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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.
03/22/2011, 23:31
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#1
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PW Genesis offsets (ver. 522+)
Nobody write here actual offsets after Genesis patch so i give what i found....
PWI:
Code:
Base address - 0xAEA004 (BASE)
Real base address - 0xAE9944 (RBASE)
Unfreeze address - 0xAEA474
Send packet address - 0x653380
-= character info =-
Code:
target BASE+0x34+0xB28
id BASE+0x34+0x46C
lvl BASE+0x34+0x478
Cultivation BASE+0x34+0x47C
Current HP BASE+0x34+0x480
Current MP BASE+0x34+0x484
Current EXP BASE+0x34+0x488
Spirit BASE+0x34+0x48C
free stats points BASE+0x34+0x490
Current CHI BASE+0x34+0x494
ATK lvl BASE+0x34+0x498
DEF lvl BASE+0x34+0x49C
Critical % BASE+0x34+0x4A0 Float
Rage Damage + % BASE+0x34+0x4A4 Float
Stealth lvl BASE+0x34+0x4A8
Detection lvl BASE+0x34+0x4AC
VIT BASE+0x34+0x4B0
MAG BASE+0x34+0x4B4
STR BASE+0x34+0x4B8
DEX BASE+0x34+0x4BC
Max. HP BASE+0x34+0x4C0
Max. MP BASE+0x34+0x4C4
HP regen BASE+0x34+0x4C8
MP regen BASE+0x34+0x4CC
Speed - walk BASE+0x34+0x4D0 Float
Speed - run BASE+0x34+0x4D4 Float
Speed - swim BASE+0x34+0x4D8 Float
Speed - fly BASE+0x34+0x4DC Float
Accuracy BASE+0x34+0x4E0
Phys. Atk. Min. BASE+0x34+0x4E4
Phys. Atk. Max. BASE+0x34+0x4E8
Atk. Rate = 20/value BASE+0x34+0x4EC Float
Range BASE+0x34+0x4F0 Float
Metal Dmg. Min. BASE+0x34+0x4F4
Metal Dmg. Max. BASE+0x34+0x4F8
Wood Dmg. Min. BASE+0x34+0x4FC
Wood Dmg. Max. BASE+0x34+0x500
Water Dmg. Min. BASE+0x34+0x504
Water Dmg. Max. BASE+0x34+0x508
Fire Dmg. Min. BASE+0x34+0x50C
Fire Dmg. Max. BASE+0x34+0x510
Earth Dmg. Min. BASE+0x34+0x514
Earth Dmg. Max. BASE+0x34+0x518
Mag. Atk. Min. BASE+0x34+0x51C
Mag. Atk. Max. BASE+0x34+0x520
Metal Def. BASE+0x34+0x524
Wood Def. BASE+0x34+0x528
Water Def. BASE+0x34+0x52C
Fire Def. BASE+0x34+0x530
Earth Def. BASE+0x34+0x534
Phys. Def. BASE+0x34+0x538
Evasion BASE+0x34+0x53C
Max. CHI BASE+0x34+0x540
Coins BASE+0x34+0x544
Coins Max. BASE+0x34+0x548
ID - Weapon BASE+0x34+0x54C
ID - Head Wear BASE+0x34+0x550
ID - Necklace BASE+0x34+0x554
ID - Robe BASE+0x34+0x558
ID - Body Armor BASE+0x34+0x55C
ID - Belt BASE+0x34+0x560
ID - Legs Armor BASE+0x34+0x564
ID - Shoes Armor BASE+0x34+0x568
ID - Bracelet Armor BASE+0x34+0x56C
ID - Ring 1 (left) BASE+0x34+0x570
ID - Ring 2 (right) BASE+0x34+0x574
ID - Ammunition BASE+0x34+0x578
ID - Aerocrafts BASE+0x34+0x57C
ID - Fashion Body BASE+0x34+0x580 ID different from PWDB,
ID - Fashion Legwear BASE+0x34+0x584 probably some calculation for color
ID - Fashion Shoe BASE+0x34+0x588
ID - Fashion Glove BASE+0x34+0x58C
ID - Utility Charm BASE+0x34+0x590
ID - Mystical Tome BASE+0x34+0x594
ID - Smiley BASE+0x34+0x598
ID - Guardian Charm BASE+0x34+0x59C
ID - Spirit Charm BASE+0x34+0x5A0
ID - Bless Box BASE+0x34+0x5A4
ID - Genie BASE+0x34+0x5A8
ID - Vendor License BASE+0x34+0x5AC
ID - Fashion Head BASE+0x34+0x5B0
Reputation BASE+0x34+0x5B4
Name BASE+0x34+0x628+0x0 Text(Unicode)
Class BASE+0x34+0x630 0=BM/1=Wiz/2=Psy/3=Veno/4=Barb/5=Sin/6=Archer/7=Cleric/8=Seeker/9=Mystic
Sex BASE+0x34+0x634 0=male / 1=female
-= pet stats =-
Code:
Pet Current HP BASE+0x34+0x1028+((pet slot - 1)*4+0x10)+0x3C
Pet Current EXP BASE+0x34+0x1028+((pet slot - 1)*4+0x10)+0x2C
Pet lvl BASE+0x34+0x1028+((pet slot - 1)*4+0x10)+0x24
Pet hunger BASE+0x34+0x1028+((pet slot - 1)*4+0x10)+0x8 0=Full/1=High/2=Peckish/4=Hunger/5=Starving
Pet loyalty BASE+0x34+0x1028+((pet slot - 1)*4+0x10)+0x4
-= coordinate =-
Code:
X BASE+0x34+0x3C (400+X/10) Float
Y BASE+0x34+0x44 (550+Y/10) Float
Z BASE+0x34+0x40 (Z/10) Float
-= action structures for attack, pick, talk, gather =-
Code:
Action Struct. RBASE+0x1C+0x34+0x1010
Action List RBASE+0x1C+0x34+0x1010+0x30
Interact With Action RBASE+0x1C+0x34+0x1010+0x30+0x8
-action finished RBASE+0x1C+0x34+0x1010+0x30+0x8+0x8
-action start RBASE+0x1C+0x34+0x1010+0x30+0x8+0x14
-action not start RBASE+0x1C+0x34+0x1010+0x30+0x8+0x24
-object id RBASE+0x1C+0x34+0x1010+0x30+0x8+0x20
-X coord of object RBASE+0x1C+0x34+0x1010+0x30+0x8+0x28
-Z coord of object RBASE+0x1C+0x34+0x1010+0x30+0x8+0x2C
-Y coord of object RBASE+0x1C+0x34+0x1010+0x30+0x8+0x30
-type of action RBASE+0x1C+0x34+0x1010+0x30+0x8+0x38
-set error RBASE+0x1C+0x34+0x1010+0x30+0x8+0x34
-skill pointer RBASE+0x1C+0x34+0x1010+0x30+0x8+0x50
-new action type RBASE+0x1C+0x34+0x1010+0xC
-set next action RBASE+0x1C+0x34+0x1010+0x18
-set new action type RBASE+0x1C+0x34+0x1010+0x14
-= action structures for move =-
Code:
Action Struct. RBASE+0x1C+0x34+0x1010
Action List RBASE+0x1C+0x34+0x1010+0x30
Interact With Action RBASE+0x1C+0x34+0x1010+0x30+0x4
-action finished RBASE+0x1C+0x34+0x1010+0x30+0x4+0x8
-action start RBASE+0x1C+0x34+0x1010+0x30+0x4+0x14
-X RBASE+0x1C+0x34+0x1010+0x30+0x4+0x20
-Z RBASE+0x1C+0x34+0x1010+0x30+0x4+0x24
-Y RBASE+0x1C+0x34+0x1010+0x30+0x4+0x28
-heigh RBASE+0x1C+0x34+0x1010+0x30+0x4+0x68
-??? RBASE+0x1C+0x34+0x1010+0x30+0x4+0x64
-??? RBASE+0x1C+0x34+0x1010+0x30+0x4+0x6C
-move type RBASE+0x1C+0x34+0x1010+0x30+0x4+0x2C
-new action type RBASE+0x1C+0x34+0x1010+0xC
-set next action RBASE+0x1C+0x34+0x1010+0x18
-set new action type RBASE+0x1C+0x34+0x1010+0x14
for using this try do some research and watch what game writes here at different actions
-= NPC/mob/pet list (sorted) =-
Code:
NPC count RBASE+0x1C+0x1C+0x24+0x14
NPC pointer RBASE+0x1C+0x1C+0x24+0x50+(X*0x4) X=NPC number (0 ... NPC count)
NPC X coord. RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x3C (400+X/10) Float
NPC Y coord. RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x44 (550+Y/10) Float
NPC Z coord. RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x40 (Z/10) Float
NPC id RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x11C
NPC pwdb id RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x120
NPC current HP RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x12C
NPC max. HP RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x16C
NPC name RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x254+0x0 Text (Unicode)
NPC spec. feat. RBASE+0x1C+0x1C+0x24+0x50+(X*0x4)+0x248
-= PPL list (sorted) =-
Code:
PPL count RBASE+0x1C+0x1C+0x20+0x14
PPL pointer RBASE+0x1C+0x1C+0x20+0x88+(X*0x4) X=PPL number (0 ... PPL count)
PPL X coord. RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x3C (400+X/10) Float
PPL Y coord. RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x44 (550+Y/10) Float
PPL Z coord. RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x40 (Z/10) Float
PPL id RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x46C
PPL lvl RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x478
PPL cultivation RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x47C
PPL current HP RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x480
PPL current MP RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x484
PPL max. HP RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x4C0
PPL max. MP RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x4C4
PPL name RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x628+0x0 Text (Unicode)
PPL HP charm RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x59C
PPL MP charm RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x5A0
PPL cathop name RBASE+0x1C+0x1C+0x20+0x88+(X*0x4)+0x724+0x0 Text (Unicode)
u can use as last pointer variable from "character info" for this list, for example for fashion ID's etc.., but not all info's server share so most of that will be 0
-= Resource/Loot list (unsorted) =-
Code:
Resource count RBASE+0x1C+0x1C+0x28+0x14
Resource pointer RBASE+0x1C+0x1C+0x28+0x18+(X*0x4) X=Resource number (0 ... 768)
Resource X coord. RBASE+0x1C+0x1C+0x28+0x18+(X*0x4)+0x4+0x3C (400+X/10) Float
Resource Y coord. RBASE+0x1C+0x1C+0x28+0x18+(X*0x4)+0x4+0x44 (550+Y/10) Float
Resource Z coord. RBASE+0x1C+0x1C+0x28+0x18+(X*0x4)+0x4+0x40 (Z/10) Float
Resource ID RBASE+0x1C+0x1C+0x28+0x18+(X*0x4)+0x4+0x10C
Resource name RBASE+0x1C+0x1C+0x28+0x18+(X*0x4)+0x4+0x164+0x0 Text (Unicode)
-= Chat list =-
Code:
Chat base - 0xAEEA88 (CHBASE)
Max Chat msg. - 0xAEEA94 X=Msg. number (0 ... 199)
Msg. type CHBASE+(X*0x1C+0x4) Byte 0=Normal/1=World/2=Squad/3=Faction/4=Whisper/5=Damage/6=Combat/7=Trade/8=Notification/9=System/10=Other/12=Horn
Smiley set CHBASE+(X*0x1C+0x4) Byte
Msg. data CHBASE+(X*0x1C+0x8)+0x0 Text (Unicode)
Linked object ID CHBASE+(X*0x1C+0xC)
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03/23/2011, 18:07
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#2
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elite*gold: 0
Join Date: Mar 2009
Posts: 8
Received Thanks: 0
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What's the base adress of jump and how could I use it with cheat engine to set jump amount more than 2 please? Anyway great work , thank you .
Hope you reply soon.
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03/23/2011, 18:40
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#3
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elite*gold: 0
Join Date: May 2010
Posts: 1
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ummmmm......... How do i use these?
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03/23/2011, 19:06
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#4
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elite*gold: 20
Join Date: May 2009
Posts: 1,290
Received Thanks: 326
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@ willow : jumphack is I M P O S S I B L E on PWI. How many times do people have to stress this.
@mardara : CE/Programming language
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03/24/2011, 11:00
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#5
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Join Date: Apr 2009
Posts: 106
Received Thanks: 52
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Quote:
Originally Posted by 2981611
@ willow : jumphack is I M P O S S I B L E on PWI.
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you're wrong, jump, though limited but it works
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03/24/2011, 11:37
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#6
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Join Date: Mar 2010
Posts: 862
Received Thanks: 576
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Quote:
Originally Posted by AEBus
you're wrong, jump, though limited but it works
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That's only because when jumping you don't actually tell the server you jump, simply that you move from x to y to z with a jump type movement. Therefore the server doesn't keep track of how many times you have jumped, but simply how far. This in return causes the rubber banding when jumping; the distance how far you've jumped is calculated in some misguided way. So jumping is just as limited as wall hacking is, so you might as well just wall hack instead of jump hack :P
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03/24/2011, 12:45
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#7
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elite*gold: 0
Join Date: Apr 2009
Posts: 106
Received Thanks: 52
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Interested07, try jump on walls or sloping surfaces
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03/25/2011, 17:01
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#8
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Join Date: Oct 2008
Posts: 1,243
Received Thanks: 670
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but now after the mermaid patch (the patch episode/name for tideborn skill n weapons+tw system in PW Indo) they managed to reduce the usage for up and down movement in KaZpa's WH from twice to once only.
KaZpa's WH is awesome though, it's old but it's still working though it's limited by now, also the offsets auto finder is always there, only need to input base address everytime new patch is applied.
I look into the source and it's too complicated for me lol. Not quite understand how it works. Does anyone ever doing any research on the codes ? the offsets are encrypted though, but can also be decrypted, what offsets are those, and what else can they be used for ?
Quote:
Originally Posted by Interest07
That's only because when jumping you don't actually tell the server you jump, simply that you move from x to y to z with a jump type movement. Therefore the server doesn't keep track of how many times you have jumped, but simply how far. This in return causes the rubber banding when jumping; the distance how far you've jumped is calculated in some misguided way. So jumping is just as limited as wall hacking is, so you might as well just wall hack instead of jump hack :P
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do they put any timer for moving by jump or wh or etc, because if a char gets stucked in the air, like after went up using WH, then got lagged like 3000ms response time, there is no way to go down, I once got lagged badly and my char stucked in the air, I couldn't drop down, it stucked in standing position, I've tried unequipping wing at that time but also no luck, but after the lag was gone, I could go down.
the same thing happens like if we drop down from a height using fly action, sometimes the rubber banding occurs too and keeps repeating falling from one position before finally drop down as it should.
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03/26/2011, 00:14
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#9
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elite*gold: 0
Join Date: Apr 2008
Posts: 50
Received Thanks: 2
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whatcha gonna do without the source code which is autoit "place your name here"? And btw PWGTM is still working on twice....
That's for the OP above.
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03/26/2011, 12:14
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#10
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elite*gold: 20
Join Date: May 2009
Posts: 1,290
Received Thanks: 326
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There are autoit decompilers.
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03/28/2011, 01:15
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#11
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Join Date: Feb 2011
Posts: 25
Received Thanks: 8
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Does anyone know the offset for the sequential list for items?
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03/28/2011, 01:23
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#12
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elite*gold: 20
Join Date: May 2009
Posts: 1,290
Received Thanks: 326
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There is no sequential item list.
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03/28/2011, 03:38
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#13
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Join Date: Oct 2008
Posts: 1,243
Received Thanks: 670
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Can we check on other player's str dex vit mag build ? Should they use the same offsets as our player base's offsets accordingly ?
I can list their nickname, xyz positions, unique ID, but can't list their stats
I tried using these pointers below for checking other player's stats, but they only showed 0 , which means wrong
or maybe the information for what we can retrieve from surrounding players is limited, so those stats information is simply not there, or I used the wrong pointers and offsets to pinpoint each stat's memory address ?
$pointer = memread(memread(memread(memread(memread($base) + 0x1C) + 0x8) +0x20) + 0x18)
$otherplayer_base = memread(memread($pointer + $x*0x4) + 0x4) ; $x=0 to 768
$array[$counter][6] = (memread($otherplayer_base + 0x4ac)) ;str
$array[$counter][7] = (memread($otherplayer_base + 0x4b0)) ;dex
$array[$counter][8] = (memread($otherplayer_base + 0x4a4)) ;con
$array[$counter][9] = (memread($otherplayer_base + 0x4a8)) ;int
* Pw Indo is still on older version than pwi, just after tideborn skills,weapons and new tw system patch.
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03/28/2011, 04:01
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#14
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elite*gold: 0
Join Date: Feb 2008
Posts: 115
Received Thanks: 15
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i see no reason to have other players stats in ur memory... besides their hp, mana, buffs, and looks(like what type of gear/fashion)
idk when u press player info/examine equipment, maybe its not asked from server but its in ur memory anyway. in that case u could read that, and make a calculation from their gear about what stats they must have, and how many points left
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03/28/2011, 04:58
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#15
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elite*gold: 0
Join Date: Oct 2008
Posts: 1,243
Received Thanks: 670
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yea, could be, even info from eye of observation item doesn't show target's str dex vit mag built. I'll try the other info then, so I can peek other player's char info without using that item.
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