Then you see what offset it is in the structure, and then start to guess what the other values are and what they do, by trying to change them in CE for example, or watching the code that is reading/writing them in IDA. If you want to reverse a structure you need to see what code accesses the value you started from using CE. If you want to find something like a command to send to the server like moving, casting a spell or any of these eidolon commands, you generally break in the function sending the packet or creating it, you dump the callstack, look in IDA each function in the callstack until you reach on that makes sense with the arguments it has, try to replicate the call of this function with the correct arguments, and then find out how to get these arguments (like a this pointer). Well it depends on the things you want to find. Wish you all the best in life, and hope to keep the contact somehow (: I'll try to study them as best I can, And incase i dont get it after alot of intensive work sessions, i probably fall back and try my luck to PM you (take this as a brief warning haha) ![]() I'm sure i can atleast look how the base functions are looking alike by checking these up as long as they are valid. Atleast thats how it looks to me from a quick view. AK has alot of Multi-Level pointers making it pretty confusing to reverse these in the old fashion way.įrom what I can see in the source is, that you grab data out of asm instructions which are hooked/detoured to give you the goaled outputs. Thats okay ofc, I just slightly had some hope that you'd include some basic stuff maybe. But i always enjoyed to keep in touch with you guys.įrom browsing all Threads regarding AK functions i sadly never came up to any point of explainations how to debug/find specific things. Just joking, you know urself I'll never come without questions on my back. I hope I can still reach you here on epvper's. ![]() You're one of the reasons why I was cappable of coding my own Bot's for other games now. Thanks for the project, The Community you created, letting me be Part of the team for a while and personally being very helpful on PM's even tho i had more contact to namedrisk due to API relations. Note thats the methods I used are totally home made and that there are multiple different ways to do the same things (like triggering an exception at a specific code location to gain access to the registers and the stack and modify them). I'm providing these sources as a tribute to Skandia Bot project to provide some basic knowledge about internally hooking a game and using its own code to add new features. Please do not ask for more features or maintaining the patterns. Feel free to fork this repository and update the patterns or try to find patterns working on every clients, or even add some client detection to switch patterns accordingly if needed. It currently works with official FR/US/DE clients of the game. The code is using some hardoded byte patterns that will potentially need to be changed if the client code changes too much after some future game update. This project can be compiled using Visual Studio 2017 or Visual Studio Code (using VS2017 compiler). Separate EAL DLL injected in the game process.Monitor a list of running process that could prevent the injection from succeeding and promp for killing them. ![]() Monitor all running instance of the game and auto inject listed DLLs.Standalone auto injector targeting AK game process.It will automatically talk to them when possible to regain APs, link when available and retrieve items if the inventory is not full. DescriptionĮAL is a self contained minibot automatically managing your eidolons. Sources : Binaries : This code is released for educational purpose only under GNU GPL v3 licence.
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