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[OpenSource] AionInfo Library (For programmers) (4.0 NA 32 bit offsets)

Discussion on [OpenSource] AionInfo Library (For programmers) (4.0 NA 32 bit offsets) within the Aion Hacks, Bots, Cheats & Exploits forum part of the Aion category.

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Old 08/13/2013, 23:13   #16
 
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Quote:
Originally Posted by Cicciolo79 View Post
Can u share yuour 3.9 EU offsets? I've this for AionInfo library:
I have pretty much the same offsets as you. Just so you know you posted twice the EntityNode offset if you want to edit your post.

As for the Entity offsets I thought they were the same as NA with the exception of the pointer. Maybe that's the problem with my code because I can gather all available NPCs and Players nodes but can't access the entities info. (So far) So maybe my offset to entities info aren't good idk

Code:
[LEFT]// Offsets for Aion EU F2P 32bits
        // Build : 3.9

// LocalPlayer game.dll +
#define HAVE_TARGET			0xB46EBC				
#define PLAYER_ROTATION		        0xFB3A5C				
#define	PLAYER_X			0xFB3E80				
#define	PLAYER_Y			0xFB3E7C				
#define	PLAYER_Z			(PLAYER_X + 0x4)		
#define PLAYER_NAME			0xFB429C				
#define PLAYER_LEGION		        0xFB434C				
#define PLAYER_XP			0xFB44C8				
#define PLAYER_MAXXP		        0xFB44B8				
#define PLAYER_LEVEL		        0xFB4340				
#define PLAYER_HEALTH		        0XFB44D4				
#define PLAYER_MAXHEALTH	        (PLAYER_HEALTH + 0x4	
#define PLAYER_MANA			0XFB44DC				
#define PLAYER_MAXMANA		        (PLAYER_MANA + 0x4)		

//Entity List	game.dll +
#define ENTITYLIST			0xFBE5D8			
#define ENTITY_ARRAY		        0x48
#define ENTITY_SIZE			0x58

//EntityArrayItem
#define	NEXTARRAYITEM                   0x0,
#define PREVIOUSARRAYITEM               0x4,
#define ENTITYNODE                      0xC

//Entity Node
#define ISDEAD				0x4
#define ENTITY_X			0x34
#define ENTITY_Y                        (ENTITY_X + 0x4)
#define ENTITY_Z			(ENTITY_X + 0x8)
#define ENTITY_TYPE                     0x13E
#define ENTITY				0x254

//Entity
#define ENTITYNODE			0x4 //3.9
#define TYPE				0x18 //3.9
#define ATTITUDE			0x1C //3.9
#define OBJECTID			0x24 //3.9
#define LEVEL				0x36 //3.9
#define HEALTHPERCENT		        0x38 //3.9      
#define NAME				0x3A //3.9
#define	CLASS				0x214 //3.9
#define TARGETOBJECTID		        0x330
#define BUFFCOUNT			0xF84
#define BUFFARRAY			0xF8C
#define HEALTH				0x1228,
#define MAXHEALTH			(HEALTH + 0x4)
#define BUFFSIZE			0x12[/LEFT]
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Old 08/16/2013, 10:09   #17
 
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Im waiting for the 4.0 EU version... then restart work hard to found all offsets. Stay tuned for collaboration.
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Old 08/20/2013, 05:01   #18
 
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one interesting thing i found out , i was searching for hp offset of entity, and found it after all, but it seems to be percentage of hp all untill you select that target ingame, then it turns into real hp value rather than percentage. later on i hooked aions targeting function and made it execute with arguments i supplied to it (id of each player in entity list) and that did the trick magically. (this regards only entities with type value of 1, meaning players.

im trying to hook a function that processes movement when you left click on the floor somewhere but i have poor success so far. does any1 have any tip on this?
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Old 08/20/2013, 06:46   #19
 
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Get some value beetween like the coords you stand on, then when you click on this point, the coords will be stored in some address(wasn't static).
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Old 08/20/2013, 17:45   #20
 
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Quote:
Originally Posted by alerules View Post
one interesting thing i found out , i was searching for hp offset of entity, and found it after all, but it seems to be percentage of hp all untill you select that target ingame, then it turns into real hp value rather than percentage. later on i hooked aions targeting function and made it execute with arguments i supplied to it (id of each player in entity list) and that did the trick magically. (this regards only entities with type value of 1, meaning players.

im trying to hook a function that processes movement when you left click on the floor somewhere but i have poor success so far. does any1 have any tip on this?
game.dll + 10A1FE8

Try this set it to 4 and you will run forward a step. I put it on a loop to set it to 4 every 300 miliseconds and it produces a smooth running animation. It only looks smooth if the game is in the background or minimized, if the game is active I use {w down}
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Old 08/21/2013, 00:12   #21
 
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Quote:
Originally Posted by Immons View Post
Get some value beetween like the coords you stand on, then when you click on this point, the coords will be stored in some address(wasn't static).
it is impossible to click on exactly the same coords considering it's a double value, i can try and search for val between, but that still only takes me to setting the value of variable that holds the destination, i still need to hook the function that does the thing. i was thinking, click to move can be disabled in options, so i found a variable that held this bool value and did "find what accesses this" and found a function that accesses it, but it seems to be in some kind of weird loop that i couldn't figure out through CE dasm, too bad i can't use olly cuz of goddamn themida and i dun have vm and xp to unpack it as of right now.

Quote:
Originally Posted by Storb View Post
game.dll + 10A1FE8

Try this set it to 4 and you will run forward a step. I put it on a loop to set it to 4 every 300 miliseconds and it produces a smooth running animation. It only looks smooth if the game is in the background or minimized, if the game is active I use {w down}
this is interesting but doesn't do what i need.
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Old 08/21/2013, 01:15   #22
 
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Quote:
Originally Posted by alerules View Post
this is interesting but doesn't do what i need.
What exactly are you trying to accomplish?
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Old 08/21/2013, 03:36   #23
 
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hook a function that moves the player, and then call it inline with asm and arguments(xyz) of my own wanting

edit: actually hook would mean close to nothing here cause i simply need function asm code. for the registers i'll go with pushad and popad, should do the trick just fine
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Old 08/24/2013, 13:33   #24
 
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Is it me or the Node Type and the Entity Type are not the same? I thought they ought to be the same. Maybe it's my offsets that aren't good idk.
Node Type : 0x13e
Entity Type: 0x18 ??
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Old 08/27/2013, 07:15   #25
 
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Content removed.
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Old 08/27/2013, 15:45   #26
 
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Anyone know of a way to force target something? I tried changing the target base to a different node ID, and while the change reflects good in CE I don't target anything differently in game.
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Old 10/08/2013, 03:33   #27
 
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Quote:
Originally Posted by illegible View Post
[B]
Code:
        internal enum ChainsManager
        {
            Pointer = 0x1129F20,
            ArrayStart = 0x490,
        }

        internal enum Chain
        {
            AbilityId = 0x3F4,
            IsElapsed = AbilityId + 0x5C,
        }

        internal enum AbilityList
        {
            Pointer = 0x10A1534,
            FirstItem = 0x9FC
        }

        internal enum AbilityArrayItem
        {
            Pointer1 = 0x0,
            Pointer2 = 0x4,
            Pointer3 = 0x8,
            AbilityID = 0xC,
            AbilityPointer = 0x14,
            AbilityAcquired = 0x18
        }

        internal enum AbilityPointers
        {
            First = 0x0,
            Second = 0x14,
            Third = 0x4,
            Final = 0x8
        }

        internal enum Ability
        {
            ID = 0x8,
            Name = 0x1C,
            NameLength = 0x2C,
            LastUseTimestamp = 0x44,
            Cooldown = 0x48,
            CooldownEnd = 0x4C,
            CastTime = 0x60
        }
Anyone willing to tell me how to find the ability offsets! I need them for the EU 4.0 version! Thanks

Quote:
Originally Posted by ov3rz View Post
Anyone willing to tell me how to find the ability offsets! I need them for the EU 4.0 version! Thanks
Guess not
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Old 10/16/2013, 13:28   #28
 
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Good job
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Old 10/25/2013, 20:32   #29
 
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good
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Old 11/01/2013, 14:20   #30
 
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Can't open!
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Tags
abilities, assembly, chainskills, inventory, memory


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