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  1. #16
    robotkid's Avatar Contributor
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    Originally Posted by suicidity View Post
    Robot your wrong.

    For 3 character long values, you must add 2500 to the value (if i remember correctly - just woke up from a 20 hour WoW Binge ) 2 long you must subtract 10 - and 4 long subtract 8000

    These values wont directly work because they've been updated, and if you add something like 74D - It just wont work.

    But nice guide anyhow.


    lol not that it matters now anyhow...not with 2.3.2 version out..dang i wasnt aware it was out...guess im messing with it more than actually playing it :\

    Something more useful for you guys?
  2. #17
    raindog's Avatar Active Member
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    Originally Posted by suicidity View Post
    Robot your wrong.

    For 3 character long values, you must add 2500 to the value (if i remember correctly - just woke up from a 20 hour WoW Binge ) 2 long you must subtract 10 - and 4 long subtract 8000

    These values wont directly work because they've been updated, and if you add something like 74D - It just wont work.

    But nice guide anyhow.
    I don't quite see what you are trying to say, but I don't think robot is wrong. If you have a pointer to the base of the structure, you just add what I have in the comments to it and you'll get the address of the field. Best yet just to use the structure I posted and you don't have to do any more math.

  3. #18
    raindog's Avatar Active Member
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    Also, robot, I don't believe the structs i posted have changed for v2.3.2. I also haven't checked though but I have some code that is being used by a lot of people that has not crashed =)

  4. #19
    suicidity's Avatar Contributor
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    I was using this as a cheap Struct until I finished my bot

    Code:
        Structure Player
            Private pUID As Integer
            Public Shared pName As Integer = &HCF9F50
            Public Shared pHealth As Integer = &H2548
            Public Shared pMaxHealth As Integer = &H2560
            Public Shared pRage As Integer = &H2550
            Public Shared pMaxRage As Integer = &H2568
            Public Shared pEnergy As Integer = &H2558
            Public Shared pMaxEnergy As Integer = &H2570
            Public Shared pMana As Integer = &H254C
            Public Shared pMaxMana As Integer = &H2564
            Public Shared pLevel As Integer = &H2578
            Public Shared pExperience As Integer = &H3268
            Public Shared pRotation As Integer = &HBF4
            Public Shared pTarget As Integer = &H2530
            Public Shared pMoveState As Integer = &HC18
        End Structure
    Using your struct for alot of it, you can see the math needed for a simple memory reading off the Player base.

    Which backs up my post.

    BTW - This Struct was for 2.3 - It probably works for 2.3.2, but I have not checked yet. Worried about leveling my new main.


  5. #20
    robotkid's Avatar Contributor
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    Ok just made my checks, the stracture itself may not have changed but the pointer for its adress is not working for 2.3.2
    All that math is actually not needed here since you just need to read from the pointer, the address of the player stracture and
    then add the numbers raindog says for each variable.

    I have investigated the matter of the pointer not being same and i've noticed that there IS a pointer for the stracture again
    BUT its not static...wonder why...so i need to find out what the hell is going on there with a debugger and find a lead..till
    then cya around


    Last edited by robotkid; 01-13-2008 at 04:44 PM.

  6. #21
    suicidity's Avatar Contributor
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    do a simple 4byte search using the Static YPos. Then subtract the B84 (or whatever the YPos extension is) and you got a player base.

    Its easy. And all that math IS Required. Trust me, I spent a couple long nights toying with stuff.

    And what are you talking about pointer? There is no pointer in the Struct I posted, the only standalone Address in that struct was the Player Name for debug purposes.

    EDIT:

    That math is required because for example:
    Say the Player Base is 1ADE8000 - The XP Address then is 1ADE8CC4.

    When adding in Decimal form, to replicate that you must convert it back to decimal [ 1ADE8CC4 - 1ADE8000 = CC4 ] or ( 0xCC4 = 3268 )

    And sorry to confuse you but when adding the the address in decimal for and not true hex, you MUST convert it over.
    Last edited by suicidity; 01-14-2008 at 08:40 AM.


  7. #22
    robotkid's Avatar Contributor
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    Originally Posted by suicidity View Post
    do a simple 4byte search using the Static YPos.
    Then subtract the B84 (or whatever the YPos extension is) and you got a
    player base.

    Its easy. And all that math IS Required. Trust me, I spent a couple long
    nights toying with stuff.

    And what are you talking about pointer? There is no pointer in the Struct I
    posted, the only standalone Address in that struct was the Player Name for
    debug purposes.

    EDIT:

    That math is required because for example:
    Say the Player Base is 1ADE8000 - The XP Address then is 1ADE8CC4.

    When adding in Decimal form, to replicate that you must convert it back to
    decimal [ 1ADE8CC4 - 1ADE8000 = CC4 ] or ( 0xCC4 = 3268 )

    And sorry to confuse you but when adding the the address in decimal for
    and not true hex, you MUST convert it over.
    *sigh*

    Dude, for once more im telling you. I actually provided the address where
    the player base is stored...

    Pointer=Player Base address

    Which in 2.3.0 was static. So you had the players base with no math by
    simple reading the pointer. That's it. Then with raindogs stracture you just
    had to add in hex the corresponding value to the players base. Simple as
    that. That's the only part you need math. NOT to find the players base.

    So insted of reading ypos and substract B84 or whatever you simply read
    the address (pointer) which contain the exact address of the player base.

    Thing is that in 2.3.2 there IS a pointer also but its NOT static also. So
    with a NON static player base AND pointer i need to find another pointer or
    something which IS static.

    Last edited by robotkid; 01-14-2008 at 10:40 AM.

  8. #23
    suicidity's Avatar Contributor
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    Which would be the old 4byte YPos search. If you do it right the search wont take more than 1/2 seconds and you can do a simple check on it.

    Or you could poke around aimlessly trying the find the static pointer address.


  9. #24
    robotkid's Avatar Contributor
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    Originally Posted by suicidity View Post
    Which would be the old 4byte YPos search. If you do it right the search wont take more than 1/2 seconds and you can do a simple check on it.

    Or you could poke around aimlessly trying the find the static pointer address.

    Yea it will be but if you want to code a clean quality bot program you will
    find this way inconvinient. Just for the record im not just poking around the
    memory with Cheat Engine, im debugging it which makes much difference
    since this way i might find such a pointer again.

    The problem with 2.3.2 is that both player base AND pointer are inside a
    thread which is created at the loading screen which means different
    addresses every time Im on my way to find a way have the pointer of
    the players base but it would be harder than in 2.3.0 since it seems they
    really try to avoid this.

  10. #25
    Cypher's Avatar Kynox's Sister's Pimp
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    Robot, the struct can be found using Greyman's TLS method I believe. Once you have the base pointer from TLS transverse through the object manager to find the pointer to the player struct.

  11. #26
    robotkid's Avatar Contributor
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    Originally Posted by Chazwazza View Post
    Robot, the struct can be found using Greyman's TLS method I believe. Once you have the base pointer from TLS transverse through the object manager to find the pointer to the player struct.



    xmm i just found some paper about this and it seems my theory about threads
    is true indeed. Thanx to point me to the right direction. What he actually
    does here is searching in each thread for some stuff (haven't read it all).
    I'll try finding a similar yet easier way for this. (i just like to spend my free
    time with this kind of stuff :P) i'll +Rep you thx

  12. #27
    Nonominator's Avatar Banned
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    This n00b reading the whole thread didn't understand a word you all just said. What does this information do?

  13. #28
    raindog's Avatar Active Member
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    It's the definition of the structure for player data. I think i might have also posted the code for reading/swapping TLS data so that you could access the TLS data easily.

    Robotkid, I would suggest that you read directly from the TLS data, as there are a whole slew of things that require TLS that you would otherwise have to find.

  14. #29
    suicidity's Avatar Contributor
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    I need to have a look at this TLS


  15. #30
    robotkid's Avatar Contributor
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    Ya raindog, i put some effort finding anything about getting the pointer more
    easier than TLS searching but i dont think it really worth it at this point. I
    have to find more important things in there Im also lucky cause the thread about
    how to read all this stuff i found in wow.dev has some code in delphi and that's good
    cause im far better at it than with C++

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