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[Question] Countdown of a Online Game (MMORPG)

 
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rootkit28
How do I cheat?
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PostPosted: Sat Jun 06, 2020 10:50 pm    Post subject: [Question] Countdown of a Online Game (MMORPG) Reply with quote

Dear fellow Cheat Engine Users,

First i want to say is i'm new to the forum, so just please tell me if its posted in the wrong thread.

Now to my Problem:

Its a MMORPG with multiple bosses with a higher and lower respawn time, now what i'm trying to do is to find the address the respawn time belongs to and than always get the current respawn time left

So lets Say theres a Boss called Boss with a respawn time of 12 hours, what can i try to get the result i want? - Or the even better question would be: Is it even possible?

i already did some research but couldn't find any working solution.

i also already did some unknown initial value scanning,
value in between scanning, increased/decreased value scanning and also changed value scanning.

Thanks in Advance and have a nice day Smile
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atom0s
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PostPosted: Sun Jun 07, 2020 1:21 pm    Post subject: Reply with quote

We do not allow online/multiplayer hacking on this site.
https://forum.cheatengine.org/faq.php#0

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rootkit28
How do I cheat?
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PostPosted: Sun Jun 07, 2020 2:11 pm    Post subject: Reply with quote

it says: Can I ask about online cheats?
Yes, but you are not allowed to mention the game's name or post specific information about the game like screenshots or more than 10 lines of continuous assembler code (In short, yes, but you will most likely not get what you want)



????
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robi__
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PostPosted: Sun Jun 07, 2020 3:02 pm    Post subject: Reply with quote

MMORPG-s have 2 parts: server side and client side. if you are running client side, it is most likely not possible (without hacking the server). if you are running server side it is possible, but then it is just easier to change settings in config files.
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rootkit28
How do I cheat?
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PostPosted: Sun Jun 07, 2020 9:07 pm    Post subject: Reply with quote

robi__ wrote:
MMORPG-s have 2 parts: server side and client side. if you are running client side, it is most likely not possible (without hacking the server). if you are running server side it is possible, but then it is just easier to change settings in config files.


thank you for your answer!


Does that mean that the current respawn time is most likely not stored in the client?

I'm running client side, i already thought about a few things, but then i have another question:

Whenever a Boss gets killed there is something like a "Server message" saying "Boss xx got killed respawn time:"

I already managed to get the address/pointer of that message, yes i'm sure that its the correct one, its not server message in general its the specific Server Message.

Now what i'm trying to do is: Lets say my Client is logged on 24/7, whenever someone kills a boss i already managed to "log it" in the "Find out what accesses this address" but the problem is i need to do that logging process for multiple processes and with a as realtime as possible timestamp

Also i already downloaded Lazarus and the Source Code of Cheat Engine, but i never experienced with Pascal before so its pretty hard to understand how to rewrite the "Find out what accesses this address" for multiple addresses and with a timestamp instead of a number counting how many times that address got called.

Any one got an idea how to do that?

Thanks in advance and i hope i could expalin it as understandable as possible! Smile
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robi__
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PostPosted: Mon Jun 08, 2020 8:08 am    Post subject: Reply with quote

all world logic is generally executed on servers. client is more or less just a GUI.

to simplify explanation client takes your input (movement/actions/messages), sends them to server to be processed and depending on the world logic determines result and then sends limited output to specific clients (damage of your attacks/movement of mobs/messages/etc.). client then takes that information and just graphically represents it. CE will in 99% not be able to easily cheat in these kind of games cause of limited input/output you get from server and inability to affect server world logic.
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rootkit28
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PostPosted: Mon Jun 08, 2020 10:16 am    Post subject: Reply with quote

robi__ wrote:
all world logic is generally executed on servers. client is more or less just a GUI.

to simplify explanation client takes your input (movement/actions/messages), sends them to server to be processed and depending on the world logic determines result and then sends limited output to specific clients (damage of your attacks/movement of mobs/messages/etc.). client then takes that information and just graphically represents it. CE will in 99% not be able to easily cheat in these kind of games cause of limited input/output you get from server and inability to affect server world logic.


Thanks again for your answer, but that didn't answer my question

I know that you most likely can't cheat on that games, which is not what i'm trying to do.

I just need something to log whenever specific addresses (Server Messages of Kills) are called (not changed), with a timestamp

Do you know any way to do that?
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robi__
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PostPosted: Mon Jun 08, 2020 11:36 am    Post subject: Reply with quote

idk how the game was coded, but i would assume it only sends global message when the kill happens (and doesnt keep records of all kills on client). so you would need to have client opened 24/7 to get all the messages. if the traffic(messages) between server/client isnt encrypted you could easily log all traffic with wireshark and then just filter message to get time of the kill. if the traffic is encrypted then you can either try to recognize the message in wireshark at the time kill happens (and hope it stays the same all the time), or use CE to create function that upon scanning and recognizing the message writes log.

wireshark method is easy but it may not work, while CE method requires reading and watching lots of tutorials cause i doubt anyone here would write you a code for multiplayer game
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rootkit28
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PostPosted: Mon Jun 08, 2020 12:01 pm    Post subject: Reply with quote

robi__ wrote:
idk how the game was coded, but i would assume it only sends global message when the kill happens (and doesnt keep records of all kills on client). so you would need to have client opened 24/7 to get all the messages. if the traffic(messages) between server/client isnt encrypted you could easily log all traffic with wireshark and then just filter message to get time of the kill. if the traffic is encrypted then you can either try to recognize the message in wireshark at the time kill happens (and hope it stays the same all the time), or use CE to create function that upon scanning and recognizing the message writes log.

wireshark method is easy but it may not work, while CE method requires reading and watching lots of tutorials cause i doubt anyone here would write you a code for multiplayer game


well, its not i don't know how to code, its just i never used Pascal before.

As i mentioned above i already looked into the code of Cheat Engine of the "Find out what accesses this address" which is able to log the kill message, but i have to basically recode that function to make it for multiple addresses (multiple bosses) and to add a timestamp so if anyone is experienced in Pascal or have any other idea, help would be really appreciated, thanks
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robi__
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PostPosted: Mon Jun 08, 2020 12:44 pm    Post subject: Reply with quote

Code:
https://wiki.cheatengine.org/index.php?title=Tutorials:Lua:Basics
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