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PW Genesis offsets (ver. 493+)

Discussion on PW Genesis offsets (ver. 493+) within the PW Hacks, Bots, Cheats, Exploits forum part of the Perfect World category.

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Old 04/15/2011, 12:19   #31
 
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Old 04/16/2011, 22:14   #32
 
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Not really an offset as such, but a nice way to get all the skill names and IDs automagically using a regex...
You need the skillstr.txt file from configs.pck and apply this regex to it. Try it out in RegexBuddy

^(\\d+)0\\s+\"(.+)\"

I love regex <3

If used in a bot or something, you could, for example, check if the skillstr.txt has been updated by checking the update logs
...\Perfect World International\config\element\update.log

And look for this to see the update timestamp:
2011/4/15 23:05:01Download file=./configs/skillstr.txt

If it's newer, invoke sPCK to extract that file, then do the regex and update the list.

As far as I could tell, there is no such list loaded in the client. So with this list, you can traverse the available skills list and get the names for them

available skill count: [[[playerBase] + 0x1040]+0]
available skill struct pointers: [[[playerBase]+0x103C]+i*4] Where i = 0 to skillCount

Example C# code:

Display a list of skills that your char can use:
(Taken from some code I'm working on, assumes you have a combobox drop list thingy)

*Edit:
Does anyone know how to get the other values for skills, like range, MP required, chi required etc? I thought I had found them, but the float values don't translate properly.
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Old 04/17/2011, 07:19   #33
 
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Quote:
Originally Posted by dumbfck View Post
Not really an offset as such, but a nice way to get all the skill names and IDs automagically using a regex...
You need the skillstr.txt file from configs.pck and apply this regex to it. Try it out in RegexBuddy

^(\\d+)0\\s+\"(.+)\"

I love regex <3

If used in a bot or something, you could, for example, check if the skillstr.txt has been updated by checking the update logs
...\Perfect World International\config\element\update.log

And look for this to see the update timestamp:
2011/4/15 23:05:01Download file=./configs/skillstr.txt

If it's newer, invoke sPCK to extract that file, then do the regex and update the list.

As far as I could tell, there is no such list loaded in the client. So with this list, you can traverse the available skills list and get the names for them

available skill count: [[[playerBase] + 0x1040]+0]
available skill struct pointers: [[[playerBase]+0x103C]+i*4] Where i = 0 to skillCount

Example C# code:

Display a list of skills that your char can use:
(Taken from some code I'm working on, assumes you have a combobox drop list thingy)

*Edit:
Does anyone know how to get the other values for skills, like range, MP required, chi required etc? I thought I had found them, but the float values don't translate properly.
For range you don't get the exact same range value for your character either, it seems to add a little to allow for the radius of your char I think. So perhaps that could be a reason they don't quite fit for skills either? Somewhere in my SkillIds link there is a guy that says how to find the skill names in memory, although the addresses he uses there are outdated now.
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Old 04/17/2011, 12:43   #34
 
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is there any offset for checking if surrounding players have white , pink , light red or super red colours nickname ?
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Old 04/18/2011, 15:12   #35
 
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im coding a damage dumper, for this im looking for the squad offsets, to get all names from squad player.

any one can help on research those offsets ?

edit:
lol i just see that there is no squad combat message in chat.
only ur own damage will list...
so i wasted my time coding the damage dumper, works only for urself and not all squad member.
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Old 04/18/2011, 16:15   #36
 
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Yeah I don't think squad members damage on a mob is available in the client. The server calculates all of that and the mobs HP is periodically updated on your client. I think that's about all the info available.
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Old 04/19/2011, 09:28   #37
 
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how about buff/debuff offsets for squad player/our player, we can see their buffs/debuffs icon, could be useful for auto dispelling if they have debuffs such as poison.
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Old 04/19/2011, 09:34   #38
 
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I *think* I have buff/debuff offsets somewhere - I'll take a look later after work.
I had a quick look for player name colour last night but didn't find it. It must be there though, I would assume in the player object. I'm guessing either as a kind of enum, like 0-5 or as a pointer to a colour string, like ^FF0000
I'll look a bit deeper for that later.
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Old 04/19/2011, 10:25   #39
 
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Heh, I was quite positive I had them somewhere as well

It's not hard to find though, just look for th enumber of icons (the game doesn't differentiate between buffs and debuffs) . Search for that number, than add a buff, search for the new number, etcetera until you have one value left. Then the list will be one offset away from there.
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Old 04/19/2011, 13:15   #40
 
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Buff count:
[[[[BASE_CALL]+1C]+34]+36C]
Buff count temp?
[[[[BASE_CALL]+1C]+34]+370]
Buff ID list:
[[[[[BASE_CALL]+1C]+34]+368]+i*2]

Buff IDs are two bytes.

The buff descriptions are probably in the client somewhere, but I'd just read them from the buff_str.txt file in configs.pck lol.
That's pretty easy in C#

*EDIT: If anyone can find the buff timers, that would be splendid
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Old 04/20/2011, 23:02   #41
 
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thanks for the informations on buffs, could add something useful to cleric bot later
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Old 04/22/2011, 10:35   #42
 
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i cant use PWGT here. whats the base address to use? can anyone give it to me pls?
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Old 04/23/2011, 20:42   #43
 
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is the offset for pk'er name stored in memory after our char got killed by it ? or is there an offset that informs whether the killer was a player or a mob ?

if it's a player, we can use Interest07's auto revive packet to go to nearest town then get back to spot and continue botting, but if it's a mob will trigger an alarm and need to revive manually using a cleric so we'll not lose exp.
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Old 04/23/2011, 22:51   #44
 
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Quote:
Originally Posted by Smurfin View Post
is the offset for pk'er name stored in memory after our char got killed by it ? or is there an offset that informs whether the killer was a player or a mob ?

if it's a player, we can use Interest07's auto revive packet to go to nearest town then get back to spot and continue botting, but if it's a mob will trigger an alarm and need to revive manually using a cleric so we'll not lose exp.
I suppose reading chatlog might work? I've never been killed by a player before but I suppose it should say who killed you. So as soon as you die, check both npc (mob) list and player list to see which list the name falls under.
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Old 04/24/2011, 04:49   #45
 
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that could do the trick too without finding the killer offset (if exists) , have to scan for text that the game says when informing death and killer
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