Wonderland

02/23/2018 18:21 Stark77#16
Great job CeifadorX. Would it be possible for you to post it without ASM (so in the form I posted the opcode)?
02/24/2018 02:20 CeifadorX#17
of course, my friend

Follow function (arg is int playerid)

moveto function (args is float x,y,z and int flymode var)

but i donot can make auto fly mode works, for flymode (value 1) u need use fly before move function. I was trying to understand the part of lea asm but I ran out of time.

PS: all vars need reverse address. i donot hav a function, my asm class auto convert.
02/24/2018 15:45 Stark77#18
Great - thank you very much! :)
05/18/2018 23:42 Stark77#19
Hi guys,

as you know there is a new small update.
Here is my list of changed offsets/adresses:

realBaseAddress = 0xF45A68
SendPacketAddress = 0x8A0480
AutoPathAddress = 0x415790
ADDRESS_ACTION1 = 0x4ED990
ADDRESS_ACTION2 = 0x4F2560
ADDRESS_ACTION3 = 0x4EDE60
ADDRESS_GATHER = 0x4D9A20
CastAddress = 0x4E9600
InventoryListOffset = 0x1344
MoveMode_Offset = 0x820
playerActionStructOffset = 0x17A8

However, sadly my movement function is not working with them.
The autopath is working, but there is a small issue with flymode.

Does anyone have different values or ideas what I did wrong?
05/19/2018 08:16 jasty#20
Autopath is 0x40baf0 Rest is fine.
05/19/2018 09:20 Stark77#21
Thank you very much for your help Jasty.
Sadly, also with this address the autopath would always fly.
Seems my move function might be the issue.

I listed them all (autopath and normal) below.
I tried differnent ways and cannot find alternatives atm.
If anyone has an idea, I would be really grateful.




05/20/2018 05:41 jasty#22
My MoveTo is the same as your normalMoveTo2 and it works.

It looks like you are converting the floats to strings with 'floattohex' and then sending strings to 'revHex'. Is your revHex function able to properly handle hex strings as input? The other times you are calling it the parameter is an int.
05/20/2018 12:39 Stark77#23
Hi jasty,

thank you again for your help.
The conversion function cannot be the issue as I always used it before and it was working. In the past we noticed that some move functions do not work for certain operating systems. Maybe that could cause the issue, as I still run windows 7.
05/20/2018 15:07 jasty#24
I run win7 too and have the same moveto. Are you accidentally passing integers into float to hex? I really would examine the strings that are being generated to make sure they are as expected. That part is fishy.
05/21/2018 02:10 Stark77#25
Thanks again for the effort. If the adresses are correct and you use the same function and OS, it is really strange. Like I said these conversions always worked for me and looking at the code generated it seems to be just fine.

normalmove2(10,10) generated (without spaces and explanations in brackets):
Code:
60
B8 685af400 (%revBaseAddress%)
8B00
8B401C
8B78 34 (%revPlayerOffSet%)
8B8F a8170000 (%OFFSET_ACTIONBASE%)
6A01
BA 90d94e00 (%revADDRESS_ACTION1%)
FFD2
8D4C241C
89C6
51
BA 00000000 (%FLYMODE%)
52
89F1
BA 60254f00 (%revADDRESS_ACTION2%)
FFD2
8B8F a8170000 (%OFFSET_ACTIONBASE%)
B8 00c073c5 (%revX%)
89F2
83C220
8902
B8 00000000 (%revZ%)
89F2
83C224
8902
B8 00c0a8c5 (%revY%)
89F2
83C228
8902
6A01
56
6A01
BA 60de4e00 (%revADDRESS_ACTION3% )
FFD2
61
C3
05/21/2018 16:09 jasty#26
Comparing that to mine it looks good except for one part... I was wrong when I said "rest is fine".

$ADDRESS_ACTION1 = 0x4ecd80

05/21/2018 17:32 CeifadorX#27
Good Morning!

There was some change in the structure of movement, the follow function no longer works, and on the game screen, if you put to follow, the avatar even flies attracted to the chased or down the wings.

Unfortunately I'm still kind of busy lately, but I'll see if I can debug the new structure this weekend.
05/21/2018 21:00 Stark77#28
:handsdown: I dont know what I did wrong as I was searching for the addresses but this one is working just fine. Thank you a lot :)

In case anyone is interested, here is the new buff ID list:

Code:
   
   BuffBase := ReadMemoryUint(playerPointer + 0x390, processID)
   BuffCounter := ReadMemoryUint(playerPointer + 0x39C, processID)
   Loop % BuffCounter
      BuffID := ReadMemoryUint(BuffBase + (A_Index-1)*0x1A, processID)
I dont know yet how to read these new timers on the buffs, but could actually become quite helpful
05/30/2018 22:14 jasty#29
Quote:
Originally Posted by Stark77 View Post
I dont know yet how to read these new timers on the buffs, but could actually become quite helpful
Timers are just unix timestamps at BuffBase + 0x1a*i + 0x6.
You probably need to compare that against the games internal timestamp at 0xF68C94 rather than your system time.
06/20/2018 17:50 rama666#30
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