned for scamming CoreCoins Purchaser
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    Anyway if you look closely at GetComboPointsForGuid, it always return value from 0x99C759 (rebased), the guid seem just for sanity check (why?)

  4. #4
    2$mart4me's Avatar Member
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    I think I have found a pretty promising offset. I did a bunch of testing and it seems to work for what I am trying to do. I am very new to actual memory reading and found this using TSearch.

    Code:
    protected const uint PlayerComboPointGUID = 0x99C7B8;
    This also can be derived with the following commonly used offsets:

    Code:
    protected const uint PlayerComboPoint = 0x99C759;
    protected const uint PlayerComboPointGUID = PlayerComboPoint + 0x05F;
    or:
    Code:
    protected const uint TARGET_GUID = 0x99C6B8;
    protected const uint PlayerComboPointGUID = TARGET_GUID + 0x0100;
    I included the other routes to the offset incase someone more knowedgeable than I can see a relationship.

  5. #5
    Syltex's Avatar Sergeant Major
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    Originally Posted by 2$mart4me View Post
    I think I have found a pretty promising offset. I did a bunch of testing and it seems to work for what I am trying to do. I am very new to actual memory reading and found this using TSearch.

    Code:
    protected const uint PlayerComboPointGUID = 0x99C7B8;
    This also can be derived with the following commonly used offsets:

    Code:
    protected const uint PlayerComboPoint = 0x99C759;
    protected const uint PlayerComboPointGUID = PlayerComboPoint + 0x05F;
    or:
    Code:
    protected const uint TARGET_GUID = 0x99C6B8;
    protected const uint PlayerComboPointGUID = TARGET_GUID + 0x0100;
    I included the other routes to the offset incase someone more knowedgeable than I can see a relationship.
    I hope that you know what an GUID is right?

  6. #6
    MaiN's Avatar Elite User
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    Originally Posted by Syltex View Post
    I hope that you know what an GUID is right?
    I hope you know what an offset is.
    @2smart4me:
    They're probably all members of some global info struct.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  7. #7
    2$mart4me's Avatar Member
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    Originally Posted by Syltex View Post
    I hope that you know what an GUID is right?
    Well, I probably know just about enought to get myself in trouble, or make myself look like a fool, I will leave that to those that know much more than I. I terms of my programming experience, a Guid is a Global Unique Identifier. That said, not sure if that is the correct term to use for the ID that is assigned to a WowUnit. I am probably about 2 to 3 years behind the rest of you at this stuff. But I will continue to forge ahead.

  8. #8
    Travelformed's Avatar Member Authenticator enabled
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    have not been updating offsets for a while, but thats how my code looks


    <offset name="CP" value="0xB69665"/> <!-- 3.3.0 0xB6861D; 3.2.2 0x113D849; 3.2.0 0x1127811; 3.1.3 11D4001; 3.1.1 0x11CCFD9;-->
    <offset name="TARGET_GUID" value="0xB695C8"/> <!-- 3.3.0 0xB68580; 3.2.2 0x113D7A8; 3.2.0 0x1127770; 3.1.3 0x11D3F60; 3.1.1 0x11CCF38;-->
    <offset name="CP_TARGET_GUID" value="0xB696C0"/> <!-- 3.3.0 0xB68678; 3.2.2 0x113D8A0; 3.2.0 0x1127868; 3.1.3 0x11D4050; 3.1.1 0x11CD028;-->

    public byte getCP() {
    byte result = 0;
    if(bm.ReadUInt(getOffset("TARGET_GUID"))==bm.ReadUInt(getOffset("CP_TARGET_GUID" )) ) {
    result = bm.ReadByte(getOffset("CP"));
    }
    log.debug("getCP() = {0}", result);
    return result;
    }


    note that some abilities dont need you to target anything to use combo points, e.g. savage roar

  9. #9
    bad6oy30's Avatar Member Authenticator enabled
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    I'm fairly certain combo points can exist on multiple targets at the same time. I know for certain a nearby dead target can have points on it, along with your live target (OM field for both objects will have values). I would suggest which target's points will be consumed (by a self-action for instance) is computed, not pre-stored.

  10. #10
    2$mart4me's Avatar Member
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    Originally Posted by bad6oy30 View Post
    I'm fairly certain combo points can exist on multiple targets at the same time. I know for certain a nearby dead target can have points on it, along with your live target (OM field for both objects will have values). I would suggest which target's points will be consumed (by a self-action for instance) is computed, not pre-stored.
    From all my testing, combo points can only exist on one mob at a time, dead or not. You can have combo points on the mob you just killed, but once you put a new combo point on a different target the points on the dead mob are removed.

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