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AionInterface.dll
Discussion on AionInterface.dll within the Aion Hacks, Bots, Cheats & Exploits forum part of the Aion category.
10/29/2016, 00:52
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#16
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Thank you xmast.1 years ago i wrote my own steelrake and udas temple bots.After their fix i got very poor in game.For mob killing bot i couldnt get entity and ability offsets.
I realized before ability and inventory shares same address and i though to write a scanner at c# 1 week ago but im very lazy so im starting to write thx so much.
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10/29/2016, 01:09
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#17
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Quote:
Originally Posted by extrasmalll
Thank you xmast.1 years ago i wrote my own steelrake and udas temple bots.After their fix i got very poor in game.For mob killing bot i couldnt get entity and ability offsets.
I realized before ability and inventory shares same address and i though to write a scanner at c# 1 week ago but im very lazy so im starting to write thx so much.
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You're welcome. You can use the AionScript memory source code "abilitylist + ability", to test it and find the offsets. But it's pretty easy. Easier than finding entity address after they changed the structure. But I give you a hint here too: Use the address I gave you, go through some offsets and try to find the result values by yourself, then use the pointer scanner to find the entity address. Actually there is a VERY stupid method to find the entity very easy .
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10/29/2016, 09:38
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#18
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Quote:
Originally Posted by xmast
Basically you already found all that stuff . So I'm wondering why do you have problems with some offsets? Could you maybe share how you disassembled the dll? Or just share the link from the pokemon reddit? Would be cool.
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Actually 0x00 Ninja forked the Repository from rafabertholdo:
As Aionscript is a .NET C# Application you can easily decompile it with this:
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10/29/2016, 14:57
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#19
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Quote:
Originally Posted by nucular1
Actually 0x00 Ninja forked the Repository from rafabertholdo:
As Aionscript is a .NET C# Application you can easily decompile it with this:
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Well, the project is closed and no you can't decompile it easily, because it has a protection.
So, doesn't really matter who cracked the protection and decompiled it, to put it on git hub .
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10/29/2016, 15:11
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#20
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Quote:
Originally Posted by xmast
Well, the project is closed and no you can't decompile it easily, because it has a protection.
So, doesn't really matter who cracked the protection and decompiled it, to put it on git hub .
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Yeah, i know that. Your Bot (AionSpot?) ist most probably also protected.
But AionScript(The User on this Thread aka Lev ) put his updated AionScript binaries here without Protection.
Most probably your Software is protected and needs to be unpacked.
If you wanna go down that Rabbithole i recommend you as a Knowledge Base. On this board you will find the crazy people ;-
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10/29/2016, 16:12
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#21
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Quote:
Originally Posted by nucular1
Yeah, i know that. Your Bot (AionSpot?) ist most probably also protected.
But AionScript(The User on this Thread aka Lev ) put his updated AionScript binaries here without Protection.
Most probably your Software is protected and needs to be unpacked.
If you wanna go down that Rabbithole i recommend you as a Knowledge Base. On this board you will find the crazy people ;-
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Yes, it's protected, but that doesn't matter. If you are good enough you can crack it within a few minutes . I mean, why crack a software which is not from a big company and costs mostly nothing. It's just bad for both sides, the creator gets mad and unmotivated, will stop updating and the guy who cracked it will have fun for a few days , that's it.
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10/31/2016, 12:32
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#22
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<DialogCollection>
<Array>ED6990</Array>
<Size>2200</Size>
<Validate>EC</Validate>
</DialogCollection>
<DialogSingle>
<Buffer>8</Buffer>
<BufferSize>1C</BufferSize>
<State>24</State>
<Position>44</Position>
<Size>54</Size>
<Padding>64</Padding>
<ChildMap>27C</ChildMap>
<ChildSize>280</ChildSize>
<SkillId>3C4</SkillId> <!-- CHECKME-->
<HtmlId>994</HtmlId> <!-- CHECKME-->
</DialogSingle>
Let's keep this post alive ;-)
Edit 2:
Updated Offsets. Dialog List is rendered now.
But can't check currently all Offsets. DialogCollection is correct, DialogSingle most likely.
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10/31/2016, 23:18
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#23
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Russia XML for 5.1 (from last AS)
5116.0420.0804.10935_32.xml as Europe one has the 2 block similar mean some data will be almost same
5116.0420.(Russia) => 5116.0420 (Gameforge)
when you compare older u'll see what has changed and what not
hope it's help
<?xml version="1.0" encoding="utf-8"?>
<Data>
<AbilityCollection>
<!-- done -->
<PointerMap>F490F4</PointerMap>
<PointerNode>B40</PointerNode>
<LeveledSkillProcessing>1</LeveledSkillProcessing>
</AbilityCollection>
<AbilitySingle>
<!-- done -->
<Id>8</Id>
<Buffer>1C</Buffer>
<BufferSize>30</BufferSize>
<CooldownTime>3C</CooldownTime>
<CooldownTimeRemaining>40</CooldownTimeRemaining>
<Level>58</Level>
</AbilitySingle>
<ActorCollection>
<!-- done -->
<PointerMap>EE34B4</PointerMap>
<PointerNode>34</PointerNode>
<PointerActorSinglePosition>134</PointerActorSinglePosition>
<PointerActorSingle>240</PointerActorSingle>
</ActorCollection>
<ActorPosition>
<!-- done -->
<Position>64</Position>
</ActorPosition>
<ActorSingle>
<!-- done -->
<Type>18</Type>
<Attitude>1C</Attitude>
<Id>28</Id>
<TypeId>2C</TypeId>
<Level>3A</Level>
<Health>3C</Health>
<Name>3E</Name>
<OwnerName>C4</OwnerName>
<OwnerId>F8</OwnerId>
<Legion>108</Legion>
<Duelling>190</Duelling>
<TypeNpc>1D0</TypeNpc> <!-- not tested -->
<Class>21C</Class>
<Stance>2B0</Stance>
<TargetId>340</TargetId>
<Hide>360</Hide>
<HideSeeing>361</HideSeeing>
<Dp>38C</Dp>
<AttackSpeed>4EA</AttackSpeed>
<Speed>7C0</Speed>
<Rotation>8B4</Rotation>
<StanceAerial>9AC</StanceAerial>
<SkillId>BBC</SkillId>
<SkillTimeTotal>BC4</SkillTimeTotal>
<SkillTimeRemaining>BC8</SkillTimeRemaining>
<StateCollectionMap>1074</StateCollectionMap>
<StateCollectionSize>1078</StateCollectionSize>
<RankId>1148</RankId>
<HealthCurrent>13A8</HealthCurrent>
<HealthMaximum>13AC</HealthMaximum>
<Action>1648</Action>
<CameraPosition>1E04</CameraPosition>
</ActorSingle>
<ActorState>
<!-- done -->
<Id>C</Id>
<TimeRemaining>1C</TimeRemaining>
</ActorState>
<ControllerSingle>
<!-- done -->
<CameraPitch>ED87A8</CameraPitch>
<CameraYaw>ED87B0</CameraYaw>
<Id>ED8B94</Id>
<WorldId>ED9558</WorldId>
<Brand>ED9594</Brand>
<Level>ED92D0</Level>
<ExperienceMaximum>EE2AA0</ExperienceMaximum>
<ExperienceRecoverable>EE2AA8</ExperienceRecoverable>
<ExperienceCurrent>EE2AB0</ExperienceCurrent>
<HealthMaximum>EE2ABC</HealthMaximum>
<HealthCurrent>EE2AC0</HealthCurrent>
<ManaMaximum>EE2AC4</ManaMaximum>
<ManaCurrent>EE2AC8</ManaCurrent>
<FlightTimeMaximum>EE2AD0</FlightTimeMaximum>
<FlightTimeCurrent>EE2AD4</FlightTimeCurrent>
<AttackRange>ED9328</AttackRange>
<FlightCooldownRemainingTime>EE2BF4</FlightCooldownRemainingTime>
<NameSearch>F13884</NameSearch>
<Name>ED8FCC</Name>
<TargetOffset>5AC</TargetOffset>
</ControllerSingle>
<ControllerSingleCheat>
<AttackRange>ED9328</AttackRange>
<AttackSpeed>EE2BE8</AttackSpeed>
<Speed>EE2BEC</Speed>
<GravityFlying>1305DB</GravityFlying>
<GravitySkills>0</GravitySkills>
</ControllerSingleCheat>
<ControllerSingleInput>
<!-- done -->
<ClickDisabler>69C7A9</ClickDisabler>
<ClickX1>F2B9BC</ClickX1>
<ClickX2>F2B9C4</ClickX2>
<ClickY1>F2B9C0</ClickY1>
<ClickY2>F2B9C8</ClickY2>
<ConsoleMap>4AC</ConsoleMap>
<ConsoleMapPointer>828</ConsoleMapPointer>
<ConsoleMapLength>83C</ConsoleMapLength>
</ControllerSingleInput>
<DialogCollection>
<Array>EB0000</Array> <!-- F91D14 -->
<Size>14FFFF</Size>
<Validate>F4</Validate>
</DialogCollection>
<DialogSingle>
<!-- OK (SkillId not tested) -->
<Buffer>8</Buffer>
<BufferSize>20</BufferSize>
<State>28</State>
<Position>48</Position>
<Size>58</Size>
<Padding>68</Padding>
<ChildMap>280</ChildMap>
<ChildSize>284</ChildSize>
<SkillId>3C8</SkillId>
<HtmlId>998</HtmlId>
</DialogSingle>
<GroupCollection>
<!-- done -->
<PartyLeaderId>ED95EC</PartyLeaderId>
<PartyMap>ED9618</PartyMap>
<PartySize>ED961C</PartySize>
<AllianceLeaderId>ED962C</AllianceLeaderId>
<AllianceMap>ED9680</AllianceMap>
<AllianceSize>ED9684</AllianceSize>
</GroupCollection>
<GroupSingle>
<!-- OK -->
<TeamId>0</TeamId>
<Id>4</Id>
<HealthMaximum>8</HealthMaximum>
<HealthCurrent>C</HealthCurrent>
<ManaMaximum>10</ManaMaximum>
<ManaCurrent>14</ManaCurrent>
<FlightTimeMaximum>1C</FlightTimeMaximum>
<FlightTimeCurrent>20</FlightTimeCurrent>
<WorldId>28</WorldId>
<Position>30</Position>
<Class>3C</Class>
<Level>3E</Level>
<IsMentor>42</IsMentor>
<Name>43</Name>
</GroupSingle>
<InventoryCollection>
<!-- OK -->
<PointerMap>F490F4</PointerMap>
<PointerNode>A34</PointerNode>
<MaximumSize>EE2B24</MaximumSize>
</InventoryCollection>
<InventorySingle>
<!-- OK -->
<Id>C</Id>
<Amount>10</Amount>
<Buffer>1C</Buffer>
<BufferSize>30</BufferSize>
<CooldownTime>3C</CooldownTime>
<CooldownTimeRemaining>40</CooldownTimeRemaining>
<Type>58</Type>
<Slot>78</Slot>
</InventorySingle>
</Data>
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11/01/2016, 04:59
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#24
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Okay, I'm in a very good mood after I found the active chain list .
Here is the ability stuff you need:
private static uint EUarray = 0xECEDF8;
private static uint NAarray = 0xF4A118;
private static uint EUnodePointer = 0xAFC;
private static uint EUmultip = 5;
private static uint NAnodePointer = 0xB40;
private static uint NAmultip = 4;
And:
private static uint euID = 0x8;
private static uint naID = 0x8;
private static uint euName = 0x18;
private static uint naName = 0x1C;
private static uint euCooldown = 0x38;
private static uint naCooldown = 0x3c;
private static uint euCooldownRemaining = 0x3C;
private static uint naCooldownRemaining = 0x40;
private static uint euCastTime = 0x58;
private static uint naCastTime = 0x60;
private static uint euLevel = 0x50;
private static uint naLevel = 0x58;
And here the code:
ulong pointer1 = Game.Process.GetPointer((ulong)AionMemory.EntityLi st.basePtr + (ulong)Offsets.abilityListOffsets.getArray());
ulong pointer2 = Game.Process.GetPointer(pointer1 + (ulong)Offsets.abilityListOffsets.getNodePointer() );
this._hAbilityListID.Clear();
this._hAbilityListName.Clear();
foreach (ulong num2 in this._Node(Game.Process.GetPointer(pointer2), new HashSet<ulong>()))
{
Ability ability = new Ability(Game.Process.GetPointer(num2 + (ulong)(Game.Process.PointerSize * Offsets.abilityListOffsets.getNodeMultiplier())), true);
if (ability.GetID() > 0)
{
this._hAbilityListID[ability.GetID()] = ability;
this._hAbilityListName[ability.GetName()] = ability;
}
}
If you still don't understand it ... learn C# first . Have fun guys, but it's only the ability list, not the active chain list - don't mix it up with the normal chain list which only shows chains instead of all abilites.
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11/01/2016, 20:08
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#25
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Quote:
Originally Posted by xmast
Okay, I'm in a very good mood after I found the active chain list .
Here is the ability stuff you need:
private static uint EUarray = 0xECEDF8;
private static uint NAarray = 0xF4A118;
private static uint EUnodePointer = 0xAFC;
private static uint EUmultip = 5;
private static uint NAnodePointer = 0xB40;
private static uint NAmultip = 4;
And:
private static uint euID = 0x8;
private static uint naID = 0x8;
private static uint euName = 0x18;
private static uint naName = 0x1C;
private static uint euCooldown = 0x38;
private static uint naCooldown = 0x3c;
private static uint euCooldownRemaining = 0x3C;
private static uint naCooldownRemaining = 0x40;
private static uint euCastTime = 0x58;
private static uint naCastTime = 0x60;
private static uint euLevel = 0x50;
private static uint naLevel = 0x58;
And here the code:
ulong pointer1 = Game.Process.GetPointer((ulong)AionMemory.EntityLi st.basePtr + (ulong)Offsets.abilityListOffsets.getArray());
ulong pointer2 = Game.Process.GetPointer(pointer1 + (ulong)Offsets.abilityListOffsets.getNodePointer() );
this._hAbilityListID.Clear();
this._hAbilityListName.Clear();
foreach (ulong num2 in this._Node(Game.Process.GetPointer(pointer2), new HashSet<ulong>()))
{
Ability ability = new Ability(Game.Process.GetPointer(num2 + (ulong)(Game.Process.PointerSize * Offsets.abilityListOffsets.getNodeMultiplier())), true);
if (ability.GetID() > 0)
{
this._hAbilityListID[ability.GetID()] = ability;
this._hAbilityListName[ability.GetName()] = ability;
}
}
If you still don't understand it ... learn C# first . Have fun guys, but it's only the ability list, not the active chain list - don't mix it up with the normal chain list which only shows chains instead of all abilites.
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I'm guessing it's this that needs changing?
public AbilityList Update()
{
Dictionary<uint, Ability> dictionary = this._hAbilityListID;
bool lockTaken = false;
try
{
Monitor.Enter((object) dictionary, ref lockTaken);
ulong pointer1 = Game.Process.GetPointer(this._iBase + (ulong) Game.Resolver["AbilityCollection"]["PointerMap"].Value);
uint num1 = Game.Resolver["AbilityCollection"]["PointerNode"].Value;
ulong pointer2 = Game.Process.GetPointer(pointer1 + (ulong) num1);
this._hAbilityListID.Clear();
this._hAbilityListName.Clear();
if (Game.Resolver["AbilityCollection"]["LeveledSkillProcessing"] != null)
{
foreach (ulong num2 in this._Node(Game.Process.GetPointer(pointer2), new HashSet<ulong>()))
{
Ability ability = new Ability(Game.Process.GetPointer(num2 + (ulong) (Game.Process.PointerSize * 5U)), true);
if (ability.GetID() > 0U)
{
this._hAbilityListID[ability.GetID()] = ability;
this._hAbilityListName[ability.GetName()] = ability;
}
}
}
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02/26/2017, 00:52
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#26
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Just code your own bots, it's not that hard...
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05/02/2018, 20:32
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#27
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Quote:
Originally Posted by xthack
Just code your own bots, it's not that hard...
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what was this video about ? Now it is unavailable
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08/03/2018, 02:55
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#28
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You wanna update AS for 3.9?
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