内容参考于:易道云信息技术研究院VIP课

上一个内容:利用技能点属性分析角色数据基址-CSDN博客

码云地址(ui显示角色数据 分支):https://gitee.com/dye_your_fingers/sro_-ex.git

码云版本号:367aa71f60b9c10ff47ca913a96d2a2ede76b389

代码下载地址,在 SRO_EX 目录下,文件名为:SRO_Ex-自动化助手UI显示角色数据.zip

链接:https://pan.baidu.com/s/1W-JpUcGOWbSJmMdmtMzYZg

提取码:q9n5

--来自百度网盘超级会员V4的分享

HOOK引擎,文件名为:黑兔sdk.zip

链接:https://pan.baidu.com/s/1IB-Zs6hi3yU8LC2f-8hIEw

提取码:78h8

--来自百度网盘超级会员V4的分享

以 优化自动助手与游戏焦点的切换-CSDN博客 它的代码为基础进行修改

然后给窗口添加一个编辑框,如下图

编辑框的属性

然后给输入框添加一个变量

然后名字与等级乱码,等级的话它不是int应该是char类型,名字不知道要再分析,名字中文的话是可以正常显示的

然后更改角色之后,自动化窗口不重新刷新

把自动化窗口关了重开才会好

后面修复名字与等级问题

AIM.h文件的修改,新加 SkillPoint变量,SkillPoint是技能点

#pragma once

typedef class AIM

{

public:

char pad_0000[276]; //0x0000

short Name[7]; //0x0114 角色名字长度是7

char pad_0115[902]; //0x0115

int32_t MP; //0x04A8 蓝量

int32_t MaxHP; //0x04AC 最大生命值

int32_t MaxMP; //0x04B0 最大蓝量

int32_t HP; //0x04B4 生命值

char pad_04B8[608]; //0x04B8

float x; //0x0718 x坐标

float h; //0x071C z坐标

float y; //0x0720 y坐标

char pad_0724[428]; //0x0724

int32_t LV; //0x08D0 等级

char pad_08D4[4]; //0x08D4

int32_t Exp; //0x08D8 经验

char pad_08DC[12]; //0x08DC

int SkillPoint; // 技能点数

char UnUSERage; // 怒气

char unknownH33;

char Rage; //0x08EE 怒气值

char RageEx; //0x08EF 怒气值副本

char pad_08F0[1883]; //0x08F0

}*PAIM; //Size: 0x104B

CUI.cpp文件的修改,修改了 InstallPage函数、OnInitDialog函数

// CUI.cpp: 实现文件

//

#include "pch.h"

#include "htdMfcDll.h"

#include "CUI.h"

#include "afxdialogex.h"

// CUI 对话框

IMPLEMENT_DYNAMIC(CUI, CDialogEx)

CUI::CUI(CWnd* pParent /*=nullptr*/)

: CDialogEx(IDD_MAIN, pParent)

{

}

CUI::~CUI()

{

}

void CUI::DoDataExchange(CDataExchange* pDX)

{

CDialogEx::DoDataExchange(pDX);

DDX_Control(pDX, IDC_TAB1, mTab);

}

BOOL CUI::OnInitDialog()

{

CDialogEx::OnInitDialog();

InstallPage(new CUIWnd_0(), IDD_PAGE_0, L"角色", TRUE);

InstallPage(new CUIWnd_1(), IDD_PAGE_1, L"测试");

SetBackgroundColor(0xFFFFFFFF);

//PageINJ.Init(wAppPath);

//PageRAN.SetAppPath(wAppPath);

return TRUE;

}

bool CUI::InstallPage(CDialogEx* wnd, int IDD_WND, CString&& _Name, BOOL IsShow)

{

if (CurPage >= MAX_PAGE_MAIN) return false;

Pages[CurPage] = wnd;

Pages[CurPage]->Create(IDD_WND, this);

//Pages[CurPage]->SetParent(this);

Pages[CurPage]->ShowWindow(IsShow);

CRect rect;

mTab.GetClientRect(&rect);

rect.top += 46;

rect.left = 0;

rect.bottom -= 5;

rect.right -= 5;

Pages[CurPage]->MoveWindow(&rect);

mTab.InsertItem(CurPage, _Name);

CurPage++;

return true;

}

BEGIN_MESSAGE_MAP(CUI, CDialogEx)

ON_NOTIFY(TCN_SELCHANGE, IDC_TAB1, &CUI::OnTcnSelchangeTab1)

ON_WM_CLOSE()

END_MESSAGE_MAP()

// CUI 消息处理程序

void CUI::OnTcnSelchangeTab1(NMHDR* pNMHDR, LRESULT* pResult)

{

// TODO: 在此添加控件通知处理程序代码

*pResult = 0;

int n = mTab.GetCurSel();

for (int i = 0; i < CurPage; i++)

{

Pages[i]->ShowWindow(i == n);

}

}

void CUI::UIShow()

{

auto hwndClient = ::FindWindow(L"CLIENT", L"SRO_CLIENT");

::SetParent(this->m_hWnd, hwndClient);

this->ShowWindow(ShowUI = !ShowUI);

// 把焦点还给游戏

::SetFocus(hwndClient);

}

void CUI::OnClose()

{

// TODO: 在此添加消息处理程序代码和/或调用默认值

UIShow();

// CDialogEx::OnClose();

}

GameBase.h文件的修改,新加 SRO_Player变量、AIM.h头文件

#pragma once

#include "Res.h"

#include "Notice.h"

#include "AIM.h"

class GameBase

{

void InitClassProc(LPVOID proc_addr, unsigned value);

public:

void Init();

GameBase();

PRes SRO_Res;

PNotice SRO_Notice;

PAIM SRO_Player;

};

GameBase.cpp文件的修改,修改了Init函数

#include "pch.h"

#include "GameBase.h"

GameBase* _pgamebase;

void GameBase::Init()

{

unsigned* addrRead = (unsigned*)0x1256E3C;

SRO_Res = (PRes)0x1036518;

SRO_Notice = (PNotice)addrRead[0];

addrRead = (unsigned*)0x1037D3C;

SRO_Player = (PAIM)addrRead[0];

InitClassProc(&Res::_ReadTitle, 0x9A46C0);

InitClassProc(&Notice::_NormalNotice, 0x848580);

InitClassProc(&Notice::_NetNotice, 0x844E40);

InitClassProc(&Notice::_ChatNotice, 0x844E80);

}

void GameBase::InitClassProc(LPVOID proc_addr, unsigned value)

{

unsigned* uWrite = (unsigned*)proc_addr;

uWrite[0] = value;

}

GameBase::GameBase()

{

_pgamebase = this;

// Init();// 初始化机制,完成游戏与我们dll的对接

}

CUIWnd_0.h文件的修改,新加 txt_Player变量、OnInitDialog函数、ShowPlayerTxt函数

#pragma once

#include "afxdialogex.h"

// CUIWnd_0 对话框

class CUIWnd_0 : public CDialogEx

{

DECLARE_DYNAMIC(CUIWnd_0)

public:

CUIWnd_0(CWnd* pParent = nullptr); // 标准构造函数

virtual ~CUIWnd_0();

// 对话框数据

#ifdef AFX_DESIGN_TIME

enum { IDD = IDD_PAGE_0 };

#endif

protected:

virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV 支持

DECLARE_MESSAGE_MAP()

public:

// 玩家信息

CString txt_Player;

BOOL OnInitDialog();

void ShowPlayerTxt();

};

CUIWnd_0.cpp文件的修改,新加 OnInitDialog函数、ShowPlayerTxt函数、TimeProc函数、GameBase.h头文件、extern_all.h头文件

// CUIWnd_0.cpp: 实现文件

//

#include "pch.h"

#include "htdMfcDll.h"

#include "CUIWnd_0.h"

#include "GameBase.h"

#include "extern_all.h"

// CUIWnd_0 对话框

CUIWnd_0* UI_0;

void _stdcall TimeProc(HWND, UINT, UINT_PTR, DWORD) {

if (UI_0) {

UI_0->ShowPlayerTxt();

}

}

IMPLEMENT_DYNAMIC(CUIWnd_0, CDialogEx)

CUIWnd_0::CUIWnd_0(CWnd* pParent /*=nullptr*/)

: CDialogEx(IDD_PAGE_0, pParent)

, txt_Player(_T(""))

{

UI_0 = this;

}

CUIWnd_0::~CUIWnd_0()

{

}

void CUIWnd_0::DoDataExchange(CDataExchange* pDX)

{

CDialogEx::DoDataExchange(pDX);

DDX_Text(pDX, IDC_EDIT1, txt_Player);

}

BOOL CUIWnd_0::OnInitDialog()

{

CDialogEx::OnInitDialog();

::SetTimer(this->m_hWnd, 0x100001, 10, TimeProc);

return TRUE;

}

void CUIWnd_0::ShowPlayerTxt()

{

if ((_pgamebase) && (_pgamebase->SRO_Player)) {

CString txtTmp;

txtTmp.Format(L"角色名:[%s] 等级[lv:%d]\r\n", _pgamebase->SRO_Player->Name, _pgamebase->SRO_Player->LV);

txt_Player = txtTmp;

txtTmp.Format(L"经验值:[%d] 技能点[%d]\r\n", _pgamebase->SRO_Player->Exp, _pgamebase->SRO_Player->SkillPoint);

txt_Player += txtTmp;

txtTmp.Format(L"血量:[%d/%d]\r\n", _pgamebase->SRO_Player->HP, _pgamebase->SRO_Player->MaxHP);

txt_Player += txtTmp;

txtTmp.Format(L"蓝量:[%d/%d]\r\n", _pgamebase->SRO_Player->MP, _pgamebase->SRO_Player->MaxMP);

txt_Player += txtTmp;

txtTmp.Format(L"坐标:[%f][%f][%f]\r\n", _pgamebase->SRO_Player->x, _pgamebase->SRO_Player->h, _pgamebase->SRO_Player->y);

txt_Player += txtTmp;

// 计算百分比

txtTmp.Format(L"怒气:[%f/100]\r\n", (float)_pgamebase->SRO_Player->Rage/5*100);

txt_Player += txtTmp;

}

UpdateData(FALSE);

}

BEGIN_MESSAGE_MAP(CUIWnd_0, CDialogEx)

END_MESSAGE_MAP()

// CUIWnd_0 消息处理程序

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