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AFK Loader

Discussion on AFK Loader within the Aura Kingdom forum part of the MMORPGs category.

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Old 02/20/2014, 08:00   #91
 
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Quote:
Originally Posted by ntKid View Post

AFKLOADER[LUA] V1.2 AVAILABLE TO DOWNLOAD ->
Hope you guys enjoy it.

Credits: Thr!ce, TheStupidDog, AlainProvist and myself.

yes pureleech you can swap weapon with this.
you didn't completely remove your character's name. look at sigrun
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Old 02/20/2014, 08:50   #92
 
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Unfortunatly I'm still unable to run afkloader nor your bot ntKid. Probably due to the fact that I'm using the french client...

I get an unable to connect the server message from the game just before normally choosing the channel. And I get the error[2] message from CLua right at the beginning.

I also tried to manually inject the CLua.dll with a programm of mine, but nothing happens. Tried to modified the sources to add some logs to be able to debug but the sources are too old and mysteriously make the game crash when compiling the dll myself.

A bit bottleneck...
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Old 02/20/2014, 09:36   #93
 
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Quote:
Originally Posted by Shane¸ View Post
you didn't completely remove your character's name. look at sigrun
Thanks for pointing it out, well its not my main char anyways and your quote is not actually helping either

Quote:
Originally Posted by AlainProvist View Post
Unfortunatly I'm still unable to run afkloader nor your bot ntKid. Probably due to the fact that I'm using the french client...

I get an unable to connect the server message from the game just before normally choosing the channel. And I get the error[2] message from CLua right at the beginning.

I also tried to manually inject the CLua.dll with a programm of mine, but nothing happens. Tried to modified the sources to add some logs to be able to debug but the sources are too old and mysteriously make the game crash when compiling the dll myself.

A bit bottleneck...
This cannot be injected with other program.

Error[ 2 ] = your game.bin is not correct for this version of CLua.dll

bellow is the game.bin for current international client.
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Old 02/20/2014, 10:34   #94
 
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Yeah it is what I feared... different exe for different language services... what a shame : it should have been data driven !

I'll try your exe but I suppose the game will crash while trying to load its language specific data (otherwise I see no reason why they would have make different exe for different languages).

Any idea about the fact that injecting your dll from myself doesn't work ? Did I missed something ?
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Old 02/20/2014, 14:34   #95
 
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Originally Posted by AlainProvist View Post
Yeah it is what I feared... different exe for different language services... what a shame : it should have been data driven !

I'll try your exe but I suppose the game will crash while trying to load its language specific data (otherwise I see no reason why they would have make different exe for different languages).

Any idea about the fact that injecting your dll from myself doesn't work ? Did I missed something ?
No offence but with your english skills i see no reason for you to use the french client.
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Old 02/20/2014, 15:27   #96
 
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Agreed, your English is very good indeed Alain

So, after loading the game a couple times to get the loader working, it appeared in my client and I checked out the options. I'm glad you left the teleport option in for the hilarity of it. I love standing in town and using it, looks really funny

I also left the macro option running overnight, and whatever you've done has completely fixed the flickering/crashes! I also woke up to a very healthy amount of secret stones and eidolon xp crystals

The AFK loader and CLua are some awesome pieces of coding, you guys are doing some great work and I'm happy to have had a small hand in helping (and hope to be able to help out in anyway I can in future too)
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Old 02/20/2014, 16:02   #97
 
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I'm pleased to hear this . The only reason why I chose first the french version was ignorance. Was not aware that the server and even the client were country specific. And now, even if I regret this choice I'm too lazy to start again new chars...

Now, since I'm not here for getting a working bot only but more for learning skills in how to make one and share some knowledge, I can for sure get the international version for test purpose, and keep the french one for playing .
Anyway if there is a chance to make this work on any server/client by exposing offsets or whatever need to be exposed, I'll grab this chance.
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Old 02/20/2014, 16:30   #98
 
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Why is it that the client is not loading for me? I'm using windows 8.1 and I did all the instructions. Copied the files from the zip file to the AK folder and ran the loader on admin privilege. The UI of the loader is not showing on my game.
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Old 02/20/2014, 16:33   #99
 
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The loader doesn't attach 100% of the time, read the post a little more and you'll see this. Just reload (don't skip movies) until it works.
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Old 02/20/2014, 16:36   #100
 
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sir 1 or more dll injected failed, i run the AFKLOADER with administrator privilege still not working, my os is windows xp, is there any possible way to make it work? thanks a lot
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Old 02/20/2014, 17:27   #101
 
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Quote:
Originally Posted by AlainProvist View Post
Anyway if there is a chance to make this work on any server/client by exposing offsets or whatever need to be exposed, I'll grab this chance.
AOB (Array of Bytes) search. find specific memory patterns and search for those patterns.
under windows, you can simply do that with an injected DLL and the VirtualQueryEx API.
this gives us the luxury of searching within the process' committed memory without using the ReadProcessMemory API at all, instead, we use pointers.
meaning the memory search will be ultra-fast and thanks to VirtualQueryEx, it will also be safe and efficient.
I have my AOBs (patterns) from the CBT for: character name, level, health, target, coordinates and "teleport" coordinates.
they're still valid since then. no need to use base addresses and offsets and all that stuff, a simple few seconds search and you get all those addresses.

If you're using Cheat Engine, use the Memory View feature and go to the address of the value you want to find a pattern for.
if a unique pattern does exist (in most cases it does), finding it is fairly easy, just takes a little bit of trial and error.
once you find that pattern, you just search for it and add the offset from that pattern to the original address and you're pretty much done.

A good pattern should work for a long time, until, of course, the game will drastically change.
as I said, the patterns I'm using are still working since the CBT.
looking for AOBs such as texture names, file paths and stuff like that is usually a good thing and in AK the client is full of them.
for example, you can retrieve most of the character information from a few structures, some of those structures are "connected" to the UI.
and because of that, there will be texture names close to such structure.
find a unique one that is close enough to the structure and its distance (offset) from the structure doesn't change and you've got yourself a good AOB without even the need of using mask for the pattern search.

2 tips:
1. Try to find a small AOB, large ones will impact the search speed. the bigger the pattern is the longer it will take to find it.
bigger AOBs are often more accurate of course, you need to find one that is not too big but not too small, unless it's really unique.
2. Like I said, try to use really static things like strings and such, using a mask in the pattern search will make the search less accurate and often slower. don't use a mask unless you really have to.

Just in case you are not familiar with pattern searches and don't know what a mask is:
let's say I've found my AOB and it's:
01 02 03 04 05 06 07 08 09 0A
so searching for it is easy, but what if it is always like this except that sometimes the 4th byte changes?
for example:
01 02 03 2F 05 06 07 08 09 0A
01 02 03 52 05 06 07 08 09 0A
and so on.
this is where we use a mask and this is where an AOB really have a pattern (AOB alone is a pattern too, of course, but this is a real pattern).

A mask in a pattern search is usually represented as x's and ?'s.
an "x" simply means a "hit", meaning the byte in the AOB is static and usually a "?" will be the "miss", meaning a dynamic byte that will be ignored.
so in my search I will have an AOB and a mask:
AOB: 01 02 03 FF 05 06 07 08 09 0A
Mask: xxx?xxxxxx
then, it will search through the memory and it will always ignore the 4th byte, it will only care about the other hits, as long as they are all in the right order of course.

Again, if you can go around without using a mask, that's the best way to go. but many times we just have to use a mask because the game just doesn't have a good enough pattern for us to use.

Good luck!
Oriya.
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Old 02/20/2014, 18:50   #102
 
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Thanks for the lesson ^^. I had read some post of a guy named No0oB in these forums (on perfect world section), that made an offset finder for the most common offsets used in multiple bots by using regex with autoit. ().

My concern is not really on the method to retrieve the offsets from the memory with a search, but more on how to be sure that your pattern is quite static and won't change depending your game progression, your account, your version of the client, or more even random things. You said that resources' names can be used to create patterns (I've seen some +dds filenames in CE). But how can you be sure that even if they are located nearby the address of your data, they will always be at the same relative offset ? If they are a result of a dynamic allocation, they could move from a launch to another, or depending the map where you are when spawning the first time for example.

ps: I feel a bit guilty for polluting the topic of Thr!ce with quite unrelated stuff like this... Maybe we could move this discussion to or even create a new topic for this, isn't it ?
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Old 02/20/2014, 21:10   #103
 
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Quote:
Originally Posted by AlainProvist View Post
Thanks for the lesson ^^. I had read some post of a guy named No0oB in these forums (on perfect world section), that made an offset finder for the most common offsets used in multiple bots by using regex with autoit. ().

My concern is not really on the method to retrieve the offsets from the memory with a search, but more on how to be sure that your pattern is quite static and won't change depending your game progression, your account, your version of the client, or more even random things. You said that resources' names can be used to create patterns (I've seen some +dds filenames in CE). But how can you be sure that even if they are located nearby the address of your data, they will always be at the same relative offset ? If they are a result of a dynamic allocation, they could move from a launch to another, or depending the map where you are when spawning the first time for example.

ps: I feel a bit guilty for polluting the topic of Thr!ce with quite unrelated stuff like this... Maybe we could move this discussion to or even create a new topic for this, isn't it ?
As I said, trial and error.
also, as you do this more and understand how the memory is allocated in the game you're working on, you gain experience and you often identify things that are "more static" (more static in terms of possibly fitting to be a reliable pattern to search for).
honestly, the only thing that needs to remain unchanged is the offset between your pattern and the address you want.
as long as the pattern is unique and the offset between the pattern and the address never changes, you don't really need to care about the rest.

As for what you said about Perfect World, if you have a valid pointer with a valid base address, you can do what you've described in AK as well.
because if the base address really is static, it's either in the stack or the static ("global") part of the compiled program.
I don't know your knowledge in programming, so just in case you don't know, in short, the process' memory is divided into 4 parts:
Code
Static
Stack
Heap

The heap is the dynamic memory where the process is allocating memory on-the-fly (by requesting from the OS of course). this is where our value is.
but if our value has a static pointer, the pointer is either in the static part or in the stack.
the static and the stack are fixed in size and are created when you compile the program (so is the code, but we don't care about this right now).
if it's in the stack, it depends on the scope, if it's in the main scope, for us, it's as good as something in the static part.
so in theory, you can have a pattern to search for the base address, not the address of the value itself.
and you don't even have to run the program, you can simply search the compiled file since, again, what we are looking for is fixed in size and was compiled by the compiler.
in our case, such search will be in game.bin.

I've seen it in other games too. it is possible and often very reliable.
what this guy did in the PW Offset Finder is exactly what I explained in the previous post, except that he didn't search for the address of the value straight up, he searched for normal pointers.
that Regex search is basically a pattern search just like I described in the previous post.
basically, let's say in CE you have a value and you find a pointer with a static address that points to that value.
instead of searching for the address of the value, you search for the pointer (with the static address) that points to that value.
but to do such thing, you still need to search for a pattern. which means you still need a pattern.
it can be easier to find a good pattern because everything in the stack and in the static parts are always, well.. static.
it can also be easier since the thing you are searching in is extremely small, because as I said, you don't need the heap so the process is not running, you search the file directly (game.bin in our case).
but how reliable it is depends on how unique the pattern is and of course the upcoming changes the executable (game.bin) will have.

Both have their pros and cons, but both methods requires a pattern to search for.
bottom line is, if you want an automatic address finding that will work even when the client changes,
whether it's the pointer address or the address of the value itself, you're going to need a pattern search, no way around it.
* with exception of interface hooking but that just doesn't exist in games, at least I've never seen something like that, well, not for game data of course.

P.S
you'll never have 100% guarantee that it will work forever but in most cases, if it's a good pattern, it will last long enough.

Cheers!
Oriya.
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Old 02/20/2014, 21:33   #104
 
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The loader doesn't attach 100% of the time, read the post a little more and you'll see this. Just reload (don't skip movies) until it works.
Try starting in window mode and then change resolution and (if you want to) switch to fullscreen.

Works 100% for me.


Btw. my camera while jumping is really glitchy! (only when moving)

And ntKid..
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Old 02/20/2014, 21:45   #105
 
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Hah, I found that trick shortly after I posted, but appreciate you posting it Thr!ce It works every time for me doing that
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