跪求完美国际人物属性2最新版人物属性的内存地址和偏移基址等

求完美国际所有偏移及基址|::::广海游戏:::: - ★广海社区★ -
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求完美国际所有偏移及基址
红色是我已经确认的偏移及基址或是CALL ,一个人找太费时间了,有人有全的吗?给一个谢谢!&&&&DWORD W2I_BASE_ADDR& & & & & & & =& & 0x009B5914;& & & & & & & //全局基址&DWORD W2I_SPEECH_MODE& & & & & & =& & 0x008F3870;& & & & & & & //是否聊天模式&DWORD W2I_HAS_QUESTION& & & & & & =& & 0x00929FB4;& & & & & & & //是否有答题 0正常 1答题&DWORD W2I_GAME_STATUS& & & & & & =& & 0x0092AAC0;& & & & & & & //是否断线 2正常 1下线&&DWORD W2I_CALL_BASE& & & & & & & =& & 0x00926FD4;& & & & & & & //CALL基址&DWORD W2I_SEND_PACK_CALL& & & & & =& & 0x00589F4B;& & & & & & & //发包跳转&DWORD W2I_SEND_PACK_STACK& & & & =& & 0x00845F28;& & & & & & & //发包入栈&DWORD W2I_ANSWER_QUESTION_CALL& & =& & 0x00589EB5;& & & & & & & //答题跳转&DWORD W2I_ANSWER_QUESTION_STACK& =& & 0x00845F08;& & & & & & & //答题入栈&DWORD W2I_GOTO_COS_CALL1& & & & & =& & 0x;& & & & & & & //走路CALL1&DWORD W2I_GOTO_COS_CALL2& & & & & =& & 0x;& & & & & & & //走路CALL2&DWORD W2I_GOTO_COS_CALL3& & & & & =& & 0x0045DDF0;& & & & & & & //走路CALL3DWORD W2I_BASE_ADDR& & & & & & & =& & 0x009B;& & & & & & & //全局基址&DWORD W2I_SPEECH_MODE& & & & & & =& & 0x008F3870;& & & & & & & //是否聊天模式&DWORD W2I_HAS_QUESTION& & & & & & =& & 0x00929FB4;& & & & & & & //是否有答题 0正常 1答题&DWORD W2I_GAME_STATUS& & & & & & =& & 0x0092AAC0;& & & & & & & //是否断线 2正常 1下线&&DWORD W2I_CALL_BASE& & & & & & & =& & 0x00926FD4;& & & & & & & //CALL基址&DWORD W2I_SEND_PACK_CALL& & & & & =& & 0x00589F4B;& & & & & & & //发包跳转&DWORD W2I_SEND_PACK_STACK& & & & =& & 0x00845F28;& & & & & & & //发包入栈&DWORD W2I_ANSWER_QUESTION_CALL& & =& & 0x00589EB5;& & & & & & & //答题跳转&DWORD W2I_ANSWER_QUESTION_STACK& =& & 0x00845F08;& & & & & & & //答题入栈&DWORD W2I_GOTO_COS_CALL1& & & & & =& & 0x;& & & & & & & //走路CALL1&DWORD W2I_GOTO_COS_CALL2& & & & & =& & 0x;& & & & & & & //走路CALL2&DWORD W2I_GOTO_COS_CALL3& & & & & =& & 0x0045DDF0;& & & & & & & //走路CALL3&&&#define W2I_SERVER_NAME& & & & & (CHAR *)(W2I_BASE_ADDR+0xe8)& & & & & & & & & & & & //服务器名称(MultiByte)&&//--------------------------------------------------------------------------------------&&#define W2I_DYNAMIC_BASE_ADDR& & (*(DWORD *)(W2I_BASE_ADDR+0x1c))& & & & & & & & & & & //动态基址&&#define W2I_ENVIRON_BASE_ADDR& & (*(DWORD *)(W2I_DYNAMIC_BASE_ADDR+0x8))& & & & & & & //周围环境基址&#define W2I_ROLE_BASE_ADDR& & & & (*(DWORD *)(W2I_DYNAMIC_BASE_ADDR+0x20))& & & & & & & //角色基址&&//--------------------------------------------------------------------------------------&&#define W2I_ROLE_X& & & & & & & & (*(float *)(W2I_ROLE_BASE_ADDR+0x3c))& & & & & & & & //当前角色X坐标 取整(float/10)+400&#define W2I_ROLE_Z& & & & & & & & (*(float *)(W2I_ROLE_BASE_ADDR+0x40))& & & & & & & & //当前角色Z坐标 取整(float/10)&#define W2I_ROLE_Y& & & & & & & & (*(float *)(W2I_ROLE_BASE_ADDR+0x44))& & & & & & & & //当前角色Y坐标 取整(float/10)+550&&#define W2I_ROLE_ID& & & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x458))& & & & & & & & //当前角色ID&&#define W2I_ROLE_LEVEL& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x464))& & & & & & & & //当前等级&#define W2I_ROLE_PROG& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x468))& & & & & & & & //当前修真(筑基0 灵虚1 和合2 元婴3 空冥 履霜 渡劫 寂灭 大乘)&#define W2I_ROLE_CURHP& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x46c))& & & & & & & & //当前血量&#define W2I_ROLE_CURMP& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x470))& & & & & & & & //当前魔量&#define W2I_ROLE_EXPER& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x474))& & & & & & & & //当前经验&#define W2I_ROLE_VIGOUR& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x478))& & & & & & & & //当前元神&#define W2I_ROLE_DOTS& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x47c))& & & & & & & & //剩余点数&#define W2I_ROLE_ENERGY& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x480))& & & & & & & & //当前元气&#define W2I_ROLE_PHYSICAL& & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x494))& & & & & & & & //体质点数2&#define W2I_ROLE_SPIRIT& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x498))& & & & & & & & //灵力点数&#define W2I_ROLE_STRENGTH& & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x49c))& & & & & & & & //力量点数&#define W2I_ROLE_AGILITY& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x4a0))& & & & & & & & //敏捷点数&#define W2I_ROLE_MAXHP& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x4a4))& & & & & & & & //全部血量&#define W2I_ROLE_MAXMP& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x4a8))& & & & & & & & //全部魔量&&#define W2I_ROLE_PRECISE& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x4c4))& & & & & & & & //准确度&#define W2I_ROLE_MINPATTACK& & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x4c8))& & & & & & & & //最小物理攻击&#define W2I_ROLE_MAXPATTACK& & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x4cc))& & & & & & & & //最大物理攻击&#define W2I_ROLE_MINMATTACK& & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x500))& & & & & & & & //最小法术攻击&#define W2I_ROLE_MAXMATTACK& & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x504))& & & & & & & & //最大法术攻击&&#define W2I_ROLE_GOLDDEFENCE& & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x508))& & & & & & & & //金抗&#define W2I_ROLE_WOODDEFENCE& & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x50c))& & & & & & & & //木抗&#define W2I_ROLE_WATERDEFENCE& & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x510))& & & & & & & & //水抗&#define W2I_ROLE_FIREDEFENCE& & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x514))& & & & & & & & //火抗&#define W2I_ROLE_EARTHDEFENCE& & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x518))& & & & & & & & //土抗&#define W2I_ROLE_PDEFENCE& & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x51c))& & & & & & & & //物防&#define W2I_ROLE_JOUK& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x520))& & & & & & & & //闪避&&#define W2I_ROLE_MONEY& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x528))& & & & & & & & //金钱&&#define W2I_ROLE_HONOR& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x598))& & & & & & & & //声望&&#define W2I_ROLE_PARTYID& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x5d4))& & & & & & & & //帮派ID&&#define W2I_ROLE_NAME& & & & & & ((WCHAR *)(*(DWORD *)(W2I_ROLE_BASE_ADDR+0x608)))& & //角色名称(Unicode)&#define W2I_ROLE_CAREER& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x610))& & & & & & & & //职业(0武侠 1法师 3妖精 4妖兽 6羽芒 7羽灵)&#define W2I_ROLE_SEX& & & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x614))& & & & & & & & //性别(0男 1女)&#define W2I_ROLE_POSITION& & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x61c))& & & & & & & & //当前位置状态(0地面 1水中 2空中)&&#define W2I_ROLE_STATUS& & & & & (*(BYTE *)(W2I_ROLE_BASE_ADDR+0x668))& & & & & & & & //角色当前状态(0正常 32打坐 16飞行)&//--------------------------------------------------------------------------------------&&#define W2I_TEAM_ADDR& & & & & &
(*(DWORD *)(W2I_ROLE_BASE_ADDR+0x66c))& & & & & & & & //组队信息基址?&#define W2I_TEAM_COUNT& & & & & & (*(DWORD *)(W2I_TEAM_ADDR+0x18))& & & & & & & & & & & //队伍队员人数?&#define W2I_TEAM_INFO_ADDR& & & & (*(DWORD *)(W2I_TEAM_ADDR+0x14))& & & & & & & & & & & //队员信息基址?&#define W2I_TEAM_MEMBER_ADDR(i)& (*(DWORD *)(W2I_TEAM_INFO_ADDR+(i)*4))& & & & & & & & //相应位置队员信息基址?&&#define W2I_TEAM_MEMBER_ID(team_member_addr)& & (*(DWORD *)(team_member_addr+0xc))& & & //相应位置队员ID?&#define W2I_TEAM_MEMBER_LEVEL(team_member_addr) (*(DWORD *)(team_member_addr+0x10))& & //相应位置队员等级?&#define W2I_TEAM_MEMBER_CURHP(team_member_addr) (*(DWORD *)(team_member_addr+0x1c))& & //相应位置队员当前生命?&#define W2I_TEAM_MEMBER_CURMP(team_member_addr) (*(DWORD *)(team_member_addr+0x20))& & //相应位置队员当前魔法?&#define W2I_TEAM_MEMBER_MAXHP(team_member_addr) (*(DWORD *)(team_member_addr+0x24))& & //相应位置队员最大生命?&#define W2I_TEAM_MEMBER_MAXMP(team_member_addr) (*(DWORD *)(team_member_addr+0x28))& & //相应位置队员最大魔法?&&#define W2I_PARTY_ADDR& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x6b4))& & & & & & & & //帮派基址?&#define W2I_PARTY_INFO_ADDR& & & (*(DWORD *)(W2I_PARTY_ADDR+0xc))& & & & & & & & & & & //帮派信息基址?&#define W2I_PARTY_NAME_ADDR& & & (*(DWORD *)(W2I_PARTY_INFO_ADDR))&#define W2I_PARTY_NAME& & & & & & (WCHAR *)(*(DWORD *)(W2I_PARTY_NAME_ADDR))& & & & & & //帮派名称?&&//--------------------------------------------------------------------------------------&&#define W2I_ROLE_USINGMAGIC& & & (*(WORD *)(W2I_ROLE_BASE_ADDR+0x68e))& & & & & & & & //是否正在使用魔法(大于0时为正在使用)&&#define W2I_ROLE_EYESHOT& & & & & (*(float *)(W2I_ROLE_BASE_ADDR+0x7b8+0x3c))& & & & & //角色当前视野距离(float 0-835)&#define W2I_ROLE_VERTANGLE& & & & (*(float *)(W2I_ROLE_BASE_ADDR+0x7E4))& & & & & & & & //角色当前俯仰角(float 向下为负 (-90,90))&#define W2I_ROLE_HORIANGLE& & & & (*(float *)(W2I_ROLE_BASE_ADDR+0x7EC))& & & & & & & & //角色当前方位角(float 北为0 顺时针[0,360))&&#define W2I_ROLE_STATIC& & & & & (*(BYTE *)(W2I_ROLE_BASE_ADDR+0x848))& & & & & & & & //角色当前是否静止(byte 0跑路 1静止)&&#define W2I_ROLE_REDLEFT& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x964))& & & & & & & & //红药冷却剩余时间&#define W2I_ROLE_BLUELEFT& & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x96c))& & & & & & & & //蓝药冷却剩余时间&#define W2I_ROLE_WATERLEFT& & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0x99c))& & & & & & & & //清水冷却剩余时间&&//--------------------------------------------------------------------------------------&&#define W2I_ROLE_SELECT_OBJSN& & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0xa18))& & & & & & & & //角色选中的事物SN&#define W2I_ROLE_LCLICK_OBJSN& & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0xa1c))& & & & & & & & //角色点击的事物SN&#define W2I_ROLE_MOVER_OBJSN& & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0xa30))& & & & & & & & //角色鼠标指向的事物SN&&//--------------------------------------------------------------------------------------&&#define W2I_PACKAGE_ADDR& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0xb4c))& & & & & & & & //角色包裹基址&#define W2I_PACKAGE_SIZE& & & & & (*(DWORD *)(W2I_PACKAGE_ADDR+0x10))& & & & & & & & & //包裹最大容量(32)&#define W2I_PACKAGE_ITEM_ADDR& & (*(DWORD *)(W2I_PACKAGE_ADDR+0xc))& & & & & & & & & & //包裹物品基址&#define W2I_PACK_ITEM_ADDR(i)& & (*(DWORD *)(W2I_PACKAGE_ITEM_ADDR+(i)*4))& & & & & & //相应位置物品基址&&#define W2I_PACK_ITEM_TYPE(pack_item_addr)& & (*(DWORD *)(pack_item_addr+0x4))& & & & //相应位置物品类型&#define W2I_PACK_ITEM_ID(pack_item_addr)& & & (*(DWORD *)(pack_item_addr+0x8))& & & & //相应位置物品ID&#define W2I_PACK_ITEM_COUNT(pack_item_addr)& & (*(DWORD *)(pack_item_addr+0x14))& & & & //相应位置物品数量&#define W2I_PACK_ITEM_MAXNUM(pack_item_addr)& (*(DWORD *)(pack_item_addr+0x18))& & & & //相应位置物品最大数量&#define W2I_PACK_ITEM_WEAR(pack_item_addr)& & (*(DWORD *)(pack_item_addr+0x64))& & & & //相应位置物品耐久&#define W2I_PACK_ITEM_MAXWEAR(pack_item_addr)& (*(DWORD *)(pack_item_addr+0x68))& & & & //相应位置物品最大耐久&&//--------------------------------------------------------------------------------------&&#define W2I_EQUIPMENT_ADDR& & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0xb50))& & & & & & & & //角色装备基址&#define W2I_EQUIPMENT_SIZE& & & & (*(DWORD *)(W2I_EQUIPMENT_ADDR+0x10))& & & & & & & & //装备最大数量(22)&#define W2I_EQUIPMENT_ITEM_ADDR& (*(DWORD *)(W2I_EQUIPMENT_ADDR+0xc))& & & & & & & & & //装备物品基址&#define W2I_EQUIP_ITEM_ADDR(i)& & (*(DWORD *)(W2I_EQUIPMENT_ITEM_ADDR+(i)*4))& & & & & //相应位置装备基址&&#define W2I_EQUIP_ITEM_TYPE(equip_item_addr)& & (*(DWORD *)(equip_item_addr+0x4))& & & //相应位置装备类型&#define W2I_EQUIP_ITEM_ID(equip_item_addr)& & & (*(DWORD *)(equip_item_addr+0x8))& & & //相应位置装备ID&#define W2I_EQUIP_ITEM_COUNT(equip_item_addr)& (*(DWORD *)(equip_item_addr+0x14))& & & //相应位置装备数量&#define W2I_EQUIP_ITEM_MAXNUM(equip_item_addr)& (*(DWORD *)(equip_item_addr+0x18))& & & //相应位置装备最大数量&#define W2I_EQUIP_ITEM_WEAR(equip_item_addr)& & (*(DWORD *)(equip_item_addr+0x64))& & & //相应位置装备耐久&#define W2I_EQUIP_ITEM_MAXWEAR(equip_item_addr) (*(DWORD *)(equip_item_addr+0x68))& & & //相应位置装备最大耐久&&//--------------------------------------------------------------------------------------&&#define W2I_PET_ADDR& & & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0xbcc))& & & & & & & & //宠物包裹基址&#define W2I_PET_ORDER& & & & & & (*(DWORD *)(W2I_PET_ADDR+0x8))& & & & & & & & & & & & //招出的宠物在包裹中位次(未招出时0xffffffff)&#define W2I_PET_SN& & & & & & & & (*(DWORD *)(W2I_PET_ADDR+0x38))& & & & & & & & & & & //招出的宠物SN(未招出时0)&#define W2I_ROLE_PET_ADDR(i)& & & (*(DWORD *)(W2I_PET_ADDR+0x10+(i)*4))& & & & & & & & //相应位置宠物基址&&#define W2I_ROLE_PET_LOYALTY(role_pet_addr)& (*(DWORD *)(role_pet_addr+0x4))& & & & & //相应位置宠物忠诚度&#define W2I_ROLE_PET_HUNGER(role_pet_addr)& & (*(DWORD *)(role_pet_addr+0x8))& & & & & //相应位置宠物宠物饥饱度(0酒足饭饱 1正常)&#define W2I_ROLE_PET_LEVEL(role_pet_addr)& & (*(DWORD *)(role_pet_addr+0x20))& & & & & //相应位置宠物等级&#define W2I_ROLE_PET_EXPER(role_pet_addr)& & (*(DWORD *)(role_pet_addr+0x28))& & & & & //相应位置宠物经验&#define W2I_ROLE_PET_CURHP(role_pet_addr)& & (*(DWORD *)(role_pet_addr+0x38))& & & & & //相应位置宠物当前生命&#define W2I_ROLE_PET_HPRATE(role_pet_addr)& & (*(float *)(role_pet_addr+0x1c))& & & & & //相应位置宠物生命比例(float未复活时0)&#define W2I_ROLE_PET_NAME(role_pet_addr)& & & (WCHAR *)(*(DWORD *)(role_pet_addr+0x34)) //相应位置宠物名称&&//--------------------------------------------------------------------------------------&&#define W2I_MAGIC_ADDR& & & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0xbdc))& & & & & & & & //角色技能基址&#define W2I_MAGIC_COUNT& & & & & (*(DWORD *)(W2I_ROLE_BASE_ADDR+0xbe0))& & & & & & & & //角色已学技能数量&#define W2I_ROLE_MAGIC_ADDR(i)& & (*(DWORD *)(W2I_MAGIC_ADDR+(i)*4))& & & & & & & & & & //相应位置技能基址&&#define W2I_ROLE_MAGIC_ID(role_magic_addr)& & & (*(DWORD *)(role_magic_addr+0x8))& & & //相应位置技能ID&#define W2I_ROLE_MAGIC_LEVEL(role_magic_addr)& & (*(DWORD *)(role_magic_addr+0xc))& & & //相应位置技能等级&#define W2I_ROLE_MAGIC_TIMELEFT(role_magic_addr) (*(DWORD *)(role_magic_addr+0x10))& & //相应位置技能冷却剩余时间&#define W2I_ROLE_MAGIC_INTER(role_magic_addr)& & (*(DWORD *)(role_magic_addr+0x14))& & //相应位置技能施放间隔&#define W2I_ROLE_MAGIC_STATUS(role_magic_addr)& (*(BYTE *)(role_magic_addr+0x18))& & & //相应位置技能状态(0可用 1冷却)&#define W2I_ROLE_MAGIC_NAME_ADDR1(role_magic_addr)& (*(DWORD *)(role_magic_addr+0x4))&#define W2I_ROLE_MAGIC_NAME_ADDR2(role_magic_addr)& (*(DWORD *)(W2I_ROLE_MAGIC_NAME_ADDR1(role_magic_addr)+0x4))&#define W2I_ROLE_MAGIC_NAME(role_magic_addr)& & (WCHAR *)(*(DWORD *)(W2I_ROLE_MAGIC_NAME_ADDR2(role_magic_addr)+0xc)) //相应位置技能名称&&//--------------------------------------------------------------------------------------&&#define W2I_PLAYER_BASE_ADDR& & & (*(DWORD *)(W2I_ENVIRON_BASE_ADDR+0x20))& & & & & & & //周围玩家基址&&#define W2I_PLAYER_COUNT& & & & & (*(DWORD *)(W2I_PLAYER_BASE_ADDR+0x14))& & & & & & & //周围玩家数量&#define W2I_PLAYER_MAXCOUNT& & & (*(DWORD *)(W2I_PLAYER_BASE_ADDR+0x24))& & & & & & & //周围玩家最大数量(MAX = 769)&#define W2I_PLAYER_ADDR& & & & & (*(DWORD *)(W2I_PLAYER_BASE_ADDR+0x18))& & & & & & & //周围玩家列表基址&#define W2I_ENV_PLAYER_ADDR(i)& & (*(DWORD *)(W2I_PLAYER_ADDR+(i)*4))& & & & & & & & & //相应位置玩家地址&&#define W2I_ENV_PLAYER_OBJ(env_player_addr)& & (*(DWORD *)(env_player_addr+0x4))& & & //相应位置玩家指针&&#define W2I_ENV_PLAYER_X(env_player_obj)& & & & (*(float *)(env_player_obj+0x3c))& & & //相应位置玩家x坐标 取整(float/10)+400&#define W2I_ENV_PLAYER_Z(env_player_obj)& & & & (*(float *)(env_player_obj+0x40))& & & //相应位置玩家z坐标 取整(float/10)&#define W2I_ENV_PLAYER_Y(env_player_obj)& & & & (*(float *)(env_player_obj+0x44))& & & //相应位置玩家y坐标 取整(float/10)+550&&#define W2I_ENV_PLAYER_LEVEL(env_player_obj)& & (*(DWORD *)(env_player_obj+0x448))& & & //相应位置玩家等级&#define W2I_ENV_PLAYER_CURHP(env_player_obj)& & (*(DWORD *)(env_player_obj+0x450))& & & //相应位置玩家血量&#define W2I_ENV_PLAYER_MAXHP(env_player_obj)& & (*(DWORD *)(env_player_obj+0x478))& & & //相应位置玩家全部血量&&#define W2I_ENV_PLAYER_SN(env_player_obj)& & & (*(DWORD *)(env_player_obj+0x43c))& & & //相应位置玩家SN&#define W2I_ENV_PLAYER_NAME(env_player_obj) (WCHAR *)(*(DWORD *)(env_player_obj+0x5cc)) //相应位置玩家名称&&#define W2I_ENV_PLAYER_CAREER(env_player_obj)& (*(DWORD *)(env_player_obj+0x5d4))& & & //相应位置玩家职业(0武侠 1法师 3妖精 4妖兽 6羽芒 7羽灵)&#define W2I_ENV_PLAYER_SEX(env_player_obj)& & & (*(DWORD *)(env_player_obj+0x5d8))& & & //相应位置玩家性别(0男 1女)&&//--------------------------------------------------------------------------------------&&#define W2I_MONSTER_BASE_ADDR& & (*(DWORD *)(W2I_ENVIRON_BASE_ADDR+0x24))& & & & & & & //周围怪物基址&&#define W2I_MONSTER_COUNT& & & & (*(DWORD *)(W2I_MONSTER_BASE_ADDR+0x14))& & & & & & & //周围怪物数量&#define W2I_MONSTER_MAXCOUNT& & & (*(DWORD *)(W2I_MONSTER_BASE_ADDR+0x24))& & & & & & & //周围怪物最大数量(MAX = 769)&#define W2I_MONSTER_ADDR& & & & & (*(DWORD *)(W2I_MONSTER_BASE_ADDR+0x18))& & & & & & & //周围怪物列表基址&#define W2I_ENV_MONSTER_ADDR(i)& (*(DWORD *)(W2I_MONSTER_ADDR+(i)*4))& & & & & & & & & //相应位置怪物地址(怪物ID % MAX)&&#define W2I_ENV_MONSTER_SN1(env_monster_addr)& (*(DWORD *)(env_monster_addr+0x8))& & & //相应位置怪物序号&#define W2I_ENV_MONSTER_OBJ(env_monster_addr)& (*(DWORD *)(env_monster_addr+0x4))& & & //相应位置怪物指针&&#define W2I_ENV_MONSTER_TYPE(env_monster_obj)& (*(DWORD *)(env_monster_obj+0xb4))& & & //相应位置怪物种类(6 怪物 7 NPC 9 宠物 A GM)&#define W2I_ENV_MONSTER_SN2(env_monster_obj)& & (*(DWORD *)(env_monster_obj+0x11c))& & //相应位置怪物序号&#define W2I_ENV_MONSTER_ID(env_monster_obj)& & (*(DWORD *)(env_monster_obj+0x120))& & //相应位置怪物ID&#define W2I_ENV_MONSTER_LEVEL(env_monster_obj)& (*(DWORD *)(env_monster_obj+0x124))& & //相应位置怪物等级&#define W2I_ENV_MONSTER_CURHP(env_monster_obj)& (*(DWORD *)(env_monster_obj+0x12c))& & //相应位置怪物当前血量&#define W2I_ENV_MONSTER_MAXHP(env_monster_obj)& (*(DWORD *)(env_monster_obj+0x154))& & //相应位置怪物最大血量&#define W2I_ENV_MONSTER_NAME(env_monster_obj)& (WCHAR *)(*(DWORD *)(env_monster_obj+0x230)) //相应位置怪物名称&&#define W2I_ENV_MONSTER_X(env_monster_obj)& & & (*(float *)(env_monster_obj+0x3c))& & & //相应位置怪物x坐标 取整(float/10)+400&#define W2I_ENV_MONSTER_Z(env_monster_obj)& & & (*(float *)(env_monster_obj+0x40))& & & //相应位置怪物z坐标 取整(float/10)&#define W2I_ENV_MONSTER_Y(env_monster_obj)& & & (*(float *)(env_monster_obj+0x44))& & & //相应位置怪物y坐标 取整(float/10)+550&#define W2I_ENV_MONSTER_DIST(env_monster_obj)& (*(float *)(env_monster_obj+0x254))& & //相应位置怪物与角色距离 取整(float)&&#define W2I_ENV_MONSTER_STATUS1(env_monster_obj) (*(BYTE *)(env_monster_obj+0x294))& & //相应位置怪物状态(死亡后为4)&#define W2I_ENV_MONSTER_STATUS2(env_monster_obj) (*(BYTE *)(env_monster_obj+0x298))& & //相应位置怪物状态(死亡后为4)&&//--------------------------------------------------------------------------------------&&#define W2I_ITEM_BASE_ADDR& & & & (*(DWORD *)(W2I_ENVIRON_BASE_ADDR+0x28))& & & & & & & //周围物品基址&&#define W2I_ITEM_COUNT& & & & & & (*(DWORD *)(W2I_ITEM_BASE_ADDR+0x14))& & & & & & & & //周围物品数量&#define W2I_ITEM_MAXCOUNT& & & & (*(DWORD *)(W2I_ITEM_BASE_ADDR+0x24))& & & & & & & & //周围物品最大数量(769)&#define W2I_ITEM_ADDR& & & & & & (*(DWORD *)(W2I_ITEM_BASE_ADDR+0x18))& & & & & & & & //周围物品列表基址&#define W2I_ENV_ITEM_ADDR(i)& & & (*(DWORD *)(W2I_ITEM_ADDR+(i)*4))& & & & & & & & & & //相应位置物品地址&&#define W2I_ENV_ITEM_OBJ(env_item_addr)& & & (*(DWORD *)(env_item_addr+0x4))& & & & & & //相应位置物品指针&&#define W2I_ENV_ITEM_SN(env_item_obj)& & & & (*(DWORD *)(env_item_obj+0x10c))& & & & & //相应位置物品序号&#define W2I_ENV_ITEM_ID(env_item_obj)& & & & (*(DWORD *)(env_item_obj+0x110))& & & & & //相应位置物品ID&#define W2I_ENV_ITEM_NAME(env_item_obj)& & & (WCHAR *)(*(DWORD *)(env_item_obj+0x164))& //相应位置物品名称&&#define W2I_ENV_ITEM_X(env_item_obj)& & & & (*(float *)(env_item_obj+0x3c))& & & & & & //相应位置物品x坐标 取整(float/10)+400&#define W2I_ENV_ITEM_Z(env_item_obj)& & & & (*(float *)(env_item_obj+0x40))& & & & & & //相应位置物品z坐标 取整(float/10)&#define W2I_ENV_ITEM_Y(env_item_obj)& & & & (*(float *)(env_item_obj+0x44))& & & & & & //相应位置物品y坐标 取整(float/10)+550&#define W2I_ENV_ITEM_GETTYPE(env_item_obj)& (*(BYTE *)(env_item_obj+0x14C))& & & & & & //相应位置物品获取方式 1拾取 2挖取 3金钱&#define W2I_ENV_ITEM_DIST(env_item_obj)& & & (*(float *)(env_item_obj+0x154))& & & & & //相应位置物品与角色距离 取整(float)
DWORD W2I_BASE_ADDR& & & & & & & =& & 0x009B5914;& & & & & & & //全局基址 nY;Sk#9& &楼主怎么找的啊,这个基址不对吧~!&我发一个&[基址]&内存基址=9B526C ( 这个我验证过没有错)&[偏移]&角色ID=458&选中SN=AF0&角色名称=608&职业类型=610&角色位置=61C&角色姿态=668&角色等级=464&角色修真=468&角色经验=474&角色元神=478&当前生命=46C&当前真气=470&角色元气=480&最大生命=4A4&最大真气=4A8&技能数量=E74&技能基址=E70&包囊基址偏移=C34&装备基址偏移=C38&状态数量偏移=360&状态基址偏移=35C&[游戏地址]&是否在线=9B9488&组队地址=9B870C&隐藏地址=4244D8&[Call]&发包CALL=5D2DE0
很好 谢谢楼主了
哪弄来的旧代码,感觉老了点 [s:45]
god4 [s:45]
[s:52] ,没好心人提供份全的吗?最新版的偏移。谢谢楼上几位! [s:79] &&回一楼&&那是动态基址。不是全局基址。
基址源码发布区去吧
回楼上兄弟。那里面都是旧的了,好多偏移都变了。 [s:50]
需要最新的&
现在血量上限为0X4AC,金钱为0X530
这个是很老的游戏基址了
不管如何,还是很感谢
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