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WQ bot for PWI

Discussion on WQ bot for PWI within the PW Hacks, Bots, Cheats, Exploits forum part of the Perfect World category.

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Old 10/21/2010, 10:54   #76
 
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Originally Posted by Smurfin View Post
Interest07, do you use value in float for the coordinate ? looks like it's more precise to be used to move to a specific spot than using in game coordinate using the formula with 400 or 550 value to convert to ingame x,y coord.
Yeah I always use floating point for coordinates, the game doesn't use those 400, 550 type coordinates anywhere. Even in quest log when it shows an NPC's coordinates, the actual string contains the floating point values, which are then converted for displaying to you.
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Old 10/21/2010, 12:25   #77
 
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so you actually go to the coordinates and get those floating point values before using them as waypoints in this wq bot ? because we can just use decimal coordinate but put it in the xy formula first before writing it as floating point, though it's not as accurate like you said earlier but close enough.

if we want to be precise and accurate about moving a char to a spot like dot accurate, we really have to go to that spot and take note of the coordinate value in floating point for that exact spot then ?
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Old 10/21/2010, 14:01   #78
 
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Well, either you go to the actual spots, or you take the locations for the NPCs / Mobs / Resources from the game.
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Old 10/21/2010, 19:22   #79
 
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Smurfin, here's the coords for NPCs, Mobs and Resources by id (the same id as on pwdatabase, so there will be multiple entries per id for resources and mobs)

For mobs and herbs they are the approximate locations, like you get when you click their name in quest log, so not all the individual mobs, just where groups of mobs are found.
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Old 10/21/2010, 21:13   #80
 
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I was about to ask what you meant by taking locations for npcs/mobs/resources from the game, whether you're referring to checking websites with guides/maps or if there is a file from the game client that holds informations about coordinates for all those stuffs, guess it's the latter now that you came up with the list, hehe, what are you now, a hacker and a mind reader as well ?

so the game really has a file or list extracted from a file with all coordinates in floating point, but turns out it's easier to read coordinates as we usually see near the minimap in the game. The ID there is more like a type of things, for example 3076 for willow stake ground resources, or 1773 for foxwing supreme/forest wasp. I only recognize mob ID in hex like 8340047B or resources ID in dec like 3222278710, but it might be useful later coz the list seems to be in order for each nearby stuffs.

thanks for the list, and about coord in floats I notice there are lots of them with negatives and decimals, so we just write it as is to memory, right ?
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Old 10/21/2010, 21:52   #81
 
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The id listed here in indeed a 'typeId' of sorts (although every NPC is a seperate 'type'). It is located in memory right next to the unique id (0x8010XXXX) you are referring to. They'd mostly be useful for when you automate questing (have the bot automatically move to the location of a certain mob type, then just target mobs of that type once arrived, and also for automatically looking for NPCs of course) or when you want a harvester bot automatically track down all the resources of a certain type and keep moving to the closest (while keeping track of which you have visited in the last 10 minutes for example and not moving to those).

The advantage of using this Id is that for every version of PW the typeId is the same, while the uniqueId is different per version (especially handy with NPCs)

Yeah you just write those floats to memory like that when moving somewhere.
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Old 10/22/2010, 02:38   #82
 
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why do the coordinates in your source code look different from the list, it's something like for example
xCoord8348 := 1150922672
yCoord8348 := 1130077739
zCoord8348 := 1148590119

they have longer digits, or are those the floats in dec ?
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Old 10/22/2010, 08:01   #83
 
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Those are the unsigned integer versions of the floating point in hex.
This would be them in floating point format:

In this case I didn't use the exact locations of the NPCs, because I didn't want risk getting bugged on top of their heads. In PW MS you would get bugged if you started flying on top of their head, while in PWI you'd get bugged if you didn't start flying on top of their heads. That would cause some compatibility issues :P And then there were the NPCs with a roof (or rope for 29) over their head of course.
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Old 10/22/2010, 08:41   #84
 
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oh i see, thought they were floats when I first saw them. Do you use that because the numbers will look neat in that type ?
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Old 10/22/2010, 09:00   #85
 
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To be honest, I think I was dumping numbers in a text file and forgot to convert them first, then I was too lazy to do it again
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Old 10/22/2010, 09:08   #86
 
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great job dude, its work for me. thanks a lot
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Old 10/23/2010, 17:44   #87
 
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Quote:
Originally Posted by Interest07 View Post
.... here's the coords for NPCs, Mobs and Resources by id...
Nice. Thank you for great work! I've mentioned you named instances (dungeons, etc...) as a1, a2, ..., aN. But now I have a question - where in client's memory stored data about current world (map id, location id)?

I want to bind maps to my custom radar, but dunno how to determine map id..
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Old 10/24/2010, 07:18   #88
 
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The id listed here in indeed a 'typeId' of sorts (although every NPC is a seperate 'type'). It is located in memory right next to the unique id (0x8010XXXX) you are referring to.
Interest07, about your post above, will a unique ID starting from 0x8010XXXX always be a mob type ? (might be a veno pet as well though)
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Old 10/24/2010, 08:37   #89
 
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Quote:
Originally Posted by BuBucekTop View Post
Nice. Thank you for great work! I've mentioned you named instances (dungeons, etc...) as a1, a2, ..., aN. But now I have a question - where in client's memory stored data about current world (map id, location id)?

I want to bind maps to my custom radar, but dunno how to determine map id..
To be honest I have never looked around for this, but you can probably find it by looking for changed values if you walk in and out of dungeons right?

Quote:
Originally Posted by Smurfin View Post
Interest07, about your post above, will a unique ID starting from 0x8010XXXX always be a mob type ? (might be a veno pet as well though)
If i recall correctly regular npcs start with 8010 too, you can distinguish the different types of NPC (mob, pet, npc) by looking at a certain value, in PWI it is at offset 0xB4: npcType; //6=mob, 7=NPC, 9=Pet.

WHat I meant in my previous post is, that if you know where the uniqueId is located, for example at 0x11C at PWI, then the typeId (used in the files i gave) will be at an offset 4 higher, so at 0x120. In my WQ bot, I would search the npcList and check whether their typeId matches the one of the NPC that is next in my quest, then look one offset below and grab his uniqueId to use for selecting/chatting with him.
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Old 10/26/2010, 19:51   #90
 
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Post found a lil bug

well i found a lil bug nothing bad but it might get other ppl confused, if u have more than 2 clients opened up doing or not doing WQ in my case 1 was doing WQ and the other one wasnt, and when i closed the one that wasnt doing WQ all the names in the Fly WQ window dissapeared but since i left the one that was doing WQ open it was doing the WQ normally but the bot window wouldnt display the name on the right side of the window but it showed the quest # and stuff, it just didnt showed the name the of client that was open when i closed another client.

i didnt try if opening a new client would fix it but plz check that thingy up
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