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Move Grind Video

Discussion on Move Grind Video within the 12Sky2 forum part of the MMORPGs category.

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Old   #1
 
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Move Grind Video

After finding the addresses for CurCharPos CurCamPos and CamFocPos () I was able to modify my Move Grind function and now it looks pretty damned real if you ask me.

I still have a few little changes to make, and user customization to add, but it's almost finished. This video does not show my drop junk feature, I'll make another video for that.

Essentially the Drop Junk function works a bit like afterburns bot. Except it drops everything as fast as "humanly possible". Also in my version you can add items to the list of things to drop by placing a picture of it in the Junk folder.

The Move Grind function featured in the video below works as follows:

When activated it stores the current position. It will now move around within a certain distance from that spot. Whenever it chooses to move it will choose a random direction (unless that direction puts it outside the boundries) to move, and also a random distance.

There are two ways to trigger a move. The first is completely random. It might move after 20 seconds for no reason, or after two minutes. The second trigger is when there are very few (or none) monsters attacking you. Usually it will choose to move in a direction that gathers more monsters (as you can see in the video).

The second triggers sensitivity can be adjusted, right now it's hard coded tho.

To see the video please

I have just now released V3 to my beta team for testing. They will test the new Move Grind, Drop Junk, and On Screen Display (see my website for details) as well as a few other changes/additions (now when you run out of pills from your inventory it will use a return scroll instead of let you die).

At this time SkyBot can only move in 8 different way (horizontal vertical and diaginal). Later I will add several other ways to move. For example a rounded turn left and right for each 8 directions. That would be 16 more possible movements to make.

Example: GoUp would also have a rounded turn going up left and a rounded turn going up right. GoUpLeft would have a rounded turn going upleft and left, and upleft and up. etc.

Adding those 16 movements completes all possible movement that could be made (straight in any direction and rounded in any direction) making a total of 24 possible directions to move. All which have random distance, meaning the rounded turns would never be the same shape.

Also notice in the video SkyBot makes anywhere between 1 and 3 different moves when triggered in order to locate more monsters. This is another way of keeping things dynamic. When triggered by the randomizer it will always only make one move.
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Old 09/10/2010, 12:36   #2
 
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good work. althrough if u would make it to circle for monsters it would pwn
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Old 09/10/2010, 13:45   #3
 
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Originally Posted by Ajax312 View Post
good work. althrough if u would make it to circle for monsters it would pwn
That's basicly what it does, or at least the effect that it creates.
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Old 09/10/2010, 15:21   #4
 
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so if your saying that you mean bot is going from north to south right? which mean when he finished moving it will attack?
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Old 09/10/2010, 22:39   #5
 
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so if your saying that you mean bot is going from north to south right? which mean when he finished moving it will attack?
No what im saying is it will move around randomly within the defined area until it is attacked, then it will continue attacking. Usually when it moves it has one or two monsters still attacking it, just not fast enough for it to want to stay there. It will move randomly, gathering mobs in the process, and then usually stop shortly from being attacked by the one or two monsters that are trailing it. At this point it will have moved closer to spawning monsters, creating a gathering effect.
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Old 09/11/2010, 00:58   #6
 
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good thing, u can get rich !
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Old 09/11/2010, 01:55   #7
 
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good thing, u can get rich !
LOL well all the additions I make for SkyBot are to insure the safety of it's users. I'm not going to be thinking about money until the bot is perfect. And at that point i'll probably just move on to another game LOL.

Got some feedback from my testing team. So far they all love the new move grind. In fact I haven't had any reports of bugs yet. I did a lot of testing on my own so I don't expect there to be many, except maybe with the new on screen display (not show in the video because fraps doesn't record tooltips).

The longest test I have run so far is 8.6 hours. I periodically checked it to see what my character was doing, throughout the test the character stayed within the defined area of movement. When I came back to my computer 8.6 hours later my character was standing in the center of town with a bit over half health, and the inventory had no HP tabs left. This means it successfully grinded 8.6 hours and ran out of pills, then successfully used a return scroll without dieing. All in all 100% success.

My only concern now is making the other 16 possible movements. After that (and assuming I don't get any bug reports) the beta will become an official release and I will submit a new demo for everyone to try.

I'm kinda burnt out on coding (been doing it the last 6 days straight) so I'm not going to get around to the other 16 till later tonight maybe tomorrow.
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Old 09/11/2010, 11:35   #8
 
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theres spots in that cave where 10 monsters come at u and u dont have to move ya know
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Old 09/11/2010, 12:46   #9
 
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Originally Posted by ipvpwithelitestoo View Post
theres spots in that cave where 10 monsters come at u and u dont have to move ya know
Yea and if your in one of those spots you wont move much. If the monsters never stop coming then your moves will only be triggered by a random timer, usually 45 seconds to 2 minutes, but sometimes as short as 15 seconds or as long as 10 minutes. This just makes it look like your repositioning your character a bit.

Check on these screen shots I just took. I was playing around with the camera addresses and found a way to lock the camera in a top down view detached from your character with the ability to zoom as far out as you want. I can even place the camera wherever I want, but I found out that just because the camera is there doesn't mean you can see other players. Still trying to figure that one out.









I'm going to use this for my next version of move grind. Also from this view the text for dropped items are all centered. If I zoom out far enough the pixels for the creatures get smaller, almost invisible, but the text remains the same size. This means I can easily detect elites without the possibility of skill effects, other players, or creatures getting in the way of that search.

One thing I need to figure out tho is how to freeze an address at a specific value. I don't know if constantly writing to the address will work... it would seem like you would be in a race against the TS2 app to rewrite that value. I don't know how to find what writes to an address and stop it from doing that, if someone does plz lemme know!
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Old 09/11/2010, 12:53   #10
 
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yea but im sayin u can go to those spots instead
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Old 09/11/2010, 12:56   #11
 
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Originally Posted by ipvpwithelitestoo View Post
yea but im sayin u can go to those spots instead
Yea that's true there are places where people generally don't move much, so it wouldn't be much of an issue if you moved or not. In that case you can just not activate move grind I guess.
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Old 09/19/2010, 22:43   #12

 
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hmm afkguy are you able to read the location's and status of the monsters from memory? they are in a struct array its possible to loop through them and find whats what like I did with mob finder and then you can know the exact X Z Y location for monsters and where to walk to goto them. Theres also a way to write to memory to make the character walk to a certian X Z Y not sure if your hack already does this or not but if not it would be worth investing some time into to figure out as it would look real if they are not speed hacking.
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Old 09/20/2010, 03:00   #13
 
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hmm afkguy are you able to read the location's and status of the monsters from memory? they are in a struct array its possible to loop through them and find whats what like I did with mob finder and then you can know the exact X Z Y location for monsters and where to walk to goto them. Theres also a way to write to memory to make the character walk to a certian X Z Y not sure if your hack already does this or not but if not it would be worth investing some time into to figure out as it would look real if they are not speed hacking.
hmm i like the sound of this...

I'm just now getting into reading and writing memory. Still don't really know how structures work, or how to find them. In fact I don't even know how to 'freeze' a value (other than ce of course). Looks like i'll be spending a lot more time googlin this week :P
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Old 09/22/2010, 05:47   #14

 
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To freeze a value there are two ways.
1 like cheat engine does keep setting it to the same thing every 1 or 100 or 10 milliseconds.
2 find everything that writes to the value code wise NOP it so it does nothing and does not change the value then change the value to whatever you want. The 2nd way being more efficient in most cases as it does not require a while loop going to infinity or a thread/timer combination.

As for structures in Twelve Sky 2 they might look like this in code. *C++* and this is off the top of my head so not exact as I don't have the game open atm.

struct Monster{
unsigned int ID; // Or could be DWORD they are the same thing.
char Name[14]; // the 14 part is length of name again its guessed atm lol.
DWORD maxHealth;
DWORD sizeofMonster;
DWORD range;
..... other stuff
};

Of course we do not have the luxury the developers do, we can not see the code. We get to see hex in memory view.

For example it might look like this *if you search for Kobold as text and scroll up slightly&

ID NAME "Kobold" MaxHealth (100)
01 00 00 00 4B 6F 62 6F 6C 64 00 00 00 00 00 00 00 00 00 64 00 00 00 00 00 00 00... ETC

in the game engine it can group together these structures into an Array of structures or a vector of structures. for monsters, item data, player data etc it is most likely an Array with a fixed limit. Given that you cant have say *pulled out of nowhere number* 1000 players on the whole game you might have an array of Player structs with room for 1000 players.

Your player is the first one in the struct in this game btw .

So you can think of the structs like this
MonsterMonsterMonsterMonster all the way to whatever limit.
PlayerPlayerPlayer all the way to whatever limit...

So after you find the structure and Identify the first data type and where it is *mark this as 0 if you are referencing the structure* you have to find the size of the structure. You can do this by scrolling down to find the next *repetition* of an element in the structure you know. Eg name, you might scroll down and see Draconic Cultist you know that that address for the text -4 *for the size of an unsigned int/dword for the ID* is the start of the next structure in your array. You can then work out the difference between the start address of kobold's one and the start address of draconic's one to find the size of the structure *from memory ages ago it was 256bytes*

Structures are important because they organize data. In object orientated programming *OOP* programmers use structures to hold their data for objects that have similar or the same traits.

in asm a structure is accessed by a pointer to its location. This can be caculated like so

StartOfStructureArrayAddress + (IndexofStructureYouWant * SizeOfStruct)

So index 0 is the first one you would get the StartOfStructureArrayAddress for 1 you would then get the next address which in this case would take you to Draconic Cultist.

Note what I have explained is just an example for the Monster Data not the actual monsters in the world on the map.

The monsters in the map and items even npc work like this.

IDofmonster UniqueID/InstanceID LOCATION LOCATION LOCATION OTHERDATA

so

01 00 00 00 InstanceID location etc.

Would be a kobold

i could have multiple entrys of those at different or the same spot.

The following would be two kobolds.
01 00 00 00 01 00 00 00 location location etc.
01 00 00 00 02 00 00 00 location location etc.

When you attack one it send the unique id to the server as well as type of attack and positions of your self and the monster?

The server can work with that information to process the attack and work out an outcome. You can exploit this functionality on players and attack them even when your on the other side of the map btw I won't say how to do this as its annoying... but I had it in my old C# Map Fun for a while for private usage it worked well. I could AOE the ones in town whilst i was like 1000m in air. The server has a check for monsters to prevent VAC tho so similar thing wont work.

Anyway Im running out of things I could type atm If you want me to teach you some stuff in the holidays then contact me on MSN or Skype etc.

Perhaps we can work together on something.


I will most likely make a decent tutorial on structure's later for my game hacking series
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Old 09/25/2010, 13:02   #15
 
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o.o wow that's way more then I could have asked for. That will definitly get me started. Right now im in the middle of re-doing a ton of stuff including my website for the release of SkyBot V3 (even better move grind/drop junk/new OSD/etc).

I completely redid my validation. That is, how i check to see how much time the user has left on the activation period. Now I use encoded values which are impossible to tamper with without disabling the application. Also the new method fixes some bugs.

1. When installing a new version/updating the time left will no longer reset
2. Instead of only adding time after the 30 day period is up, the "Time Cards" actually ADD to whatever amount you currently have.
3. Instead of downloading a file to add more time you purchase a serial number. That serial number you input into the "Time Add Tool" that comes with the SkyBot installation. After pressing submit the Time Add Tool connects to a script on my server which is connected to a database of serial numbers(serial numbers are encoded on database and decoded by tool). Connection is made via HTTP POST. After the serial number has been confirmed it is removed from the database. The TAT then adds the appropriate amount of time to your "card".
4. You can now add times of 1 day 3 days 7 days 14 days and 1 month

Some registry keys are used, but unless you can somehow decode the keys AND the values there's no tampering with it. The encoding is extremely complex, I do not take credit for it. I found a free resource on the ahk website that works wonders for encoding anything you want! And no I'm not using the default character strings, so it's impossible to decode even if you knew the resource.

All this was fairly revolutionary to me. That is, connecting a desktop application with a webscript.

Later i might also add a leaderboard of botting :P. I can have a little tool to submit your profile information to the website (linked to your forum profile) that keeps track of your stats. I already have an on screen display that records your stats like afk time, pills used, stacks reloaded, times moved, longest wait for a move, shortest wait for a move, most moves, least moves, items dropped, pouches used, etc etc etc... All that info could be saved to a file and periodically uploaded by the user via the tool.

i could even have it send a message each time someone starts/stops SkyBot. that way i can post a live notice of how many people are currently using SkyBot. LoL... totally pointless but funny in its own right...

EDIT:
Oh by the way I also added the ability to PAUSE your time card once every three days. While paused your time card will not run down, and will remain paused until you un-pause it in SkyBot. SkyBot will not function when paused of course. When you un-pause your time card it will continue to run down on a daily basis. Altering the clock will disable SkyBot, until its placed back where it belongs. You will be unable to pause your time card for three days after the last time you un-paused it. This means if you have 7 days remaining and pause it, then go camping for 5 days, when you come back and unpause it you will still have 7 days and will not be able to pause again for 3 more days. Three days later... now you have 4 days remaining and you can pause again if you want.

This function is simply to be fair. If you want to take a break from the game you can save your SkyBot time for later.
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