they're working, you just need to know how to get them down to the right one. Just change gear etc.
Example looking for max health: max health = 20k type 20k in CE, take armor off, max health is 15k, type 15k in CE and next scan, then there are less options etc...
here are my values for new patch (from "is the target a monster" onwards i'm not sure about how to get values anymore, i don't understand how to get them)
these should be the only values needing changing ( or do coords need changing too)?
Example looking for max health: max health = 20k type 20k in CE, take armor off, max health is 15k, type 15k in CE and next scan, then there are less options etc...
here are my values for new patch (from "is the target a monster" onwards i'm not sure about how to get values anymore, i don't understand how to get them)
these should be the only values needing changing ( or do coords need changing too)?
Quote:
// Current Health
public static int pCharacter_Hp = 0x400000 + 0xAF6DB8; //8byte
// Current Mana
public static int pCharacter_Mp = 0x400000 + 0xAF6DC0; //8byte
// Character Max Health
public static int pCharacter_HpMax = 0x400000 + 0xAF6DF0;
// Character Max Mana
public static int pCharacter_MpMax = 0x400000 + 0xAF6DF8;
// Pet Current Health
public static int pPet_CurrentHp = 0x400000 + 0xB12BF0;//4byte
// Pet Current Mana
public static int pPet_CurrentMp = 0x400000 + 0xB12F18;//4byte
// Pet Max Health
public static int pPet_HpMax = 0x400000 + 0xB12BF4;
// Pet Max Mana
public static int pPet_MpMax = 0x400000 + 0xB12F1C;
// Character Current Rage
public static int pCharacter_Rage = 0x400000 + 0xBF44A4;
// Character Current Level
public static int pCharacter_Lvl = 0x400000 + 0xA607f8;
//game.exe = 400000
// Character Available points
public static int pCharacter_Points = 0x400000 + 0xA60808;
// Character Health Regen
public static int pCharacter_HpRegen = 0x400000 + 0xAF6E10;
// Character Accuracy
public static int pCharacter_Accuracy = 0x400000 + 0xAF6E20;
// Character Evasion
public static int pCharacter_Evasion = 0x400000 + 0xAF6E40;
// Character Strength
public static int pCharacter_Str = 0x400000 + 0xAF6E48;
// Character Vitality
public static int pCharacter_Vit = 0x400000 + 0xAF6E50;
// Character Dexterity
public static int pCharacter_Dex = 0x400000 + 0xAF6E58;
// Character Intellect
public static int pCharacter_Int = 0x400000 + 0xAF6E60;
// Character Spirit
public static int pCharacter_Spr = 0x400000 + 0xAF6E68;
// Character Physical Attack Min
public static int pCharacter_PAtckMin = 0x400000 + 0xAF6E98;
// Character Physical Attack Max
public static int pCharacter_PAtckMax = 0x400000 + 0xAF6EA0;
// Character Magic Attack
public static int pCharacter_MAtck = 0x400000 + 0xAF6EA8;
// Character Physical Defense
public static int pCharacter_PDef = 0x400000 + 0xAF6F00;
// Character Magical Defense
public static int pCharacter_MDef = 0x400000 + 0xAF6F10;
// Character Current Money
public static int pCharacter_Money = 0x400000 + 0xAF6F40;
// Is the target a monster?
public static int pTarget_IsMonster = 0x400000 + 0x2067BC4C; //2byte, also is alive
// Target Name
public static int pTarget_PointerName = 0x400000 + 0x1091160; //4byte, Points to name with 0 offset
// Is the target tagged?
public static int pTarget_HasBeenHit = 0x400000 + 0xC970DC; //2byte
// Is the target a Lord?
public static int pTarget_IsLord = 0x400000 + 0x10952CC; //2byte
// Target Current Health
public static int pTarget_Health = 0x400000 + 0xC90E0C;//4byte
// Target Max Health
public static int pTarget_MaxHealth = 0x400000 + 0xC8FD80;//4byte
// Is the target attackable?
public static int pTarget_IsAttackable = 0x400000 + 0xC8FF34; //byte