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Type: Posts; User: mahatesh

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  1. Replies
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    'Visible' is deprecated. Since around version 9,...

    'Visible' is deprecated. Since around version 9, invisible monsters are not sent to the client by the server, so the battle list will not help you show those monsters
  2. Replies
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    98,344

    I can tell you that's flat out wrong, since I CAN...

    I can tell you that's flat out wrong, since I CAN home in on a stalker in the battle-list, and I see his values change (like position and stuff). The thing I can't is make the game draw his portrait....
  3. Replies
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    98,344

    Meaning? I know old bots had a magic number that...

    Meaning? I know old bots had a magic number that they wrote to a given address, and it made everything pink and fluffy.
    I know that battle-list entries most likely DO NOT show if a creature is...
  4. Replies
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    98,344

    I was asking because I wanted to make sure all...

    I was asking because I wanted to make sure all those 'padding' were meaningless, but now I see that they aren't :P

    Did you implement anything else aside from the map? I have some troubles with...
  5. Replies
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    98,344

    Ok, so a bit of insight:...

    Ok, so a bit of insight:
    http://imgur.com/eGLpGPa

    This is a snapshot of the memory image about tile marked A - tile contains (from top item to low item): Rope, Torch, 5 small manapotions.
    From...
  6. Replies
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    98,344

    Look at these definitions: struct TileItem...

    Look at these definitions:



    struct TileItem
    {
    public UInt32 count;

    public UInt32 id;
  7. Replies
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    98,344

    Well, after reading the description: Wouldn't...

    Well, after reading the description:
    Wouldn't StepTileObject just be SizeOf(objectData) = 12?
    DistanceTileObjects should stay 4, seeing how tileDef still only has 1 int before the object array...
  8. Replies
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    So for those of you who didn't know, there is a...

    So for those of you who didn't know, there is a working bot for 10.81 - https://github.com/Wisling/tibiaauto

    It's written in C++ (and couldn't be designed any worse, structure-wise), but since it...
  9. Replies
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    98,344

    Ok, so I did some playing around: Assuming...

    Ok, so I did some playing around:

    Assuming your 'Pointer' is currect, I managed to find my location in the tile array.

    Regardless of that, I noticed something strange! Each tileDef seems to now...
  10. Replies
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    98,344

    Hey First, thanks Lolrapa, for the info!...

    Hey
    First, thanks Lolrapa, for the info!
    Second, arkes, if you ever do make progress, please share your findings here so others can enjoy them too!
    You use some functions in your printscreen (such...
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    17,645

    Cooldown struct 10.81

    Im looking for the cooldown struct in 10.81
    I know the first 4 cooldowns are the same as older versions (attack, heal, support and special) but I can't find a way to access the other cooldowns...
  12. Replies
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    98,344

    Thanks for all the info guys, and I am really...

    Thanks for all the info guys, and I am really sorry about de-railing this thread, it's just that all other threads on this forum are dead :p
    I know these values work for a fact (I have a cheat...
  13. Replies
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    907

    Cooldowns in 10.81 start at 0x588A54, with...

    Cooldowns in 10.81 start at 0x588A54, with offsets 0x10 being cooldownEnd, and 0x12 being cooldownStart.
    I managed to get to the main 4 (attack, heal, support, special) but I can't seem to find the...
  14. Replies
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    Hey again. Thanks for the quick reply!! Sorry...

    Hey again.
    Thanks for the quick reply!!
    Sorry for being a bit of a noob, but I only know how to work with addresses in Hex. What base are those addresses?

    And while we are at it: is there...
  15. Replies
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    Hey there arkes. Unfortunately, I do not have...

    Hey there arkes.
    Unfortunately, I do not have any updated map pointers. I do have the battlelist and some basic data (hp, xor, level and such).
    Do you have ANY updated addresses for 10.81? It seems...
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