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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.
08/13/2013, 23:13
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#16
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Quote:
Originally Posted by Cicciolo79
Can u share yuour 3.9 EU offsets? I've this for AionInfo library:
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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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08/16/2013, 10:09
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#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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08/20/2013, 05:01
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#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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08/20/2013, 06:46
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#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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08/20/2013, 17:45
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#20
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Quote:
Originally Posted by alerules
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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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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08/21/2013, 00:12
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#21
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Quote:
Originally Posted by Immons
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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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
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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this is interesting but doesn't do what i need.
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08/21/2013, 01:15
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#22
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Quote:
Originally Posted by alerules
this is interesting but doesn't do what i need.
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What exactly are you trying to accomplish?
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08/21/2013, 03:36
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#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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08/24/2013, 13:33
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#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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08/27/2013, 07:15
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#25
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Content removed.
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08/27/2013, 15:45
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#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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10/08/2013, 03:33
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#27
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Quote:
Originally Posted by illegible
[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
}
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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
Anyone willing to tell me how to find the ability offsets! I need them for the EU 4.0 version! Thanks
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Guess not
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10/16/2013, 13:28
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#28
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Good job
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10/25/2013, 20:32
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#29
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good
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11/01/2013, 14:20
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#30
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Can't open!
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