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PWI Eclipse changes

Discussion on PWI Eclipse changes within the PW Hacks, Bots, Cheats, Exploits forum part of the Perfect World category.

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Old 02/28/2015, 16:24   #61
 
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Quote:
Originally Posted by jasty View Post
Anyone has the opcode to inject for jump? Some instances require a little jumping in spots to get through.
i dont have that but u could do it with controlsend (space) prety easy.
see
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Old 02/28/2015, 17:42   #62
 
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Quote:
Originally Posted by Stark77 View Post
i dont have that but u could do it with controlsend (space) prety easy.
see
Doesn't that require the game window to have focus? I'm using it to control a lot of alts in background windows that go through an instance I'm farming but they get caught up on some annoying lips.

I solved it in a messy way by modifying the location information in memory vertically but not enough to trigger a rubberband.

Interestingly the standard location offsets didn't work. I think those are only used visually but not for the physics calculations. I know there are some skills like leap that move your character visually but as far as the physics are concerned you are already at the destination spot.

The offsets that I found in the character struct are:
$Player + 0x704 = x
$Player + 0x70C = y
$Player + 0x708 = z

So I just add like 2 meters to the Z coordinate and move forward. It's a really ugly jump though and would love to make it a real one. You can also modify these values if your character becomes stuck in geometry.
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Old 03/01/2015, 14:22   #63
 
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the window does not need to be on focus. you just need to make sure to unfreeze the client for the moment u send the key. and you should rename the clients (e.g. char name).

- unfreeze
- controlsend
- freeze

in this thread here i posted some offsets for coordinates in the movebypacket-function...dont know if this is helpfull for u.
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Old 03/02/2015, 19:39   #64
 
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I was wondering since all over every map everything is spawned even if there isnt someone in the area, if its possible to pull information from an entity that isnt in the range or distance that your character can see. Anyone got any ideas? The client/server must store that data somewhere. Like even if we could get an NPC co-ords when we are very far away, it would prove that my idea could work.
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Old 03/02/2015, 23:09   #65
 
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Originally Posted by Underavelvetmoon View Post
I was wondering since all over every map everything is spawned even if there isnt someone in the area, if its possible to pull information from an entity that isnt in the range or distance that your character can see. Anyone got any ideas? The client/server must store that data somewhere. Like even if we could get an NPC co-ords when we are very far away, it would prove that my idea could work.
I doubt it, the server is not in the habit of sending the client information about NPCs it can't see. That's a waste of network bandwidth. I don't know of any request you can make to get that info either, there are only so many kinds of packets you can send.
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Old 03/07/2015, 18:45   #66
 
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Quote:
Originally Posted by Underavelvetmoon View Post
I was wondering since all over every map everything is spawned even if there isnt someone in the area, if its possible to pull information from an entity that isnt in the range or distance that your character can see. Anyone got any ideas? The client/server must store that data somewhere. Like even if we could get an NPC co-ords when we are very far away, it would prove that my idea could work.
Everything that spawns is stored in the server and triggered to be sent to us only when we're in range. Like if we're dc'ed or lagging badly we won't have the informations and it's ghost town everywhere but the last area we got the informations and they're static.

What are you trying to accomplish with that ?
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Old 03/12/2015, 05:09   #67
 
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Here are the offsets I am using with this latest update. I doubt I'm using the same names as the bigger bots out there.
Does anyone know how to get a list of mail Ids from the mailbox? I'd like to make a bot that auto relists AH items. But the mailbox is being mean to me.

Also I'd be interested in how to find a list of currently available quests from an NPC if anyone knows how.
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Old 03/12/2015, 09:40   #68
 
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Hey,

Could someone explain, how i can get startNpcDialogue() to work ?

Im using the current baseaddress 0xD2E444 and Senpacket Address 0x789820, same as Jasty posted.

The NPC ID i use here is from Teleport Master Yu -> 2202 ()

Olly gives me another ID which is hex FD41, when i set the breakpoint and check the stack.
But, even if i use FD41, it doesnt work. It doesnt open the NPC dialogue :/

I use this modified startNpcDialogue function:

and this is the sendpacket(+memopen/close):

Would be awesome if someone could help me. Maybe im too stupid lol ^^
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Old 03/12/2015, 15:50   #69
 
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Hey,

Could someone explain, how i can get startNpcDialogue() to work ?
...

Would be awesome if someone could help me. Maybe im too stupid lol ^^
You have to use the unique id which is attached to that particular NPC.
Normal way to do this is to walk through the NPC table (both mobs and NPCs are npcs).

Here's how I am doing it.


Also if you startup the game with the debug console enabled you can type d_npcid to see the UIDs floating above all the NPCs.
d_rtdebug 1/0 is another good one

Anyone know mailbox stuff? Or checking an NPC for a list of available quests?
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Old 03/12/2015, 19:30   #70
 
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here my offset list (eclipse v841)
barly changes...npc and player list mostly.
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Old 03/13/2015, 05:34   #71
 
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Quote:
Originally Posted by jasty View Post
You have to use the unique id which is attached to that particular NPC.
Normal way to do this is to walk through the NPC table (both mobs and NPCs are npcs).

Here's how I am doing it.


Also if you startup the game with the debug console enabled you can type d_npcid to see the UIDs floating above all the NPCs.
d_rtdebug 1/0 is another good one

Anyone know mailbox stuff? Or checking an NPC for a list of available quests?
Thank you Jasty
Ill try that out in a bit.

Edit:

I started the game with console on to get the UID from the NPC.
So, if i understood right, then you can just use it like this:

But it doesnt work :/ the NPC dialogue doesnt get opened.
It could also be that the function to send packages doesnt work somehow, or its too old ?
Cause when i set a breakpoint in olly at the sendpackage address, it doesnt stop there. Only when i do it by hand or yeah the client interacts with the server(what it does every few seconds).
Is there maybe another sendpackage func or am i just doing it wrong ?

Thanks in advance


Edit2:


I have it
I thought the id can be used as it is in hex, but i was wrong.
I had to use the hex func to change the UID and then use it.

Now it works like this:

Thats the teleporter in Lost just as example ^^

Thats awesome Thanks jasty

This thread is full of awesome informations, cool.

Btw, the useSkill func from Interest07's post about sendpackages, works

I use it for buff alts, then you dont need a target ID like this:

The skill id's can be found here:


Interest07 did a awesome job
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Old 03/13/2015, 15:31   #72
 
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Keep in mind the unique ID is probably not going to be the same when they restart the server. It gets assigned when the NPC is created so it depends on the order in which the NPCs are loaded.

Also your skill id list looks really out of date.. here's a fresh one (uncategorized and unfiltered)

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Old 03/13/2015, 17:09   #73
 
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i am struggeling with the normalmove and gather functions.
the functions work fine for the first use.
the problem is that if i use them again, the games crashed.

i updated the offset like this:

here are the gather (1) and normalmove (2) functions again:



Does anyone has an idea what iam doing wrong? have u tested the functions already after update?
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Old 03/13/2015, 20:17   #74
 
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revhex(ADDRESS_GATHER,ADDRESS_GATHER)
..
revHex(ADDRESS_ACTION1, ADDRESS_ACTION1)
revHex(ADDRESS_ACTION2, ADDRESS_ACTION2)
revHex(ADDRESS_ACTION3, ADDRESS_ACTION3)

I'm pretty sure you don't want to be clobbering your addresses after every use.
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Old 03/13/2015, 21:22   #75
 
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well thats not the issue...was working before this way too.
the revhex actually just reverts the order... like ABCD -> CDAB
but ya its not very efficient thats true^^
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