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ELSE - multi-class ControlClick bot

Discussion on ELSE - multi-class ControlClick bot within the CO2 Bots & Macros forum part of the Conquer Online 2 category.

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Old 12/10/2007, 16:41   #121
 
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i see it is just for run. Can u make it to jump too plz??? it is better for archers.
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Old 12/10/2007, 17:03   #122
 
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Quote:
Originally Posted by MushyPeas View Post
One scan was already more than enough.. as has been stated countless times before, these are false positives generated by any tool that is made with AHK
Thanks, sir iwannabeamoderator, but I only trust what a1blaster or any moderator says.

Quote:
Originally Posted by a1blaster View Post
Well SV isn't pixel based.
It's looking for the text then offsetting the click from the text for the hit.
That why it has a monster list.
Same wholes true for the items that it picks up.
Either that or it's looking for the item id.
Monsters have a id's too.
There must be away of getting those values in the memory someplace.

OHH forgot to say!

ALL CLEAN!
False positive from AuotHotKey.
Thanks.
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Old 12/10/2007, 17:16   #123
 
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*M*@
thats why i need some time to figure it out, i am asking help in ahk forum (i assume if it can read memory address, why not write@@)
yea gold guard will kill noobs, ur choice to open or not
its optional function
i bot in lab4, so very unlikely i will constantly kill a user

fiercedrey56+maxidanny31+mattx92+outbreak@
since there are so many concerns about dc-ing
in the beta3, i will add a debug program, step by step test out each function

so u will know exactly what dc u, what is happening

MushyPeas@
do u have any example codes of writing memory values?

izaD0r@
thanks

bombica23@
sorry but control clicks doesnt work with jump, besides its not really going to help much because its random move
its better if u just turn it on in the middle of a spawn and uncheck the random walk function. or u click jump, like a auto scatter clicking program

ciholeira@
=)
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Old 12/10/2007, 17:44   #124
 
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Quote:
Originally Posted by ciholeira View Post
Thanks, sir iwannabeamoderator, but I only trust what a1blaster or any moderator says.



Thanks.
@iwannabea1blastersbiatch
Shut-up Suck-up?
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Old 12/10/2007, 18:01   #125
 
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ok ty for explanation evanxxxm
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Old 12/10/2007, 18:12   #126
 
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for those that have DC problem
please download the ELSEdebug in the 1st thread

its a step-by-step test out
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Old 12/10/2007, 19:24   #127
 
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Quote:
Originally Posted by evanxxxm View Post
MushyPeas@
do u have any example codes of writing memory values?
Sry I missed your post, I'll try n make u an example if u still need it but it should be pretty similar to reading.


edit:

For writing a numeric value:

DllCall("WriteProcessMemory", "uint", ProcessHandle, "uint", memoryAddress, "uint", uintToWrite, "uint", 1, "uint", bytesWritten)

ProcessHandle = the process handle
memoryAddress = the memory address you want to write to
uintToWrite = the unsigned int you want to write (numeric)
1 = the length of the uint to write


For writing a string (text):

DllCall("WriteProcessMemory", "uint", ProcessHandle, "uint", memoryAddress, "uint", stringToWrite, "uint", StrLen(stringToWrite), "str", bytesWritten)

ProcessHandle = the process handle
memoryAddress = the memory address you want to write to
stringToWrite = the string you want to write
StrLen(stringToWrite) = the length of the string to write


If you can't get this to work, please provide me with the address and the value you want to write and I will experiment with it.
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Old 12/10/2007, 21:10   #128
 
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Ah ok thats cool, you could put a speedhack in here too then for faster leveling, Thats something SV doesn't have.

Some other ideas for memory reading/writing
DC at (X) pkp/vp/lvl
Maybe change zoom if it helps bots functionality
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Old 12/10/2007, 22:30   #129
 
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lol ive seen sv lvl bots with no virusses but this just suxx ppl try scann it on virustotal.com and make ur own opinion....
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Old 12/10/2007, 22:35   #130
 
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MushyPeas@
=)
i will check into it after exams

*M*@
i really dont like the ideas of hacks in my programs
i will think about it

thanks for the ideas, ELSE becomes fatter and fatter now XD
anyhow, i am trying to keep the bot memory reading the minimum. as i mention before, memory reading requires 5 times the cpu usage.
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Old 12/10/2007, 22:35   #131
 
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Quote:
Originally Posted by behrens6200 View Post
lol ive seen sv lvl bots with no virusses but this just suxx ppl try scann it on virustotal.com and make ur own opinion....
Or you could actually read the topic and then form an opinion..

Quote:
Originally Posted by a1blaster View Post
Well SV isn't pixel based.
It's looking for the text then offsetting the click from the text for the hit.
That why it has a monster list.
Same wholes true for the items that it picks up.
Either that or it's looking for the item id.
Monsters have a id's too.
There must be away of getting those values in the memory someplace.

OHH forgot to say!

ALL CLEAN!
False positive from AuotHotKey.
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Old 12/10/2007, 22:42   #132
 
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sometimes i just dont know how to explain
well, once again, i encourage people actually look into my program's script
and compile it themselves
my programs are made in autohotkey language, for more information, please visit
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Old 12/11/2007, 00:07   #133
 
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Request Help:
Can someone please provide me the dds list of super/elite items or teach me how to read those #s name?
i would like to change all those dds to purple paw
(btw, its paw because i am a student of University of Houston, school signs @@ not like i care about school spirit but i couldnt think of anything better)
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Old 12/11/2007, 01:55   #134
 
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They don't have a separate DDS for the elite/super items.
There are separate DDS's for each color of item.
You would have to look in *\Conquer 2.0\data\MapItemIcon for some of the DDS files (there the patched updated files), the rest are in the data.wdf file, you would have to extract the folder *\data\MapItemIcon out of it to get them (these are the standard old files). I have done this and put in one folder, there is currently 1820 files in it. You wouldn't need to edit them all, but still is allot of work. I did try to start editing them all by putting a purple square in each. But haven't gotten all the way through it yet. There might be a better way of doing this using the *\Conquer 2.0\ani\MapItemIcon.Ani it is where the pictures are selected. Thats the same file I edited for my Space Normals ItemType.dat, thats where I got rid of the items showing on ground.

Now as for item numbers, look at the ITEMS.TXT file that comes with my ItemType.dat's, that will show you the item numbers.
You'll see that the item number is 6 digits long.
The 6th digit is the quality descriptor.
Example from my bracket ItemType:
111303 [L]IronHelmet / 3 = Low normal
111304 [M]IronHelmet / 4 = Medium normal
111305 [H]IronHelmet / 5 = High normal
111306 [R]IronHelmet / 6 = Refined
111307 [U]IronHelmet / 7 = Unique
111308 [E]IronHelmet / 8 = Elite
111309 [S]IronHelmet / 9 = Super

Using those two files you could go through and edit MapItemIcon.Ani to show elite and super as the PurplePaw.DDS.

Example Mapitemicon.ani:
[111303]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111304]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111305]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111306]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111307]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111308]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111309]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds

Example edited one:
[111303]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111304]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111305]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111306]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111307]
FrameAmount=1
Frame0=data/MapItemIcon/111300.dds
[111308]
FrameAmount=1
Frame0=data/MapItemIcon/PurplePaw.dds
[111309]
FrameAmount=1
Frame0=data/MapItemIcon/PurplePaw.dds

That way it's just one file (MapItemIcon.Ani) to edit and one file to include "PurplePaw.DDS".
Side note if you change the FrameAmount to zero it won't show on map.
But it will show as coins then. Thats why I included the edited StrRes.ini file too. That is where the coins function is.

I hope you can follow that.
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Old 12/11/2007, 04:12   #135
 
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a1blaster@
Thanks
but, thats kind of too long.
i am thinking about the same way that i did for the Gems
if i remember correctly, if weapons elite/super/uni/ref drop on the ground, the dds image is different right?
so i guess i will just skip most of the items then XD
i prefer spending more time in coding then dds editing.
i will leave the credit for someone interested in these files
assembly line =)

actually it seems its possible for me to write a text file analysis-er program
so do u mean if i change all Mapitemicon.ani last 2 files to Paw.dds
and it will show in co?

if yes, do u mind give me the text file and i will try figure out how to change all by program
because i created a text edit program before that delete duplicate lines in a 2000+ lines vocab text file, it took the program less than 2 seconds to do the job.
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