笑傲江湖部分工程代码
//基址#define BASE_ADDR 0x01320A18 //全局地址
#define AUTO_MOVE 0x006F36E0 //自动寻路
#define USE_SKILL 0x00709EB0 //使用技能
#define CALL_BASE 0x00B976C0 //明文发包
//数据
#define BASE_ADD (*(DWORD *)BASE_ADDR) //全局基址
#define DYNAMIC_ADDR (*(DWORD *)(BASE_ADD+0x24)) //动态基址
#define WINDOWS_ADDR (*(DWORD *)(DYNAMIC_ADDR+0x8)) //窗口基址
#define ENVIRON_ADDR (*(DWORD *)(DYNAMIC_ADDR+0xC)) //环境基址
#define ROLE_ATTRIBUTE (*(DWORD *)(DYNAMIC_ADDR+0x8C)) //角色属性
#define ROLE_DATA_BASE (*(DWORD *)(DYNAMIC_ADDR+0x90)) //角色数据
//窗口数据
#define WINDOWS_BASE (*(DWORD *)(WINDOWS_ADDR+0x324)) //窗口控件
#define FACE_WINDOW (*(DWORD *)(WINDOWS_BASE+0x78)) //当前窗口
#define FACE_WINDOW_NAME (CHAR*)(*(DWORD *)(FACE_WINDOW+0x4C)) //当前窗口名
//环境数据
#define PLAYER_BASE (*(DWORD *)(ENVIRON_ADDR+0x70)) //周围玩家基址
#define MONSTER_BASE (*(DWORD *)(ENVIRON_ADDR+0x74)) //周围怪物基址
#define MAP_NAME_SMALL (WCHAR *)(*(DWORD *(DWORD *)(ENVIRON_ADDR+0xB8)+4))//小地图名
#define MAP_ID (*(DWORD *)(ENVIRON_ADDR+0x138)) //地图ID
#define MAP_NAME_BIG (WCHAR *)(*(DWORD *(DWORD *)(ENVIRON_ADDR+0x140)+8))//小地图名
#define PLAYER_LIST (*(DWORD *)(PLAYER_BASE+0x114)) //周围玩家列表
#define PLAYER_COUNT (*(DWORD *)(PLAYER_BASE+0x118)) //周围玩家列表
#define PLAYER_POINT(i) (*(DWORD *)(PLAYER_LIST+(i)*4)) //相应玩家指针
#define PLAYER_X(i) (*(FLOAT *)(PLAYER_POINT(i)+0x3C)) //玩家坐标X
#define PLAYER_Z(i) (*(FLOAT *)(PLAYER_POINT(i)+0x40)) //玩家坐标Z
#define PLAYER_Y(i) (*(FLOAT *)(PLAYER_POINT(i)+0x44)) //玩家坐标Y
#define PLAYER_ID(i) (*(DWORD *)(PLAYER_POINT(i)+0x140)) //玩家ID
#define PLAYER_NAME(i) ((WCHAR *)(*(DWORD *)(PLAYER_POINT(i)+0x478))) //玩家名字
#define PLAYER_TITLE(i) (WCHAR *)(*(DWORD *)(PLAYER_POINT(i)+0x480)) //玩家称号
#define PLAYER_LEVEL(i) (*(DWORD *)(PLAYER_POINT(i)+0x68E)) //玩家等级
#define MONSTER_LIST (*(DWORD *)(MONSTER_BASE+0xA4)) //周围怪物列表
#define MONSTER_COUNT (*(DWORD *)(MONSTER_BASE+0xA8)) //周围怪物数量
#define MONSTER_POINT(i) (*(DWORD *)(MONSTER_LIST+(i)*4)) //相应怪物指针
#define MONSTER_X(i) (*(FLOAT *)(MONSTER_POINT(i)+0x3C)) //怪物坐标X
#define MONSTER_Z(i) (*(FLOAT *)(MONSTER_POINT(i)+0x40)) //怪物坐标Z
#define MONSTER_Y(i) (*(FLOAT *)(MONSTER_POINT(i)+0x44)) //怪物坐标Y
#define MONSTER_TYPE(i) (*(DWORD *)(MONSTER_POINT(i)+0x138)) //怪物种类(22怪物,23NPC,25门徒)
#define MONSTER_ID(i) (*(DWORD *)(MONSTER_POINT(i)+0x140)) //怪物ID
#define MONSTER_DIST(i) (*(FLOAT *)(MONSTER_POINT(i)+0x17C)) //怪物距离
#define MONSTER_TAG(i) (*(DWORD *)(MONSTER_POINT(i)+0x268)) //怪物目标
#define MONSTER_ACTION(i) (*(DWORD *)(MONSTER_POINT(i)+0x27C)) //怪物动作
#define MONSTER_LEVEL(i) (*(DWORD *)(MONSTER_POINT(i)+0x4B8)) //怪物等级
#define MONSTER_NAME(i) (WCHAR *)(*(DWORD *)(MONSTER_POINT(i)+0x834)) //怪物名字
//角色属性
#define ROLE_ATT_X (*(FLOAT *)(ROLE_ATTRIBUTE+0x3C)) //角色X
#define ROLE_ATT_Z (*(FLOAT *)(ROLE_ATTRIBUTE+0x40)) //角色Z
#define ROLE_ATT_Y (*(FLOAT *)(ROLE_ATTRIBUTE+0x44)) //角色Y
#define ROLE_ATT_ID (*(DWORD *)(ROLE_ATTRIBUTE+0x140)) //角色ID
#define ROLE_ATT_STATIC (*(BYTE *)(ROLE_ATTRIBUTE+0x35A)) //角色是否静止(1动作)
#define ROLE_ATT_NAME (WCHAR *)(*(DWORD *)(ROLE_ATTRIBUTE+0x478)) //角色名字
#define ROLE_ATT_LEVEL (*(DWORD *)(ROLE_ATTRIBUTE+0x68E)) //角色ID
#define ROLE_ATT_EXP (*(DWORD *)(ROLE_ATTRIBUTE+0x6AA)) //角色经验
#define ROLE_ATT_HP (*(FLOAT *)(ROLE_ATTRIBUTE+0x6C1)) //角色HP
#define ROLE_ATT_MP (*(FLOAT *)(ROLE_ATTRIBUTE+0x6C5)) //角色MP
#define ROLE_ATT_HPMAX (*(FLOAT *)(ROLE_ATTRIBUTE+0x715)) //角色HPMAX
#define ROLE_ATT_MPMAX (*(FLOAT *)(ROLE_ATTRIBUTE+0x719)) //角色MPMAX
#define ROLE_ATT_FBCOUNT (*(FLOAT *)(ROLE_ATTRIBUTE+0xC04)) //角色精力
#define ROLE_ATT_GJCOUNT (*(FLOAT *)(ROLE_ATTRIBUTE+0xC08)) //角色活力
#define ROLE_ATT_STUDY (*(DWORD *)(ROLE_ATTRIBUTE+0xE64)) //是否在学技能
#define ROLE_ATT_TAG (*(DWORD *)(ROLE_ATTRIBUTE+0xF08)) //角色目标
//角色数据
#define PACKAGE_ADDR (*(DWORD *)(ROLE_DATA_BASE+0x8)) //背包基址
//#define SKILL_ADDR (*(DWORD *)(ROLE_DATA_BASE+0x1C)) //技能基址
#define TASK_ADDR (*(DWORD *)(ROLE_DATA_BASE+0x28)) //任务基址
//角色背包B键
#define PACKAGE_EQUIP1 (*(DWORD *)(PACKAGE_ADDR+0xC)) //装备1
#define PACKAGE_USUAL (*(DWORD *)(PACKAGE_ADDR+0x14)) //普通背包
#define PACKAGE_SMALL1 (*(DWORD *)(PACKAGE_ADDR+0x18)) //小布兜1
#define PACKAGE_SMALL2 (*(DWORD *)(PACKAGE_ADDR+0x1C)) //小布兜2
#define PACKAGE_STUFF (*(DWORD *)(PACKAGE_ADDR+0x24)) //材料包
//装备遍历
#define PACKAGE_EQUIP1_ADDR (*(DWORD *)(PACKAGE_EQUIP1+0x2C)) //装备基址
#define PACKAGE_EQUIP1_SIZE (*(DWORD *)(PACKAGE_EQUIP1+0x30)) //装备格数
#define PACKAGE_EQUIP1_POINT(i)(*(DWORD *)(PACKAGE_EQUIP1_ADDR+(i)*4)) //相应格地址
#define PACKAGE_EQUIP1_PRICE(i)(*(DWORD *)(PACKAGE_EQUIP1_POINT(i)+0x24))//装备价格
#define PACKAGE_EQUIP1_NAME(i)(WCHAR *)(DWORD*(PACKAGE_EQUIP1_POINT(i)+0xE0)+0x4)//装备名字
//背包遍历
#define PACKAGE_USUAL_ADDR (*(DWORD *)(PACKAGE_USUAL+0x2C)) //背包基址
#define PACKAGE_USUAL_SIZE (*(DWORD *)(PACKAGE_USUAL+0x30)) //背包格数
#define PACKAGE_USUAL_POINT(i)(*(DWORD *)(PACKAGE_USUAL_ADDR+(i)*4)) //相应格地址
#define PACKAGE_USUAL_PRICE(i)(*(DWORD *)(PACKAGE_USUAL_POINT(i)+0x24))//物品价格
#define PACKAGE_USUAL_COUNTMAX(i) (*(DWORD *)(PACKAGE_USUAL_POINT(i)+0x48))//物品最大数量
#define PACKAGE_USUAL_COUNT(i)(*(DWORD *)(PACKAGE_USUAL_POINT(i)+0x6C))//物品数量
//小布兜1
#define PACKAGE_SMALL1_ADDR (*(DWORD *)(PACKAGE_USUAL+0x2C)) //背包基址
#define PACKAGE_SMALL1_SIZE (*(DWORD *)(PACKAGE_USUAL+0x30)) //背包格数
#define PACKAGE_SMALL1_POINT(i)(*(DWORD *)(PACKAGE_SMALL1_ADDR+(i)*4)) //相应格地址
#define PACKAGE_SMALL1_PRICE(i)(*(DWORD *)(PACKAGE_SMALL1_POINT(i)+0x24))//物品价格
#define PACKAGE_SMALL1_COUNTMAX(i) (*(DWORD *)(PACKAGE_SMALL1_POINT(i)+0x48))//物品最大数量
#define PACKAGE_SMALL1_COUNT(i)(*(DWORD *)(PACKAGE_SMALL1_POINT(i)+0x6C))//物品数量
//小布兜2
#define PACKAGE_SMALL2_ADDR (*(DWORD *)(PACKAGE_USUAL+0x2C)) //背包基址
#define PACKAGE_SMALL2_SIZE (*(DWORD *)(PACKAGE_USUAL+0x30)) //背包格数
#define PACKAGE_SMALL2_POINT(i)(*(DWORD *)(PACKAGE_SMALL2_ADDR+(i)*4)) //相应格地址
#define PACKAGE_SMALL2_PRICE(i)(*(DWORD *)(PACKAGE_SMALL2_POINT(i)+0x24))//物品价格
#define PACKAGE_SMALL2_COUNTMAX(i) (*(DWORD *)(PACKAGE_SMALL2_POINT(i)+0x48))//物品最大数量
#define PACKAGE_SMALL2_COUNT(i)(*(DWORD *)(PACKAGE_SMALL2_POINT(i)+0x6C))//物品数量
//材料遍历
#define PACKAGE_STUFF_ADDR (*(DWORD *)(PACKAGE_USUAL+0x2C)) //背包基址
#define PACKAGE_STUFF_SIZE (*(DWORD *)(PACKAGE_USUAL+0x30)) //背包格数
#define PACKAGE_STUFF_POINT(i)(*(DWORD *)(PACKAGE_STUFF_ADDR+(i)*4)) //相应格地址
#define PACKAGE_STUFF_PRICE(i)(*(DWORD *)(PACKAGE_STUFF_POINT(i)+0x24))//物品价格
#define PACKAGE_STUFF_COUNTMAX(i) (*(DWORD *)(PACKAGE_STUFF_POINT(i)+0x48))//物品最大数量
#define PACKAGE_STUFF_COUNT(i)(*(DWORD *)(PACKAGE_STUFF_POINT(i)+0x6C))//物品数量
//技能数据
//#define SKILL_ADDR1 (*(DWORD *)(SKILL_ADDR+0x10)) //技能基址1
//任务数据
#define TASK_ADDR_INF (*(DWORD *)(TASK_ADDR+0x4)) //任务列表
#define TASK_COUNT (*(DWORD *)(TASK_ADDR_INF)) //任务数量
#define TASK_POINT(i) (*(DWORD *)(TASK_ADDR_INF+(i)*0x7E)) //相应任务地址
#define TASK_ID(i) (*(DWORD *)(TASK_POINT(i)+0x1F)) //任务ID
#define TASK_NAME(i) (WCHAR *)(DWORD*(TASK_POINT(i)+0x3B)+0x8)//任务名字 当然是要支持了! 沙发!沙发!枪一个沙发 我来赚一个 谢谢! 我来加个数~ 前排支持一下 支持一下:lol 感恩无私的分享与奉献 :) 看到这帖子真是高兴! 我了个去,顶了
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