What do you mean?
I call it exactly as the game does after you typed in the password and that push the same always
By the way you got any of the packet structures 0x3F6 or 0x44D?
He's just saying that esi+0x52DF8 doesn't have a "wh-id" in it yet until you go in-game and click on your warehouse, because if you don't then the game opens a fictive wh with whatever number esi+0x52DF8 contains at that time.
What I meant was that it is only possible to see what's in your warehouse if you opened it once, and I have just tested with high6's dll and it is the same. So basically not possible to use it without having the password.
Anyway how is it going with your hack coding Mushy?
What I meant was that it is only possible to see what's in your warehouse if you opened it once, and I have just tested with high6's dll and it is the same. So basically not possible to use it without having the password.
Anyway how is it going with your hack coding Mushy?
Plzzz can u teach me how to get the / effects like constantly super armor effect for warrior????
I tried to do it in chat but that didn't work.... how to do???
Plzzz can u teach me how to get the / effects like constantly super armor effect for warrior????
I tried to do it in chat but that didn't work.... how to do???
Anyway how is it going with your hack coding Mushy?
Learned a lot already, but I have a problem with calling for example the gamemsg function when triggered by another game function.
For example:
I hook a piece of code that gets activated when an item drops.
Then my hook looks like this in semi-code:
Code:
[B]> reconstruct the code I deleted to place my hook
> mov a value from a register into my c++ variable
> sprintf something like "Found item at (%d %d)",itemx, itemy
> call the GameMsg function with the newly made *char
> jmp back to game code[/B]
But after it executes the GameMsg line it won't continue on processing the remaining code in the function (or atleast that's what I think goes wrong).
Any ideas on that?
Learned a lot already, but I have a problem with calling for example the gamemsg function when triggered by another game function.
For example:
I hook a piece of code that gets activated when an item drops.
Then my hook looks like this in semi-code:
Code:
[B]> reconstruct the code I deleted to place my hook
> mov a value from a register into my c++ variable
> sprintf something like "Found item at (%d %d)",itemx, itemy
> call the GameMsg function with the newly made *char
> jmp back to game code[/B]
But after it executes the GameMsg line it won't continue on processing the remaining code in the function (or atleast that's what I think goes wrong).
Any ideas on that?
Did you use pushfd/pushad/popfd/popad?
Code:
__asm
{
// original game code
pushfd
pushad
}
// your code here
__asm
{
popad
popfd
// jmp back
}
You need the asm there because you would change the stack of the game
Btw are you using packets to spot items on ground?
I decided to continue work on this project anyway, started playing with packets.
New features are: warehouse unlocking, vp viewing, monster/player/item notifier
Removed the old loader as it didn't work for some people.
Read the readme.txt included in the RAR archive, it shows everything you need.
hi
i decided to try this bot and i think its a nice one but i got some questions....
u can use the command /notify BlueMouse to detect it but .... it doestn work for me it detects red named ppl on market for example but with the mouse it seams to have a problem... and another thing i wanted to ask the add effect one. anytime i try to use it i get dcd i see a sign u will be disconnected in 3 seconds and when the timer gets to 0 i get dcd is there anyway i could not get dc? and detect the blue mouse? coz trully speakin the mouse detection is the thing i wanted to use this bot thx in advance for ur replays