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[Source] Creating Items in your Inventory
Discussion on [Source] Creating Items in your Inventory within the S4 League Hacks, Bots, Cheats & Exploits forum part of the S4 League category.
05/01/2016, 14:21
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#136
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elite*gold: 0
Join Date: Jun 2011
Posts: 43
Received Thanks: 4
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source project please
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05/02/2016, 16:13
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#137
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Posts: 128
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can u help us to find the new address pls?
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05/02/2016, 18:50
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#138
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elite*gold: 36
Join Date: Jul 2013
Posts: 394
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Quote:
Originally Posted by Sycode'
Important
You can't start a game with these items | it's just the part how you could create items !
Code:
#include <Windows.h>
#include <process.h>
#include <stdio.h>
#include "xmlParser.h"
#include <string>
#include <sstream>
template <typename T>
bool getValueFromString(const std::string & value, T & result) // ~ Credits to xxxx... dont remember his name
{
std::istringstream iss(value);
return !(iss >> result).fail();
}
DWORD dwBaseAddr = (DWORD)GetModuleHandle(0);
void *DetourFunction(BYTE *src, const BYTE *dst, const int len)
{
BYTE *jmp = (BYTE*)malloc(len + 5);
DWORD dwBack;
VirtualProtect(src, len, PAGE_EXECUTE_READWRITE, &dwBack);
memcpy(jmp, src, len);
jmp += len;
jmp[0] = 0xE9;
*(DWORD*)(jmp + 1) = (DWORD)(src + len - jmp) - 5;
src[0] = 0xE9;
*(DWORD*)(src + 1) = (DWORD)(dst - src) - 5;
for (int i = 5; i<len; i++) src[i] = 0x90;
VirtualProtect(src, len, dwBack, &dwBack);
return (jmp - len);
}
void WriteASM(DWORD dwAddy, DWORD dwASM, int len)
{
unsigned long Protection;
VirtualProtect((void*)dwAddy, len, PAGE_EXECUTE_READWRITE, &Protection);
memcpy((void*)dwAddy, (const void*)dwASM, len);
VirtualProtect((void*)dwAddy, len, Protection, NULL);
}
DWORD Item_Create_Loop = dwBaseAddr + 0xB4B7F8;
DWORD Item_Create_Loop_End = Item_Create_Loop + 0x5C;
DWORD Call_01 = dwBaseAddr + 0xB6EEF0;
DWORD Call_02 = dwBaseAddr + 0x6535B0;
unsigned int Item_Looper = 0;
unsigned int Item_Looper_end = 0;
unsigned int ItemList [1000][10];
unsigned int EffectList [1000][100];
XMLNode xMainNode;
XMLNode xEffect_Node;
struct S4_Effect
{
unsigned int effect_id;
unsigned int unknown_1;
unsigned int unknown_2;
unsigned int unknown_3;
unsigned int unknown_4;
unsigned int unknown_5;
};
struct S4_Item
{
unsigned long Unique_Id;
unsigned long Position;
unsigned long Item_Id;
unsigned long unknown_1;
unsigned long Perm_Type;
unsigned long unknown_2;
unsigned long Color_Id;
unsigned long unknown_3;
unsigned long unknown_4;
unsigned long unknown_5;
unsigned long Count_Time;
S4_Effect *Effect_Begin;
S4_Effect *Effect_End;
unsigned long unknown_6;
unsigned long MP_Value;
unsigned long Entchant_Lvl;
unsigned long unknown_7;
unsigned long unknown_8;
};
S4_Item * Item;
S4_Item* Get_Item(int i);
__declspec(naked) void Item_Create_Detour(void)
{
_asm
{
mov [Item_Looper], 00
mov [Item_Looper_end], 00
Reloop:
inc [Item_Looper]
pushad
}
Item_Looper_end = ItemList[0][0];
_asm
{
popad
mov eax,[Item_Looper_end]
cmp[Item_Looper], eax
ja Ende
pushad
}
Item = Get_Item(Item_Looper);
_asm
{
popad
lea edx, [ebp-0x40]
mov [ebp-0x20], edx
mov eax, [ebp-0x20]
mov [eax], 00000000
mov ecx, [ebp-0x20]
mov[ecx+0x04], 00000000
mov edx, [ebp-0x20]
mov[edx+0x08], 00000000
mov[ebp-0x04], 00000000
mov edx, [Item]
lea edx, [edx]
push edx
mov ecx, [ebp+0x0C]
call Call_01
mov[ebp-0x04],0xFFFFFFFF
lea ecx,[ebp-0x40]
call Call_02
jmp Reloop
Ende:
jmp Item_Create_Loop_End
}
}
S4_Item* Get_Item(int i)
{
Item = new S4_Item;
DWORD END;
Item->Unique_Id = ItemList[i][0];
Item->Position = ItemList[i][1];
Item->Item_Id = ItemList[i][2];
Item->Perm_Type = ItemList[i][3];
Item->Count_Time = ItemList[i][4];
Item->Color_Id = ItemList[i][5];
Item->MP_Value = ItemList[i][6];
Item->Entchant_Lvl = ItemList[i][7];
int Effect_Count = EffectList[i][0];
if (Effect_Count != 0)
{
S4_Effect * Effect = new S4_Effect[Effect_Count];
END = (DWORD)&Effect[Effect_Count];
for (int _i = 0; _i != Effect_Count; _i++)
{
Effect[_i].effect_id = EffectList[i][_i+1];
}
Item->Effect_Begin = &Effect[0];
Item->Effect_End = &Effect[Effect_Count];
}
else
{
S4_Effect * Effect = new S4_Effect[0];
END = (DWORD)&Effect[0];
Item->Effect_Begin = &Effect[0];
Item->Effect_End = &Effect[0];
}
Item->unknown_1 = 0;
Item->unknown_2 = 4;
Item->unknown_3 = 0;
Item->unknown_4 = 0;
Item->unknown_5 = 0;
Item->unknown_6 = END;
Item->unknown_7 = 0;
Item->unknown_8 = 0;
return Item;
}
std::string ReplaceAll(std::string str, const std::string& from, const std::string& to) // ~ Credits to xxxx... dont remember his name
{
size_t start_pos = 0;
while ((start_pos = str.find(from, start_pos)) != std::string::npos)
{
str.replace(start_pos, from.length(), to);
start_pos += to.length(); // Handles case where 'to' is a substring of 'from'
}
return str;
}
void Init(void* item)
{
TCHAR Path[255];
GetCurrentDirectory(255, Path);
strcat(Path, "\\FapperDev\\Item_Creator\\ItemBubble.AP");
std::string Path_ = ReplaceAll(Path, "\\","\\\\");
xMainNode = XMLNode::openFileHelper(Path_.c_str(), "Bubble_Struct");
ItemList[0][0] = xMainNode.nChildNode("Item");
int end = ItemList[0][0] + 1;
for (int i = 1; i != end; i++)
{
ItemList[i][0] = i;
ItemList[i][1] = 1;
ItemList[i][2] = atoi(xMainNode.getChildNode("Item", i-1).getAttribute("Item_ID"));
ItemList[i][3] = atoi(xMainNode.getChildNode("Item", i-1).getAttribute("Perm_Type"));
ItemList[i][4] = atoi(xMainNode.getChildNode("Item", i-1).getAttribute("Count_Time"));
ItemList[i][5] = atoi(xMainNode.getChildNode("Item", i-1).getAttribute("Color_ID"));
ItemList[i][6] = atoi(xMainNode.getChildNode("Item", i-1).getAttribute("MP"));
ItemList[i][7] = atoi(xMainNode.getChildNode("Item", i-1).getAttribute("Entchant_Lvl"));
XMLNode xEffect_Node = xMainNode.getChildNode("Item", i-1);
int Effect_Count = xEffect_Node.nChildNode("Effect");
EffectList[i][0] = Effect_Count;
if (Effect_Count != 0)
{
for (int _i = 0; _i != Effect_Count; _i++)
{
getValueFromString((char*)xEffect_Node.getChildNode("Effect", _i).getAttribute("ID"), EffectList[i][_i + 1]);
}
}
}
DetourFunction((BYTE*)Item_Create_Loop, (BYTE*)Item_Create_Detour, 0x05);
_endthread();
}
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved)
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(hinstDLL);
_beginthread(&Init, 0, 0);
break;
case DLL_THREAD_ATTACH:
break;
case DLL_THREAD_DETACH:
break;
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
XML Parser by Frank Vanden Berghen
Example XML File ->
Code:
<?xml version="1.0" encoding="utf-8"?>
<Bubble_Struct>
<Item Item_ID="2000000" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000001" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000002" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000003" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000004" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000005" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000006" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000007" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000008" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000009" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000010" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000011" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000012" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000013" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000014" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000015" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000016" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000017" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000018" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000019" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000020" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
<?Effect ID="1201300005"?>
<?Effect ID="1201301005"?>
<?Effect ID="1299600007"?>
<?Effect ID="1299602002"?>
<?Effect ID="3299606009"?>
<?Effect ID="3299600205"?>
<?Effect ID="3299600105"?>
</Item>
<Item Item_ID="2000021" Color_ID="0" Perm_Type="1" Entchant_Lvl="15" Count_Time="2400" MP="0">
</Item>
<Item Item_ID="1020072" Color_ID="0" Perm_Type="1" Entchant_Lvl="0" Count_Time="2400" MP="0">
<?Effect ID="1102303008"?>
</Item>
<Item Item_ID="1031146" Color_ID="0" Perm_Type="1" Entchant_Lvl="0" Count_Time="2400" MP="0">
<?Effect ID="1103302009"?>
</Item>
<Item Item_ID="1041031" Color_ID="0" Perm_Type="1" Entchant_Lvl="0" Count_Time="2400" MP="0">
<?Effect ID="1104300008"?>
</Item>
<Item Item_ID="1050034" Color_ID="0" Perm_Type="1" Entchant_Lvl="0" Count_Time="2400" MP="0">
<?Effect ID="1105300004"?>
</Item>
<Item Item_ID="1010036" Color_ID="0" Perm_Type="1" Entchant_Lvl="0" Count_Time="2400" MP="0">
<?Effect ID="1101301008"?>
</Item>
<Item Item_ID="1070036" Color_ID="0" Perm_Type="1" Entchant_Lvl="0" Count_Time="2400" MP="0">
<?Effect ID="1107301008"?>
</Item>
<Item Item_ID="3000003" Color_ID="0" Perm_Type="1" Entchant_Lvl="0" Count_Time="2400" MP="0">
</Item>
</Bubble_Struct>
Equip Items ( Result - 0x1D )
Code:
FF 24 95 ?? ?? ?? ?? 8B 45 18 50 8B 4D 14
Code:
movzx eax,byte ptr [ebp+08]
ebp+08 includes Equip / Unequip ID
01 = Equip
02 = Unequip
#CE Equip File | Credits xFuRiOuS and Nociif
Credits ->
Sycode'
Nociif
xFuRiOuS
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Welche programmier sprache ist das?
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05/02/2016, 20:31
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#139
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elite*gold: 0
Join Date: Oct 2011
Posts: 452
Received Thanks: 1,839
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Quote:
Originally Posted by RazexSkillz
Welche programmier sprache ist das?
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Die addressen sind outdated und das ist C++
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05/22/2016, 21:26
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#140
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elite*gold: 0
Join Date: Oct 2014
Posts: 14
Received Thanks: 0
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Yo light, wie lange dauert das noch mit dem ITC?
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05/22/2016, 22:02
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#141
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elite*gold: 0
Join Date: Jun 2015
Posts: 412
Received Thanks: 221
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What programme or whatever do we need in order to use this source of urs? thnx
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05/23/2016, 00:08
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#142
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elite*gold: 0
Join Date: Feb 2015
Posts: 297
Received Thanks: 108
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SYCODE WANN KOMMT DAS ITC´??????????????
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05/23/2016, 10:20
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#143
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elite*gold: 0
Join Date: May 2016
Posts: 13
Received Thanks: 1
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Quote:
Originally Posted by [Mars]
For the people who still don't get it

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if you uploded the file this will be better
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05/23/2016, 11:15
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#144
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elite*gold: 0
Join Date: Jul 2014
Posts: 30
Received Thanks: 60
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#Vote4Close
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05/23/2016, 16:32
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#145
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elite*gold: 0
Join Date: May 2012
Posts: 926
Received Thanks: 1,146
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Quote:
Originally Posted by jannidamien001
SYCODE WANN KOMMT DAS ITC´??????????????
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Spiel Ohne Itc warte einfach oder hol dir Idm Man Man Man aber Push Nicht Alte threads um zu fragen wann das Update kommt  Ihr anderen Auch drückt doch nur auf den Report Knopf.
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05/24/2016, 16:58
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#146
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elite*gold: 0
Join Date: Jun 2015
Posts: 412
Received Thanks: 221
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Quote:
Originally Posted by kiler1997
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Hey im stuck on 00:50 sec on the video because how can get that 3 XML FILE that u were copying and pasting from one document to other? i dont have that.... plz HELP!!!!! thnx  FOR VISUAL STUDIO
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05/24/2016, 19:53
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#147
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elite*gold: 0
Join Date: Jan 2014
Posts: 43
Received Thanks: 6
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bekommt man aber auch die bonus exp der items?
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05/25/2016, 04:21
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#148
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elite*gold: 0
Join Date: Oct 2008
Posts: 29
Received Thanks: 3
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i need update
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05/25/2016, 15:33
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#149
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elite*gold: 164
Join Date: Jul 2014
Posts: 745
Received Thanks: 1,375
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Quote:
Originally Posted by affensprung
bekommt man aber auch die bonus exp der items?
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nein
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05/27/2016, 13:50
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#150
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elite*gold: 0
Join Date: Feb 2015
Posts: 297
Received Thanks: 108
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ey sycode wollte dich mal fragen könntest denn itc wd auf machn?´
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