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  1. #31
    -Ryuk-'s Avatar Elite User CoreCoins Purchaser Authenticator enabled
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    I also hooked FrameScript_SignalEvent directly
    |Leacher:11/2009|Donor:02/2010|Established Member:09/2010|Contributor:09/2010|Elite:08/2013|

    12/1/2016 bans...
  2. #32
    Jadd's Avatar 🐸 Premium Seller
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    Y'all niggas need to stop using lua. No bans here, even on a pretty wide array of servers. Offsets I'm using, for various things - I'd consider them safe to use at this point.

    Code:
    // <-- Global offsets.
    CMovementShared__GetDistanceFallen
    CMovement_C__SendMoveMessage_PlayerMoveFallLand
    CGUnit_C__UpdateDisplayInfo
    PlayerExploredZonesUpdateHandler
    CGGameUI__UpdatePlayerAFK
    CGWorldFrame__OnWorldUpdate
    CGWorldFrame__RenderWorld
    LoadingScreenEnable
    LoadingScreenPaint
    World__Preload
    CGPlayer_C__CanTeleport
    CWorldScene__CreateWorldMap
    CMovementShared__StartFallingInt
    CGUnit_C__TrackingStop
    vFrameScript__SignalEvent
    Script_SendUnitSignal
    CombatLogEntry__PushEvent
    CGWorldFrame__GetScreenCoordinates
    DDCToNDC
    CGObject_C__GetHighlightColor
    CObjectDisplay__RenderTargetSelection
    CGUnit_C__GetSelectionHighlightColor
    CGWorldFrame__RenderTargetSelection
    CWorldMap__QueryHeight
    World__Intersect
    CGRuneInfo__GetRuneTypeByIndex
    Spell_C_GetSpellCooldown
    Spell_C_GetPowerDisplayMod
    Spell_C_IsUsableAction
    Spell_C_RangeCheckSelected
    Spell_C_CastSpell
    Spell_C_StopCasting
    Spell_C__HandleTerrainClick
    GetSubTableRec__SpellMiscRec
    CGSpellBook__FindSpellByName
    Spell_C_GetFailType
    CGUnit_C__SendMovementHeartBeat
    CMovementShared__SetRunMode
    CGUnit_C__IsAutoTracking
    CGUnit_C__InitializeTrackingState
    CGWorldFrame__s_currentWorldFrame
    CGSpecializationInfo__m_specGroups
    CGSpecializationInfo__m_activePlayerTalents
    CGSpecializationInfo__m_activeSpecGroup
    s_activeWorldScene
    
    // <-- Chat offsets.
    Chat.CGChat__AddChatMessage
    Chat.Script_SendChatMessage
    
    // <-- Console offsets.
    Console.ConsoleWrite
    Console.CVar__LookupRegistered
    Console.CVar_Set
    
    // <-- ObjectManager offsets.
    ObjectManager.Script_GetGUIDFromName
    ObjectManager.ClntObjMgrGetMapID
    ObjectManager.ClntObjMgrGetActivePlayerObj
    ObjectManager.ClntObjMgrEnumVisibleObjectsPtr
    ObjectManager.ObjectUpdateFirstPass
    ObjectManager.CGObject_C__ctor
    ObjectManager.CGObject_C__dtor
    ObjectManager.CGObject_C__Disable
    ObjectManager.OsGetAsyncTimeMs
    ObjectManager.CGGameUI__m_currentObjectTrack
    ObjectManager.CGGameUI__m_lockedTarget
    ObjectManager.CGUnit_C__m_activeMover
    ObjectManager.CGUnit_C__UnitReaction
    ObjectManager.CGUnit_C__GetPredictedPower
    ObjectManager.CGUnit_C__GetMaxPower
    ObjectManager.CGUnit_C__OnSetRawFacingLocal
    ObjectManager.CGUnit_C__IsInMeleeRange
    ObjectManager.CGPetInfo__m_pets
    
    // <-- ObjectData offsets.
    ObjectData.g_baseObjDescriptors
    ObjectData.g_baseItemDescriptors
    ObjectData.g_baseContainerDescriptors
    ObjectData.g_baseUnitDescriptors
    ObjectData.g_basePlayerDescriptors
    ObjectData.g_baseGameObjectDescriptors
    ObjectData.g_baseDynamicObjectDescriptors
    ObjectData.g_baseCorpseDescriptors
    ObjectData.g_baseAreaTriggerDescriptors
    ObjectData.g_baseSceneObjectDescriptors
    ObjectData.g_baseConversationDescriptors
    
    // <-- PartyManager offsets.
    PartyManager.GetPartyUnit
    PartyManager.CGParty__OnPartyCreated
    PartyManager.CGParty__OnPartyDestroyed
    PartyManager.CGParty__OnGroupMemberAdded
    PartyManager.CGParty__OnGroupMemberRemoved
    PartyManager.CGPartyInfo__s_groups
    
    // <-- Interface offsets.
    Interface.CGItem_C__Use
    Interface.CGlueMgr__LoginServerLogin
    Interface.CGlueMgr__ChangeRealm
    Interface.CGlueMgr__EnterWorld
    Interface.CGlueMgr__GetCharacterList
    Interface.BattlenetLogin__SetGameAccount
    Interface.CGGossipInfo__SelectGossipOption
    Interface.CGLookingForGroup__ProposalResponse
    Interface.ClientPlayedTimeHandler
    Interface.ClientSuspendTokenHandler
    Interface.CGTradeInfo__InitiateTrade
    Interface.CGPlayer_C__AcceptOrUnacceptTrade
    Interface.CGPlayer_C__QueryQuest
    Interface.CGPlayer_C__AcceptQuest
    Interface.CGPlayer_C__QuestLogRemoveQuest
    Interface.GetQuestNameById
    Interface.CGPlayer_C__SellItem
    Interface.CGMailInfo__AutoLootMailItem
    Interface.Script_CheckInbox
    Interface.CGMailInfo__GetMailItem
    Interface.CGMailInfo__GetMailItemAttachment
    Interface.CGTradeInfo__m_tradingPlayer
    Interface.ClientServices__m_instance
    Interface.ClientServices__s_loginObj
    Interface.ClientServices__m_selectRealmInfo
    Interface.CCharacterSelection__s_characterList
    Interface.CGlueMgr__m_characterInfo
    Interface.CCharacterSelection__s_selectionIndex
    Interface.s_lastError
    Interface.s_bindAreaID
    Interface.g_eventUnitTokens
    Interface.CGGameUI__m_areaID
    Interface.CGGameUI__m_subzoneID
    Interface.CGMailInfo__m_commandPending
    Interface.CGMailInfo__m_totalInboxItems
    Interface.CGMailInfo__m_inbox
    Interface.CGMailInfo__m_object
    Interface.CGMailInfo__m_nextUpdateTime
    Interface.CGQuestLog__m_quests
    
    // <-- Packet offsets.
    Packet.CliChatAddonMessageWhisper
    Packet.NetClient__SendRaw
    Packet.NetClient__SendJam
    Packet.NetClient__ProcessMessage
    Packet.NetClient__ClientConnectionConnectToHandler
    Packet.ClientServices__SendRaw
    Packet.ClientServices__SendJam
    Packet.CDataStore__PutUInt8
    Packet.CDataStore__PutUInt16
    Packet.CDataStore__PutUInt32
    Packet.CDataStore__PutUInt64
    Packet.CDataStore__PutFloat
    Packet.CDataStore__PutArray
    Packet.CDataStore__PutSmartGuid
    Packet.CDataStore__GetUInt8
    Packet.CDataStore__GetUInt16
    Packet.CDataStore__GetUInt32
    Packet.CDataStore__GetUInt64
    Packet.CDataStore__GetFloat
    Packet.CDataStore__GetArray
    Packet.CDataStore__GetString
    Packet.CDataStore__GetSmartGuid
    Packet.IsCliUserClientPacket
    Packet.IsCliPlayerMovementPacket
    Packet.IsCliPlayerGameEventPacket
    Packet.IsCliAccountPacket
    Packet.IsCliPlayerPacket
    Packet.IsCliPlayerInventoryPacket
    Packet.IsCliChatEntityPacket
    Packet.IsCliGlobalPacket
    Packet.ClientServices__s_currentConnection
    
    // <-- Warden offsets.
    Warden.CurrentModule
    Warden.ModuleInterface
    Warden.RawModule__Create
    Warden.RawModule__Destroy
    
    // <-- ClientDB offsets.
    ClientDB.WowClientDB_Base__GetRecordDataUnsafe
    ClientDB.WowClientCompressedDBCache_CreatureDisplayInfoExtraRec__GetRecord
    ClientDB.WowClientCompressedDBCache_GameObjectDisplayInfoRec__GetRecord
    ClientDB.WowClientCompressedDBCache_ItemDisplayInfoRec__GetRecord
    ClientDB.WowClientCompressedDBCache_SpellEffectRec__GetRecord
    ClientDB.WowClientCompressedDBCache_SpellRec__GetRecord
    ClientDB.WowClientCompressedDBCache_FileDataRec__GetRecord
    ClientDB.WowClientCompressedDBCache_FileDataCompleteRec__GetRecord
    (Sorry for the sorting, it's something I've been meaning to get around to)

    Edit: Before people start telling me how useful Lua execution etc. is, ask yourself if it's really that hard to fake a lua state to call Script_* functions with. Same result (minus variable access, which seems kinda useless to me.)
    Last edited by Jadd; 01-14-2016 at 07:21 PM.

  3. Thanks HI5, Confucius, Parog, StinkyTwitch, IGG (5 members gave Thanks to Jadd for this useful post)
  4. #33
    lolp1's Avatar Site Donator CoreCoins Purchaser
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    For the record I'm using FrameScript::ExecuteBuffer with no extra precautions on both 32 and 64 bit with no bans, both from a WindowProc hook and assembly injection/create remote thread. I do not hook any WoW functions or events.

  5. #34
    Filint's Avatar Contributor Authenticator enabled
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    Originally Posted by Jadd View Post
    *snip*
    While I agree in principle, it's a lot easier (for lazy people like me at least :P) to keep track of 10 offsets rather than 80. That's a majestic list though!

    What's DDCToNDC? Sure I've heard the term before but not able to find it anywhere now

  6. #35
    namreeb's Avatar Legendary

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    Originally Posted by Filint View Post
    What's DDCToNDC? Sure I've heard the term before but not able to find it anywhere now
    I'm not sure what it stands for, but I believe it is used for converting between world and screen coordinates.

  7. #36
    Filint's Avatar Contributor Authenticator enabled
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    12/1/2016 bans...

    Yeah I think you're right, I searched and it's referenced in a thread about w2s. Interesting because that thread, one offsets thread and now this thread seem to be the only places - anywhere - that mention DDCToNDC so it must be an acronym for something

    Anyway I'm derailing the thread sorry about that! Feel free to go back to topic now :P

  8. #37
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by Filint View Post
    While I agree in principle, it's a lot easier (for lazy people like me at least :P) to keep track of 10 offsets rather than 80. That's a majestic list though!

    What's DDCToNDC? Sure I've heard the term before but not able to find it anywhere now
    Pretty easy to dump after bindiff, which I would always do after each patch regardless of whether I had 10 or 80 offsets.

    I use DDCToNDC in my WorldToScreen. Specifically, it is used to normalize screen positions between varying aspect ratios.


    Code:
    public static bool GetScreenPosition(Vector3 position, out Vector2 result) {
        var outputRef = new[] { Vector3.Zero };
        var onScreen = (bool) Memory.Thread.Invoke(CGWorldFrame__GetScreenCoordinates,
            CurrentWorldFrame, new[] { position }, outputRef, IntPtr.Zero, IntPtr.Zero);
    
        var output = outputRef[0];
    
        Rectangle clientRect;
        WinAPI.GetClientRect(Window.Handle, out clientRect);
    
        var height = clientRect.Bottom - clientRect.Top;
        var width = clientRect.Right - clientRect.Left;
    
        float x, y;
        DDCToNDC(output.X, output.Y, out x, out y);
    
        x = clientRect.Left + (x * width);
        y = height - (clientRect.Top + (y * height));
    
        result = new Vector2(x, y);
        return onScreen;
    }
    Last edited by Jadd; 01-14-2016 at 08:11 PM.

  9. Thanks lolp1, Sklug, HI5, Filint (4 members gave Thanks to Jadd for this useful post)
  10. #38
    reliasn's Avatar Legendary Authenticator enabled
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    Originally Posted by DarkLinux View Post
    Anyone know if the bots that got banned registered new LUA functions? I guess what does ReBot do? Other then hook and call lua function on start up.
    At least in my case, EWT does not register any functions nor extends the Wow API in any way. The in-game UI is created with the default widget functions.

    Originally Posted by lolp1 View Post
    For the record I'm using FrameScript::ExecuteBuffer with no extra precautions on both 32 and 64 bit with no bans, both from a WindowProc hook and assembly injection/create remote thread. I do not hook any WoW functions or events.
    Which is why I think all this talk behind the lua_load JMP isn't the main reason of the recent bans.

    But doing this...

    Originally Posted by Jadd View Post
    Y'all niggas need to stop using lua.
    ...should be a nice approach to avoid future detections, at least temporarily for public tools.

    Sadly, all we have now is speculation. There are some evidences, but no conclusions can be made from these posts so far.

    Besides the Warden scans that everyone is aware of, I've recently got to know about the Lua checks that it can also do, for example, to check if some Lua variable is loaded in the lua_State "s_context". From what I searched and talked to some people, these checks have been disabled for a while now, but I don't know about its current status. Does anyone have more info to share about this or even instructions on how to monitor these checks just like we do with the scans? Just to save some time when reversing Warden packets.
    Last edited by reliasn; 01-15-2016 at 02:21 PM.

  11. #39
    Owneth's Avatar Active Member
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    Originally Posted by namreeb View Post
    No shit calling Lua. I mean why are you calling Lua? What do people use it for? In every bot I've ever written, I'm pretty sure I've been able to accomplish what I need without using it.
    Spectating, but you just owned HB to it's core... with this statement.

  12. #40
    DarkLinux's Avatar Former Staff
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    Again dont think your safe calling apis directly. The same rules still applies. Most bots use lua so thats what they are hooking. After everyone moves away from that Blizz will just start hooking game functions and doing the same thing. I dont see why they dont hook a handfull of common apis like Spell_C_CastSpell, they could nail people calling it directly and people using the lua wrapped version. I would say packet based is the way to go atm.

  13. #41
    lolp1's Avatar Site Donator CoreCoins Purchaser
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    Originally Posted by reliasn View Post
    Which is why I think all this talk behind the lua_load JMP isn't the main reason of the recent bans.
    I can confirm beyond any doubt I was running a group of healing bg bots for the past month that I made to test routines in 32 bit using FrameScript::ExecuteBuffer from a unmanaged function pointer delegate in c# while injected and executing it from the main thread via WindowProc hook.

    I can also confirm I had at least 5 of my 32 bit bots running the past month that uses my out-dated external frame work that calls FrameScript::ExecuteBuffer with assembly injection/CreateRemoteThread.

    I very highly doubt I got lucky running over 10 bots using this function in both 32 and 64 both externally and internally every day for 3+ weeks. Take from that what you will.

    TL : DR below


    Originally Posted by DarkLinux View Post
    Again dont think your safe calling apis directly. The same rules still applies. Most bots use lua so thats what they are hooking. After everyone moves away from that Blizz will just start hooking game functions and doing the same thing. I dont see why they dont hook a handfull of common apis like Spell_C_CastSpell, they could nail people calling it directly and people using the lua wrapped version. I would say packet based is the way to go atm.
    Believe it or not blizzard takes great care to be very specific with who their ban waves target. They would really prefer not to blanket ban every single person that uses some part of their games memory such as a function pointer or memory reads/writes. They're not incapable of hiring anti-cheat help that could implement that, I assure you. They are making a choice not to do blanket detection's like that.

    I would make a guess and say the reason they would like to avoid such blanket tactics is it will inevitably catch a lot of harmless 'cheaters'. Some examples of people I would imagine they would prefer not to hit in mass-blanket bans:

    1. People who write tools or experiment with them solely for fun and learning and never use them to gain any meaningful advantages on Live who could catch undeserved bans in such blanket-catches as well.

    2. People using friends tools for harmless features (such as a deaf friend who uses my text-to-speech plugin) could unknowingly be using more abusive features For example if my friend got a new version from me and did not turn off some default stuff, he could easily have the auto-rebuff cast his buff on injection with lua and then realize it and turn it off but it would be to late.

    There are endless examples of players Blizzard would not desire to ban that would get banned in blanket-catches. They try to target very specific hacks and bots and user groups with their bans.

  14. #42
    drac112's Avatar Member
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    what about gold buyers do they get banned?

  15. #43
    deathleecher's Avatar Contributor

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    Originally Posted by drac112 View Post
    what about gold buyers do they get banned?
    Yes these things can result in a ban. As it is not allowed to buy in-game currency with real life money from other players.
    If you want to buy gold in a safe way I suggest you using the game time token service.
    Most players who sell large amounts of golds are usualy flagged as gold seller. Meaning whenever those players trade you gold face to face, blizzard will be notified.
    But there is always another way to acquire gold from players with real money. Simply find a seller that also does transactions thru the Auction House or stash it onto your guild bank.
    Atleast that is the safest way from what I've heared, I cannot confirm this for sure but highly doubt you'll get caught this way.

    Perhaps you should read their EULA, everything you need to know to avoid a ban is listed there.
    There's No Blaze Without Haze

  16. #44
    Nimesil's Avatar Active Member
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    bullshit, blizz dont ban buyers. they ban only sellers and cheaters

  17. #45
    Sklug's Avatar ★ Elder ★
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    Originally Posted by Nimesil View Post
    bullshit, blizz dont ban buyers. they ban only sellers and cheaters
    I will say that this is *usually* true, and I used to say it was 100% true, but after introduction of the WOW token, I know a couple of people, my brother being one of them, who got banned for being a "repeat" buyer. He had gotten that message that Blizz sends about how buying Gold hurts the game because it often comes from compromised accounts on I think 3 different occasions over a period of a year. He got perma banned after that for buying gold.

    But ya, I would typically agree with you... though this seems a bit off topic...

    Man guys... I built my own VendorManger class, TravelManager to handle max efficient use of the flightmaster in transversing the continents, and my own custom API to fill in the gaps of ReBot's own API, and several of the methods I created use Lua (like 15 of 100). Some of these are so useful as I was building some questing templates and I just don't have access to do packets with their bot. Hell, I don't know their own internal implementation if they are using packets or Lua themselves for some of this API. Makes me wonder... It's making me reinvent my approach to some of these the more tedious way lol. It does make me sad to see Lua so vulnerable though so I guess a necessity...
    Last edited by Sklug; 01-17-2016 at 10:32 PM.

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