Memory addresses of dropped items (Updated for patch 5031)
I already wrote about this topic in the UHF Memory thread. But as it would be probably easier to keep track of the work and development of this topic, I decided to make a new thread about it.
What I have found out so far is the following (copied from my post in UHF thread):
That's what I've found so far:
Quote:
At the moment (addresses are dynamic), items that are on the ground are stored in memory as follows:
Credits go to warriorchamp!
base address: 0x005697EC
offset 1: 0x0 (if you increase this by 4, you get the 2nd, 3rd and so on item)
offset 2: 0x10 (constant)
offset 3: 0x19C
Concerning offset 3:
at 19c - item ID
at 198 - timer, counting up, stops when item disappears or is picked up
at 1a0 - coordinate y ("absolute system", 5 digits)
at 1a4 - coordinate x
at 1a8 - = 1 if cursor is above item AND item can be picked, otherwise 0
at 214 - 4 bytes that change to zero when item is picked up, haven't found out what they mean yet. Maybe they have got something to with the item being free for everyone to pick up or not.
The base address has been updated for the latest patch (5031).
Method to calculate the "control-click-coordinates" for an item that has been dropped.
1. Get the coordinates of the item (at offset 1a0 and 1a4, see above), let's call them $itemx and itemy
2. Get the coordinates of your char (x=
005696DC, y=005696E0), $charx and $chary
3. Get the ctrl-click coords of your char (the window-related coords you would have to click on to click your char.), let's say they are called $ctrlclickx (at 0x0056B114) and $ctrlclicky (at 0x0056B118)
4. Now, subtract the item's coords from the char's coords
5. Subtract the offsets from the ctrl-click-coords of your char.
Send a mousclick to the calculated coordinates.
While searching for the new addresses after the last patch, I found the following by chance:
Base: 0x005697E0 (not working for patch 5031)
Offsets: Same as for items on ground (0,10,19c)
At this address the item that just has been picked up is stored. Maybe this can be usefull to check the picked up stuff and drop useless crap.
If you have any questions, or if I should make anything clearer, feel free to send me a PM or drop a line in this thread.
@Jalan_Jalan
Hm nice work I found the coords too but with another method and that's not that good I'm trying this atm
Many-many-many thanks Jalan. This works good I think in 1-2 weeks the bot will be published and after that i restart the COtobo project
With Jalan_Jalan's work published, anyone who's willing to invest some time in working on the AHK/AutoIt stuff would be able to make something which is equivalent to SV if not better. And I could count myself among those almost 2 months ago, while now it's about 1 month that I don't even start CO. It's good, because this time it's not like I *forced* myself to quit playing (giving chance for another dive-in in the future), but I actually lost interest bit by bit, I keep checking in here only for the sake of my curiosity.
It's just my personal opinion, but while I somewhat agree with Jalan_Jalan releasing this kind of details (useless by themselves if you don't know how to apply them), if I were in your place warriorchamp, I would never release to the public the ready-to-be-run bot, because everything would get spoiled in a matter of 3 weeks tops. I would use it for myself and give it to Jalan_Jalan at the condition he swears not to pass it to anyone
Thank you soooo much, I've been experimenting with the memory recently and this can be used to make a great bot like SV. And I agree - don't to release it to the public, keep it for personal use and distribute it ONLY to the people who helped you.
What about all the other useful pointers you found pre-5028, for example - character equipment?
Oh, these:
Addresses of the stats of the stuff you wear ...updated for patch 5031
Quote:
Well, the items you wear are stored at the following memory addresses atm:
(It's an address with 2 pointers, the first pointer determionates the item (ring, necky, ...), the 2nd pointer points to details of the item (like name, UID, dura ...)
Offset 2 (Examples, all features of an item are stored there)
4 = UID as 4byte
c = Item ID as 4byte
10 = Item Name as Text
22 = Lvl as 2byte
24 = Strength as 2byte
38 = Max Attack as 2byte
3a = Min Attack as 2byte
3e = Agility as 2byte
46 = Dura as 2byte
48 = max Dura as 2byte
The Durability values are stored as follows:
There's a 4 digit number, let's call it abcd. The first 2 digits are the ones that are interesting, so, ab would be the dura at offset 46, or the max dura at offset 48.
I have the same problem with this method just like with my method...
Sometimes it points to "dontknowhere"...
Edit: Something missed from your method... So i tested it.
Everything works fine until i kill the monster or i go far away from the monster... After that points to "dontknowhere". I changed the offset and everything but i dont know how could i find the new pointer to the 1st monster...
Edit2: Included to my bot it works very well I must test it few times
Let your program read from the first 10 or so monster addresses, there chance that all of them will be empty should be low (or read every second, like offset 0, 8, 10, 18 and so on).
Now we'd have to find out what monster is closest to our char. Maybe this could be done buy reading the mob's coordinates (those are ctrl-click coords, right)
$mobx
$moby
subtract the from the char's coords
$value1 = $charx-$mobx
$value2 = $chary-$moby
make $value1 and $value2 be positive (multiplicate with -1 if negative or so)
add $value1 and $value2
The lowest sum belongs to the monster that is closest to you.
Or, easier, just read from 10 monster addresses and attack the first "victim" you find. If the bot doesn't run miles when you do it like this, it should be ok.
anyone have 12 Sky 1 memory addresses? 08/25/2009 - General Gaming Discussion - 1 Replies Has anyone tried memory scanning for 12 sky 1?
I tried the method in the post on 12 sky 2, but to no avail. when i'd find 4-6 addresses... i'd try to change value and nothing happened... also i noticed that if watched the values and didn't mess with them.. .they'd cycle through different values fairly quickly. I'm sure this is probably a method to prevent hacking.
I also buffed... scanned for all unknown initial value... then immediately scanned for unchanged values (buff still on) and got...
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I've been gathering some memory addresses for Eudemons Online, i want to urge the EO community for more hack/tools development. Anyway heres some addresses i have found ill add some more later.
Patch: 1136
Addresses:
Zoom - 00933EFC
BaseScale - 008FC278
*Health - 0090A28C
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