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  1. #1
    johnlb85's Avatar Member
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    Party Member GUIDs

    I am updating my code for the 4.0 wow era and am having issues reading the party member guids. I got my offsets from one of the 4.0.3 offset posts, thank you for them, but can't seem to figure out how to read the needed data. I'm borrowing heavily from the MBot code posted earlier and this is what I'm trying;

    Code:
    Memory.Read<ulong>(Memory.BaseAddress + Pointers.PartyPointers.Member1GUID)
    From this I keep getting 0. Again the offsets are as listed in a 4.0.3 offset thread, and the method above is used to read other data; playername, zone, subzone. Any help would be appreciated.

    Party Member GUIDs
  2. #2
    Steveiwonder's Avatar Active Member
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    In a previous bot i was making, you have to read as

    byte[] x Memory.ReadBytes(PartyMem1GUID,4;
    ulong GUID = BitConverter.Int64(x, 0);

    Something along those lines.

    EDIT: will post the code soon, will boot laptop - at work atm

    ---------- Post added at 08:35 PM ---------- Previous post was at 07:48 PM ----------

    This is what i was using. I dont know if this is still the correct way of doing it, its from an old healbot i was using.

    Code:
     public static bool LoadParty()
            {
                //ok let me use this as exmaple. So atm 
                #region Load Party info. Get All GUIDs. Set Member Count
                int i = 0;
                int membercount = 0;
                byte[] p1 = HealBot.MeMBM.WooW.ReadBytes((uint)(Party.s_LeaderGUID), 48);//0x00B92570 //this is now open for reading???
                byte[] p2 = HealBot.MeMBM.WooW.ReadBytes((uint)(Party.s_Member1GUID), 48);// player1
                byte[] p3 = HealBot.MeMBM.WooW.ReadBytes((uint)(Party.s_Member2GUID), 48);// player2
                byte[] p4 = HealBot.MeMBM.WooW.ReadBytes((uint)(Party.s_Member3GUID), 48);// player3
                byte[] p5 = HealBot.MeMBM.WooW.ReadBytes((uint)(Party.s_Member4GUID), 48);// player4
    
                HealBot.Form1.PartyListGUID[0] = ObjectManager.Me.GUID;//(ulong)BitConverter.ToInt64(p1, 0);// this is also in form.cs i can make it static.
                HealBot.Form1.PartyListGUID[1] = (ulong)BitConverter.ToInt64(p2, 0);
                HealBot.Form1.PartyListGUID[2] = (ulong)BitConverter.ToInt64(p3, 0);
                HealBot.Form1.PartyListGUID[3] = (ulong)BitConverter.ToInt64(p4, 0);
                HealBot.Form1.PartyListGUID[4] = (ulong)BitConverter.ToInt64(p5, 0);
    
                //HealBot.Form1.PartyListGUID[0] = ObjectManager.Me.GUID;
                for (i = 0; i < 5; i++)
                {
                    if (HealBot.Form1.PartyListGUID[i] != 0)
                    {
                        funcs.log(Form1.PartyListGUID[i].ToString() + "::" + ObjectManager.Me.GUID);
                        funcs.log(funcs.GetPlayerName(Form1.PartyListGUID[i]).ToString());
                        membercount++;
                    }
                }
                funcs.log("");
                
                if (membercount > 0)// can be 1 as it will always have me inside.
                {
                    System.Threading.Thread.Sleep(200);
                    Functions.funcs.log("Found " + membercount + " party members");
                    return true;
                }
                else
                {
                    return false;
                }
                #endregion
            }
    p.s. Yes is fugly, i was still learning when i wrote this and never go around to recoding it - but it worked.

    Just starting to make a new partybot now.

  3. #3
    johnlb85's Avatar Member
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    Hmm, I believe that is how it used to work. I used a similar method in my code for 3.0.x. Attempted it anywho and couldn't get any results. Thanks for the reply tho'!

  4. #4
    amadmonk's Avatar Active Member
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    *cough* System.Convert.ToUInt64(DoLua("UnitGUID('party1')")) ... and... done! No offsets to maintain, no 50 lines of code to maintain a copy of some data that WoW's Lua engine already exposes to you "for free." It just works.

    (Obviously, substitute in whatever your command to execute a bit of Lua and return the results is...)
    Don't believe everything you think.

  5. #5
    caytchen's Avatar Contributor
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    So, not to interrupt here, but did any of you bother to look at the code for the LUA party functions? It really doesn't get any easier.

  6. #6
    Steveiwonder's Avatar Active Member
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    Originally Posted by amadmonk View Post
    *cough* System.Convert.ToUInt64(DoLua("UnitGUID('party1')")) ... and... done! No offsets to maintain, no 50 lines of code to maintain a copy of some data that WoW's Lua engine already exposes to you "for free." It just works.

    (Obviously, substitute in whatever your command to execute a bit of Lua and return the results is...)

    The value returned by UnitGUID cannot be converted to ULONG. Phails evertime

    Code:
    *************************************************NEW EXCEPTION************************************** 
    Message: 
    Input string was not in a correct format. 
    Data: 
    **************************************************************************************************************

    Code:
    H.DoString("guid = UnitGUID(\"player\")");
                    string guid = H.GetLocalizedText("guid");                
                    Log(Convert.ToUInt64(guid));
    Last edited by Steveiwonder; 12-27-2010 at 05:51 PM.

  7. #7
    namreeb's Avatar Legendary

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    What is the string value of the guid return result? Is it perhaps in hex? If so, you can pass a base parameter to the Convert functions.

  8. #8
    Steveiwonder's Avatar Active Member
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    Originally Posted by namreeb View Post
    What is the string value of the guid return result? Is it perhaps in hex? If so, you can pass a base parameter to the Convert functions.
    Thanks Dude.
    Code:
    H.DoString("guid = UnitGUID(\"player\")");
                    string guid = H.GetLocalizedText("guid");
                    Log(Convert.ToUInt64(guid, 16));
    Works
    Last edited by Steveiwonder; 12-27-2010 at 06:45 PM.

  9. #9
    amadmonk's Avatar Active Member
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    Oh right, forgot the base in my quickie post...

    Still far easier than maintaining a whole bunch of offsets from patch to patch.
    Don't believe everything you think.

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