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Map struct 10.81
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Thread: Map struct 10.81

  1. #1

    Map struct 10.81

    Hello, is there anyone who have this structure updated to 10.81 version ? I would be grateful for posting


    Code:
            public readonly static int Pointer = 0xB73ADC + (int)Clients.GameClient.MainModule.BaseAddress; // updated
            public readonly static int TilePointer = 0xB78608 + (int)Clients.GameClient.MainModule.BaseAddress; // updated
    
            public readonly static int Memory = 0x80BDF8 ;
            public readonly static int MemoryOffset = 0x200A8;
    
            public static readonly int MaxX = 18;
            public static readonly int MaxY = 14;
            public static readonly int MaxZ = 8;
            public static readonly int MaxTiles = 2016;
    
            public static readonly int StepTile = 170;
            public static readonly int StepTileObject = 12;
            public static readonly int DistanceTileObjectCount = 0;
            public static readonly int DistanceTileObjects = 48;
            public static readonly int DistanceObjectId = 4;
            public static readonly int DistanceObjectData = 0;
            public static readonly int DistanceObjectDataEx = 8;
            public static readonly int TileOrder = 4;

    Memory and MemoryOffset are addresses for this function:

    Last edited by arkes; 09-13-2015 at 06:21 PM.

  2. #2
    Junior Member
    Join Date
    Sep 2015
    Posts
    15
    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 no one is here anymore..

    Also, do you know how to get tibia's current time? I got the cooldown timers but no current time to compare then to :'(

  3. #3
    You can find many addresses here: https://github.com/blackdtools/Black.../conf-1081.int
    But there is no map structure ;/
    Last edited by arkes; 09-14-2015 at 02:51 PM.

  4. #4
    Junior Member
    Join Date
    Sep 2015
    Posts
    15
    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 anywhere that shows the cooldown structure? I found the first 4, but I can't tell how to find the "hidden ones" (exana pox, utura, and so on).

    Thanks again!!

  5. #5
    Senior Member
    Join Date
    Dec 2011
    Posts
    249
    They are in base 16. It's VB syntax that is using "&H" instead of the C languages "0x".

    So for example, LoginServerStartPointer=&H98B094 would be LoginServerStartPointer=0x98B094

  6. #6
    I don't know in which language you''re writing code but here https://code.google.com/p/extibiabot/ you have really good code, it should help you but it's for tibia about 9.6+ so need some updates
    For addresses you must search on this forum, there are many tutorials i think which should help you.


    ottizy, have you maybe this map structure updated ?

  7. #7
    Junior Member
    Join Date
    Sep 2015
    Posts
    15
    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
    I know these values work for a fact (I have a cheat engine running them ATM):
    Xor = 0x533658
    Hp =0x6D1030
    When I look at the values in your link, I get these:
    adrXOR=&H933658 => 0x933658
    adrMyHP=&HAD1030 => 0xAD1030
    They do not work (tested). Am I missing something? Those ARE offsets from the process' base address, right?

    Edit: Scratch that, im stupid xD
    I see my error. Thanks!!

  8. #8
    Senior Member
    Join Date
    Dec 2011
    Posts
    249
    Quote Originally Posted by arkes View Post
    I don't know in which language you''re writing code but here https://code.google.com/p/extibiabot/ you have really good code, it should help you but it's for tibia about 9.6+ so need some updates
    For addresses you must search on this forum, there are many tutorials i think which should help you.


    ottizy, have you maybe this map structure updated ?
    The latest change to the map structure I can remember is the change in the item structure which made it 24 bytes. You should look into that

  9. #9
    Senior Member
    Join Date
    Jan 2012
    Posts
    417
    your code seems to be related to .map files loaded on memory, so these threads might help you

    http://tpforums.org/forum/threads/56...red-in-memory)
    http://tpforums.org/forum/threads/56...ored-on-memory

  10. #10
    There is nothing about updating the map structure, it's only how to find the map pointer but i already have it

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