I don't have much information, but I am currently working on it.
Adresses:
Code:
X_POS = 0x01CE8770 (float) Z_POS = 0x01CE8774 (float) Y_POS = 0x01CE8778 (float)
Code:
"League of Legends.exe"+018AA5DC +14 FIRST +48 SECOND +2C THIRD +58 FORTH ------------------- FIFTH +68 = CurrMana +6c = MaxMana +58 = CurrHP +5c = MaxHP
Code:
//Pointer
private int iLocalEntity = 0x01CAA104;
private int iEntityList = 0x01CAA7AC;
private int iGameTime = 0x01CA9FE0;
private int iStats = 0x01CAA124;
//Entity Offsets
private int iType = 0x004;
private int iUserName = 0x02C;
private int iPositionX = 0x068;
private int iPositionY = 0x06C;
private int iPositionZ = 0x070;
private int iCurrentHealth = 0x120;
private int iMaxHealth = 0x130;
private int iCurrentMana = 0x18C;
private int iMaxMana = 0x19C;
private int iCharName = 0x534;
private int iCooldownReduction = 0x5EC;
private int iTenacity = 0x638;
private int iArmorPenetration = 0x668;
private int iMagicPenetration = 0x66C;
private int iArmorPenetrationPerCent = 0x670;
private int iMagicPenetrationPerCent = 0x674;
private int iAdditionalAD = 0x694;
private int iAbilityPower = 0x69C;
private int iLifeSteal = 0x6E8;
private int iSpellVamp = 0x6EC;
private int iAttackSpeed = 0x6F8;
private int iBaseAD = 0x6FC;
private int iCritChance = 0x714;
private int iArmor = 0x718;
private int iMagicResist = 0x71C;
private int iHealthReg = 0x720;
private int iManaReg = 0x728;
private int iWalkSpeed = 0x72C;
private int iAttackRange = 0x730;
private int iGold = 0xF68;
private int iAllGold = 0xF78;
private int iSpells = 0xFD0;
private int iItemsArray = 0xFE0;
//TimeOffset
private int iGameTimeOfs = 0x004;
//Stats Offsets
private int iToStats = 0x098;
private int iKills = 0x008;
private int iDeath = 0x00C;
private int iAssists = 0x010;
private int iMinions = 0x014;
private int iIterator = 0;
private int iCurrentPlayer = 0;
public bool isLastPlayerFound = false;
public void SetLocal()
{
this.iCurrentPlayer = this.ReadLongInt(this.iLocalEntity);
}
public void NextPlayer()
{
int iEntitys = this.ReadLongInt(this.iEntityList);
for (; this.iIterator < this.ReadLongInt(this.iEntityList + 0x04); ++this.iIterator)
{
int iTempEntity = this.ReadLongInt(iEntitys + (this.iIterator * 0x04));
if (iTempEntity != 0 && this.ReadByte (iTempEntity + 0x21) == 0x14)
{
if (this.ReadLongInt(this.iLocalEntity) == iTempEntity) continue;
if (this.iCurrentPlayer == iTempEntity) continue;
this.iCurrentPlayer = iTempEntity;
return;
}
}
this.iIterator = 0;
this.isLastPlayerFound = true;
}
private float toPerCent(float f)
{
return (f * 100.0f);
}
public string getUserName()
{
return (this.ReadStringASCII(this.iCurrentPlayer + this.iUserName, 0x10));
}
public string getCharName()
{
return (this.ReadStringASCII(this.iCurrentPlayer + this.iCharName, 0x10));
}
public float[] getPosition()
{
return (this.ReadFloatArray(this.iCurrentPlayer + this.iPositionX, 3));
}
public float getCurrentHealth()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iCurrentHealth));
}
public float getMaxHealth()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iMaxHealth));
}
public float getCurrentMana()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iCurrentMana));
}
public float getMaxMana()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iMaxMana));
}
public float getCooldownReduction()
{
return (this.toPerCent(this.ReadFloat(this.iCurrentPlayer + this.iCooldownReduction)) * (-1.0f));
}
public float getTenacity()
{
return (this.toPerCent(this.ReadFloat(this.iCurrentPlayer + this.iTenacity)));
}
public float getArmorPenetration()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iArmorPenetration));
}
public float getMagicPenetration()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iMagicPenetration));
}
public float getArmorPenetrationPerCent()
{
return (100.0f - this.toPerCent(this.ReadFloat(this.iCurrentPlayer + this.iArmorPenetrationPerCent)));
}
public float getMagicPenetrationPerCent()
{
return (100.0f - this.toPerCent(this.ReadFloat(this.iCurrentPlayer + this.iMagicPenetrationPerCent)));
}
public float getAttackDamage()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iBaseAD) + this.ReadFloat(this.iCurrentPlayer + this.iAdditionalAD));
}
public float getAbilityPower()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iAbilityPower));
}
public float getLifeSteal()
{
return (this.toPerCent(this.ReadFloat(this.iCurrentPlayer + this.iLifeSteal)));
}
public float getSpellVamp()
{
return (this.toPerCent(this.ReadFloat(this.iCurrentPlayer + this.iSpellVamp)));
}
public float getAttackSpeed()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iAttackSpeed) * 0.625f);
}
public float getCritChance()
{
return (this.toPerCent(this.ReadFloat(this.iCurrentPlayer + this.iCritChance)));
}
public float getArmor()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iArmor));
}
public float getMagicResist()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iMagicResist));
}
public float getHealthReg()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iHealthReg));
}
public float getManaReg()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iManaReg));
}
public float getWalkSpeed()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iWalkSpeed));
}
public float getAttackRange()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iAttackRange));
}
public float getGold()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iGold));
}
public float getAllGold()
{
return (this.ReadFloat(this.iCurrentPlayer + this.iAllGold));
}
public float getGameTime()
{
int iTemp = this.ReadLongInt(this.iGameTime);
return (this.ReadFloat(iTemp + this.iGameTimeOfs));
}
public int [] getStats()
{
int iTemp = this.ReadLongInt(this.iStats);
iTemp = this.ReadLongInt(iTemp + this.iToStats);
return (this.ReadLongIntArray(iTemp + this.iKills, 4));
}
I'd also appreciate some contribution, since this is a lot of work to do. (For me atleast :P)






