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  1. #1

    Avatar de Chris7yan
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    Sep 2009
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    Padrão Problema com tamanho da object struct v.97d

    Tip
    Bom galera, eu nunca montei uma object struct então seguir o tuto do marin e fui analisando com outras, enfim consegui montar minha object struct, veja bem eu consegui montar e não fazer funfa kkkkkkk', ai vim pedi uma ajuda pros proprios imperyanos viciados que sei que vão me ajudar:


    NOTA

    #pragma pack(push, 1)

    struct ITEMSTRUCT
    {
    /*<thisrel this+0x0>*/ /*|0x4|*/ unsigned long m_Number;
    /*<thisrel this+0x4>*/ /*|0x1|*/ char m_Serial;
    /*<thisrel this+0x4>*/ /*|0x2|*/ unsigned short m_Type;
    /*<thisrel this+0x6>*/ /*|0x2|*/ unsigned short m_Level;
    /*<thisrel this+0x9>*/ /*|0x1|*/ unsigned char m_Part;
    /*<thisrel this+0xA>*/ /*|0x1|*/ unsigned char m_Class;
    /*<thisrel this+0xB>*/ /*|0x1|*/ bool m_TwoHand;
    /*<thisrel this+0xC>*/ /*|0x1|*/ unsigned char m_AttackSpeed;
    /*<thisrel this+0xD>*/ /*|0x1|*/ unsigned char m_WalkSpeed;
    /*<thisrel this+0xE>*/ /*|0x2|*/ unsigned short m_DamageMin;
    /*<thisrel this+0x10>*/ /*|0x2|*/ unsigned short m_DamagaMax;
    /*<thisrel this+0x12>*/ /*|0x1|*/ unsigned char m_SuccessfulBlocking;
    /*<thisrel this+0x13>*/ /*|0x2|*/ unsigned short m_Defense;
    /*<thisrel this+0x15>*/ /*|0x2|*/ unsigned short m_MagicDefense;
    /*<thisrel this+0x17>*/ /*|0x1|*/ unsigned char m_Speed;
    /*<thisrel this+0x18>*/ /*|0x6C|*/ unsigned char m_Filler0x18[0x6C];
    };

    struct OBJECTSTRUCT
    {
    /*<thisrel this+0x0>*/ /*|0x4|*/ int Index;
    /*<thisrel this+0x4>*/ /*|0x4|*/ int Connected;
    /*<thisrel this+0x8>*/ /*|0x24|*/ unsigned char m_Filler0x8[0x24];
    /*<thisrel this+0x2C>*/ /*|0x1|*/ unsigned char Magumsa;
    /*<thisrel this+0x2D>*/ /*|0x30|*/ unsigned char m_Filler0x2D[0x30];
    /*<thisrel this+0x5D>*/ /*|0x1|*/ unsigned char Live;
    /*<thisrel this+0x5E>*/ /*|0x1|*/ unsigned char Type;
    /*<thisrel this+0x5F>*/ /*|0xB|*/ char AccountID[0xB];
    /*<thisrel this+0x6A>*/ /*|0xB|*/ char Name[0xB];
    /*<thisrel this+0x75>*/ /*|0xE|*/ unsigned char m_Filler0x75[0xE];
    /*<thisrel this+0x83>*/ /*|0x1|*/ unsigned char Class;
    /*<thisrel this+0x84>*/ /*|0x1|*/ unsigned char DbClass;
    /*<thisrel this+0x85>*/ /*|0x1|*/ unsigned char Skin;
    /*<thisrel this+0x86>*/ /*|0x2|*/ unsigned short Level;
    /*<thisrel this+0x88>*/ /*|0x4|*/ unsigned int LevelUpPoint;
    /*<thisrel this+0x8C>*/ /*|0x4|*/ unsigned long Experience;
    /*<thisrel this+0x90>*/ /*|0x4|*/ unsigned long ExperienceMax;
    /*<thisrel this+0x94>*/ /*|0x4|*/ unsigned int Money;
    /*<thisrel this+0x98>*/ /*|0x2|*/ short Strength;
    /*<thisrel this+0x9A>*/ /*|0x2|*/ short Dexterity;
    /*<thisrel this+0x9C>*/ /*|0x2|*/ short Vitality;
    /*<thisrel this+0x9E>*/ /*|0x2|*/ short Energy;
    /*<thisrel this+0xA0>*/ /*|0x4|*/ float Life;
    /*<thisrel this+0xA4>*/ /*|0x4|*/ float LifeMax;
    /*<thisrel this+0xA8>*/ /*|0x4|*/ int AddLife;
    /*<thisrel this+0xAC>*/ /*|0x4|*/ float FillLife;
    /*<thisrel this+0xB0>*/ /*|0x4|*/ float FillLifeMax;
    /*<thisrel this+0xB4>*/ /*|0x18|*/ unsigned char m_Filler0xB4[0x18];
    /*<thisrel this+0xCC>*/ /*|0x1|*/ char PkCount;
    /*<thisrel this+0xCD>*/ /*|0x1|*/ char PkLevel;
    /*<thisrel this+0xCE>*/ /*|0x4|*/ int PkTime;
    /*<thisrel this+0xD2>*/ /*|0x2|*/ unsigned char m_Filler0xD2[0x2];
    /*<thisrel this+0xD4>*/ /*|0x2|*/ unsigned short X;
    /*<thisrel this+0xD6>*/ /*|0x2|*/ unsigned short Y;
    /*<thisrel this+0xD8>*/ /*|0x1|*/ unsigned char Dir;
    /*<thisrel this+0xD9>*/ /*|0x1|*/ unsigned char MapNumber;
    /*<thisrel this+0xDA>*/ /*|0x1AA|*/ unsigned char m_Filler0xDA[0x1AA];
    /*<thisrel this+0x284>*//*|0x2|*/ short ShopNumber;
    /*<thisrel this+0x286>*//*|0x99E|*/ unsigned char m_Filler0x286[0x99E];
    /*<thisrel this+0xC24>*//*|0x4|*/ ITEMSTRUCT* pInventory;
    /*<thisrel this+0xC28>*//*|0x4|*/ unsigned char* pInventoryMap;
    /*<thisrel this+0xC2C>*//*|0x4|*/ char* pInventoryCount;
    /*<thisrel this+0xC30>*//*|0x1|*/ char pTransaction;
    /*<thisrel this+0xC31>*//*|0x4|*/ ITEMSTRUCT* Inventory1;
    /*<thisrel this+0xC35>*//*|0x4|*/ unsigned char* InventoryMap1;
    /*<thisrel this+0xC39>*//*|0x1|*/ char InventoryCount1;
    /*<thisrel this+0xC3A>*//*|0x4|*/ ITEMSTRUCT* Inventory2;
    /*<thisrel this+0xC3E>*//*|0x4|*/ unsigned char* InventoryMap2;
    /*<thisrel this+0xC42>*//*|0x1|*/ char InventoryCount2;
    /*<thisrel this+0xC43>*//*|0x4|*/ ITEMSTRUCT* Trade;
    /*<thisrel this+0xC47>*//*|0x4|*/ unsigned char TradeMap;
    /*<thisrel this+0xC4B>*//*|0x4|*/ int TradeMoney;
    /*<thisrel this+0xC4F>*//*|0x1|*/ unsigned char TradeOk;
    /*<thisrel this+0xC50>*//*|0xBC|*/ unsigned char m_Filler0xC50[0xBC];
    };

    #pragma pack(pop)


    Aviso

    O valor da object struct da 97d é 0x0D0C, a minha está dando 0x0D1C, mais não sei onde eu errei pois meus calculos parecem esta corretos:
    "/*<thisrel this+0xC50>*//*|0xBC|*/ unsigned char m_Filler0xC50[0xBC];" == 0x0D0C.
    Os verdadeiros reconhecem os verdadeiros!

  2. #2

    Avatar de Jamel
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    Padrão

    As contas tão certas tecnicamente MAS, tem um porem, o valor na memoria não bate com os corretos

    eu tenho as defines se vc quiser, posto aqui

  3. #3

    Avatar de Chris7yan
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    Padrão

    jamel já conseguir arruma é que o meu hook é diferente dos demais mais agradeçeria muito se você postasse as defines, quase esquecendo era um fix besta mais faz toda a diferença: /*<thisrel this+0xC50>*//*|0xBC|*/ unsigned char m_Filler0xC50[0xBC+3]; creditos: WoLf por ter me ajudado as 3:00 as manhã askookdsakodsa.
    Os verdadeiros reconhecem os verdadeiros!

  4. #4

    Avatar de Jamel
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    Padrão

    Código PHP:
    #define gObjMaxUsr                    0x15DF
    #define gObjPlayer                    0x12C0
    #define gObjOffset                    0x4CEE778
    #define gObjSize                    0x0D0C
    #define gObjmIndex                    0x0
    #define gObjConnected                0x4
    #define gObjCloseType                0xA
    #define gObjCloseCount                0xB
    #define gObjIpAddr                    0x14
    #define gObjUserNumber                0x24
    #define gObjDbNumber                0x28
    #define gObjLive                    0x5D
    #define gObjType                    0x5E
    #define gObjAccountID                0x5F
    #define gObjNick                    0x6A
    #define gObjJoominCheck                0x75
    #define gObjClass                    0x83
    #define gObjDbClass                    0x84
    #define gObjSkin                    0x85
    #define gObjLevel                    0x86
    #define gObjLupp                    0x88
    #define gObjExp                        0x8C
    #define gObjExpM                    0x90
    #define gObjZen                        0x94
    #define gObjStr                        0x98
    #define gObjAgi                        0x9A
    #define gObjVit                        0x9C
    #define gObjEne                        0x9E
    #define gObjLife                    0xA0
    #define gObjLifeMax                    0xA4
    #define gObjMana                    0xAF
    #define gObjManaMax                    0xB3
    #define gObjPkCount                    0xCC
    #define gObjPkLevel                    0xCD
    #define gObjPkTime                    0xCE
    #define gObjPosX                    0xD4
    #define gObjPosY                    0xD6
    #define gObjDir                        0xD8
    #define gObjMapId                    0xD9
    #define gObjAddLife                    0xDA
    #define gObjAddMana                    0xDC
    #define gObjTX                        0xEA
    #define gObjTY                        0xEC
    #define gObjMTX                        0xEE
    #define gObjMTY                        0xF0
    #define gObjPathCount                0xF4
    #define gObjPathCur                    0xF8
    #define gObjPathStartEnd            0xFC
    #define gObjMoveGateUser            0x16C
    #define gObjCtlCode                    0x170
    #define gObjmActionNumber            0x184
    #define gObjmState                    0x188
    #define gObjmStateSub                0x18C
    #define gObjViewState                0x18E
    #define gObjmRest                    0x18D
    #define gObjmViewSkillState            0x18F
    #define gObjmShopTime                0x1B4
    #define gObjRegenTime                0x1CC
    #define gObjRegenOk                    0x1C7
    #define gObjmPoisonBeattackCount    0x1E9
    #define gObjmColdBeattackCount        0x1EA
    #define gObjlpAttackObj                0x1EC
    #define gObjPartyTargetUser            0x260
    #define gObjGuildNumber                0x264
    #define gObjGuild                    0x268
    #define gObjGuildName                0x26C
    #define gObjmRecallMon                0x278
    #define gObjmChange                    0x27C
    #define gObjTargetNumber            0x280
    #define gObjMagic                    0x2E4
    #define gObjVPCount                    0xA34
    #define gObjVPCount2                0xA38
    #define gObjsHDCount                0xC1C
    #define gObjmIfState                0xC1E
    #define gObjmInterfaceTime            0xC20
    #define gObjInv                        0xC24
    #define gObjInventoryMap            0xC28
    #define gObjpTransaction            0xC30
    #define gObjInventory1                0xC34
    #define gObjInventory2                0xC40
    #define gObjTrade                    0xC4C
    #define gObjTradeMap                0xC50
    #define gObjTradeMoney                0xC54
    #define gObjTradeOk                    0xC58
    #define gObjpWarehouse                0xC5C
    #define gObjWarehouseMap            0xC60
    #define gObjWarehouseSave            0xC70
    #define gObjpChaosBox                0xC74
    #define gObjpChaosBoxMap            0xC78
    #define gObjpChaosBoxMoney            0xC7C
    #define gObjpChaosBoxSussesRate        0xC80
    #define gObjmOption                    0xC88 
    Tah ai, só testando elas pra sabe mas aqui funciona tudin
    se usa HookNewOBJECTSTRUCT();
    não tem como usa os define com o OBJECT_POINTER padrão

  5. #5


    Avatar de Lipe
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    Padrão

    Mensagem de moderação:
    Tópico inativo, fechado para evitar flood.
    Caso a dúvida do autor não tenha sido solucionada, entre em contato via MP para que o tópico seja re-aberto

 

 

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