0x32789
Expert
Information:
Hey guys, I'm sure you all know that hardcore RP server with realistic economy, super natural things and animals and u can eventually become one, use its powers etc, Don't you? But the fishing system, Its a problem for us hackers who want to farm money and use automatic tools to get money since the system is not based on time and progress but actually on timing and a random progress bar!
My tool will beat this auto fishing system unless its changed:
(Must be same procedure or same system like this, If it isn't it wont work, Avoid the G|G in this picture as it is my font pack messing with it, In reality its like "O O O O O O" or "| | | | | |")
(IF the fishing system is same as of 03/07/2017)
How does it work:
This works in a simple way, It just catches incoming RPC's, checks whether it is a gametext RPC, if it is, if auto fisher is enabled, it will retrieve the gametext message (raw message) and then compare it with the string I have set, if it passes it will send a fake keypress of KEY_ACTION.
What to do if it gets outdated:
Well if it goes outdated but VWH RP still uses almost/kind of same system like: using gametexts for progress bar and randomly changing progress (sometimes yellow, sometimes green or sometimes going back) then you can update it yourself, I give you full permission to update it or release or redistribute it as long as you give me the credits, If VWH RP scripters have changed the gametext, No problem you can just catch the raw gametext by uncommenting the line which prints the raw gametext and then go ingame with the cleo script, enable the auto fisher then fish until the gametext has reached the gametext where you have to catch the fish or more like the stage where you can catch fish and the cleo would be printing out every gametext so find out that gametext raw text and then put it instead of the old one I gave.
If the system is completely changed, I can't help it you need another tool.
Activation: (Required for everything even catching raw gametexts)
1 and J
Press 1 and J together.
Credits:
Me
@springfield & @supahdupahnubah (Help with RPC's)
@Opcode.eXe (FAKE_KEYPRESS)
Requirements:
SAMPFUNCS v5.3.1 (Latest should work as long as opcodes aren't changed)
Changelog:
Downloads:
Attachments boi
V1: [attachment=4997]
V2: [attachment=4999]
Source for those who don't want to download and decompile:
Almost forgot!
HAPPY FISHING!
Hey guys, I'm sure you all know that hardcore RP server with realistic economy, super natural things and animals and u can eventually become one, use its powers etc, Don't you? But the fishing system, Its a problem for us hackers who want to farm money and use automatic tools to get money since the system is not based on time and progress but actually on timing and a random progress bar!
My tool will beat this auto fishing system unless its changed:
![mP19Jkr.png](http://i.imgur.com/mP19Jkr.png)
(Must be same procedure or same system like this, If it isn't it wont work, Avoid the G|G in this picture as it is my font pack messing with it, In reality its like "O O O O O O" or "| | | | | |")
(IF the fishing system is same as of 03/07/2017)
How does it work:
This works in a simple way, It just catches incoming RPC's, checks whether it is a gametext RPC, if it is, if auto fisher is enabled, it will retrieve the gametext message (raw message) and then compare it with the string I have set, if it passes it will send a fake keypress of KEY_ACTION.
What to do if it gets outdated:
Well if it goes outdated but VWH RP still uses almost/kind of same system like: using gametexts for progress bar and randomly changing progress (sometimes yellow, sometimes green or sometimes going back) then you can update it yourself, I give you full permission to update it or release or redistribute it as long as you give me the credits, If VWH RP scripters have changed the gametext, No problem you can just catch the raw gametext by uncommenting the line which prints the raw gametext and then go ingame with the cleo script, enable the auto fisher then fish until the gametext has reached the gametext where you have to catch the fish or more like the stage where you can catch fish and the cleo would be printing out every gametext so find out that gametext raw text and then put it instead of the old one I gave.
If the system is completely changed, I can't help it you need another tool.
Activation: (Required for everything even catching raw gametexts)
1 and J
Press 1 and J together.
Credits:
Me
@springfield & @supahdupahnubah (Help with RPC's)
@Opcode.eXe (FAKE_KEYPRESS)
Requirements:
SAMPFUNCS v5.3.1 (Latest should work as long as opcodes aren't changed)
Changelog:
- Initial release
- Fixed a bug where if you are fishing for some time, the auto fisher will stop because it sends and retrieves at same time resulting in you to fish then stop fishing.
Downloads:
V1: [attachment=4997]
V2: [attachment=4999]
Source for those who don't want to download and decompile:
{$CLEO .cs}
{$INCLUDE SF}
0000: NOP
0BE3: raknet setup_incoming_rpc_hook @IncomingRPC
30@ = 0
31@ = 0
:main
wait 0
if and
key_down 49 // 1
key_down 74 // J
then
if
31@ == 0
then
31@ = 1
0AF8: "{FFFFFF}Auto Fisher: {00FF33}Enabled" 1
else
31@ = 0
0AF8: "{FFFFFF}Auto Fisher: {FF0000}Disabled" 1
end
wait 1000
end
if
30@ == 1
then
if
31@ == 1
then
wait 2000
0AF8: "{FFFFFF}Auto Fisher: {FFFF00}Sending Rod" 1
0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x8
30@ = 0
else
31@ = 0
end
end
jump @main
:IncomingRPC
0BE5: raknet 0@ = get_hook_param PARAM_PACKETID
if and
0@ == RPC_SCRDISPLAYGAMETEXT // GameText
31@ == 1
then
0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM
//ignore gamtext style and time (8bytes = 64bits)
0BEB: raknet bit_stream 1@ ignore_bits 64
//read text length
0BE7: raknet 2@ = bit_stream_read 1@ type BS_TYPE_INT
//allocate text length + 1 for null terminating char
0A8E: 3@ = 2@ + 1
alloc 4@ = 3@
//clear buffer, make sure last char is 0
0C11: memset 4@ value 0 size 3@
//read to buffer with size
0BE8: raknet bit_stream 1@ read_array 4@ size 2@
//chatmsg "GameText: %s" -1 4@
if
0C14: strcmp string1 4@ string2 "~n~~r~|~r~~h~|~y~~h~|~y~|~g~~h~|~g~|"
then
0AF8: "{FFFFFF}Auto Fisher: {FFFF00}Retrieving Rod" 1
0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x8
30@ = 1
end
free 4@
end
0BE0: raknet hook_ret true
:FAKE_KEYPRESS
1@ = 0xB73458
005A: 1@ += 0@ // (int)
0A8C: write_memory 1@ size 1 value 255 virtual_protect 0
0AB2: ret 0
{
Offset Slot
+ 0x0 Right
+ 0x1 Left
+ 0x2 Backwards
+ 0x3 Forward
+ 0x4 Look right
+ 0x5 Look left
+ 0x6 Look down
+ 0x7 Look up
+ 0x8 Action
+ 0xA Previous weapon/target
+ 0xC Aim weapon
+ 0xE Next weapon/target
+ 0x10 Group CTRL forward
+ 0x12 Group CTRL back
+ 0x14 Conversation - NO
+ 0x16 Conversation - YES
+ 0x1A Change camera
+ 0x1C Jump
+ 0x1E Enter+exit
+ 0x20 Sprint
+ 0x22 Fire
+ 0x24 Crouch
+ 0x26 Look behind
+ 0x28 Unused
+ 0x2A Walk
}
{$INCLUDE SF}
0000: NOP
0BE3: raknet setup_incoming_rpc_hook @IncomingRPC
30@ = 0
31@ = 0
:main
wait 0
if and
key_down 49 // 1
key_down 74 // J
then
if
31@ == 0
then
31@ = 1
0AF8: "{FFFFFF}Auto Fisher: {00FF33}Enabled" 1
else
31@ = 0
0AF8: "{FFFFFF}Auto Fisher: {FF0000}Disabled" 1
end
wait 1000
end
if
30@ == 1
then
if
31@ == 1
then
wait 2000
0AF8: "{FFFFFF}Auto Fisher: {FFFF00}Sending Rod" 1
0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x8
30@ = 0
else
31@ = 0
end
end
jump @main
:IncomingRPC
0BE5: raknet 0@ = get_hook_param PARAM_PACKETID
if and
0@ == RPC_SCRDISPLAYGAMETEXT // GameText
31@ == 1
then
0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM
//ignore gamtext style and time (8bytes = 64bits)
0BEB: raknet bit_stream 1@ ignore_bits 64
//read text length
0BE7: raknet 2@ = bit_stream_read 1@ type BS_TYPE_INT
//allocate text length + 1 for null terminating char
0A8E: 3@ = 2@ + 1
alloc 4@ = 3@
//clear buffer, make sure last char is 0
0C11: memset 4@ value 0 size 3@
//read to buffer with size
0BE8: raknet bit_stream 1@ read_array 4@ size 2@
//chatmsg "GameText: %s" -1 4@
if
0C14: strcmp string1 4@ string2 "~n~~r~|~r~~h~|~y~~h~|~y~|~g~~h~|~g~|"
then
0AF8: "{FFFFFF}Auto Fisher: {FFFF00}Retrieving Rod" 1
0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x8
30@ = 1
end
free 4@
end
0BE0: raknet hook_ret true
:FAKE_KEYPRESS
1@ = 0xB73458
005A: 1@ += 0@ // (int)
0A8C: write_memory 1@ size 1 value 255 virtual_protect 0
0AB2: ret 0
{
Offset Slot
+ 0x0 Right
+ 0x1 Left
+ 0x2 Backwards
+ 0x3 Forward
+ 0x4 Look right
+ 0x5 Look left
+ 0x6 Look down
+ 0x7 Look up
+ 0x8 Action
+ 0xA Previous weapon/target
+ 0xC Aim weapon
+ 0xE Next weapon/target
+ 0x10 Group CTRL forward
+ 0x12 Group CTRL back
+ 0x14 Conversation - NO
+ 0x16 Conversation - YES
+ 0x1A Change camera
+ 0x1C Jump
+ 0x1E Enter+exit
+ 0x20 Sprint
+ 0x22 Fire
+ 0x24 Crouch
+ 0x26 Look behind
+ 0x28 Unused
+ 0x2A Walk
}
{$CLEO .cs}
{$INCLUDE SF}
0000: NOP
0BE3: raknet setup_incoming_rpc_hook @IncomingRPC
30@ = 0
31@ = 0
29@ = 0
:main
wait 0
if and
key_down 49 // 1
key_down 74 // J
then
if
31@ == 0
then
31@ = 1
0AF8: "{FFFFFF}Auto Fisher: {00FF33}Enabled" 1
else
31@ = 0
0AF8: "{FFFFFF}Auto Fisher: {FF0000}Disabled" 1
end
wait 1000
end
if
30@ == 1
then
if
31@ == 1
then
wait 3000
0AF8: "{FFFFFF}Auto Fisher: {FFFF00}Sending Rod" 1
0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x8
30@ = 0
29@ = 0
else
31@ = 0
30@ = 0
end
end
jump @main
:IncomingRPC
0BE5: raknet 0@ = get_hook_param PARAM_PACKETID
if and
0@ == RPC_SCRDISPLAYGAMETEXT // GameText
31@ == 1
29@ == 0
then
0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM
//ignore gamtext style and time (8bytes = 64bits)
0BEB: raknet bit_stream 1@ ignore_bits 64
//read text length
0BE7: raknet 2@ = bit_stream_read 1@ type BS_TYPE_INT
//allocate text length + 1 for null terminating char
0A8E: 3@ = 2@ + 1
alloc 4@ = 3@
//clear buffer, make sure last char is 0
0C11: memset 4@ value 0 size 3@
//read to buffer with size
0BE8: raknet bit_stream 1@ read_array 4@ size 2@
//chatmsg "GameText: %s" -1 4@
if
0C14: strcmp string1 4@ string2 "~n~~r~|~r~~h~|~y~~h~|~y~|~g~~h~|~g~|"
then
0AF8: "{FFFFFF}Auto Fisher: {FFFF00}Retrieving Rod" 1
0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x8
30@ = 1
29@ = 1
end
free 4@
end
0BE0: raknet hook_ret true
:FAKE_KEYPRESS
1@ = 0xB73458
005A: 1@ += 0@ // (int)
0A8C: write_memory 1@ size 1 value 255 virtual_protect 0
0AB2: ret 0
{
Offset Slot
+ 0x0 Right
+ 0x1 Left
+ 0x2 Backwards
+ 0x3 Forward
+ 0x4 Look right
+ 0x5 Look left
+ 0x6 Look down
+ 0x7 Look up
+ 0x8 Action
+ 0xA Previous weapon/target
+ 0xC Aim weapon
+ 0xE Next weapon/target
+ 0x10 Group CTRL forward
+ 0x12 Group CTRL back
+ 0x14 Conversation - NO
+ 0x16 Conversation - YES
+ 0x1A Change camera
+ 0x1C Jump
+ 0x1E Enter+exit
+ 0x20 Sprint
+ 0x22 Fire
+ 0x24 Crouch
+ 0x26 Look behind
+ 0x28 Unused
+ 0x2A Walk
}
{$INCLUDE SF}
0000: NOP
0BE3: raknet setup_incoming_rpc_hook @IncomingRPC
30@ = 0
31@ = 0
29@ = 0
:main
wait 0
if and
key_down 49 // 1
key_down 74 // J
then
if
31@ == 0
then
31@ = 1
0AF8: "{FFFFFF}Auto Fisher: {00FF33}Enabled" 1
else
31@ = 0
0AF8: "{FFFFFF}Auto Fisher: {FF0000}Disabled" 1
end
wait 1000
end
if
30@ == 1
then
if
31@ == 1
then
wait 3000
0AF8: "{FFFFFF}Auto Fisher: {FFFF00}Sending Rod" 1
0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x8
30@ = 0
29@ = 0
else
31@ = 0
30@ = 0
end
end
jump @main
:IncomingRPC
0BE5: raknet 0@ = get_hook_param PARAM_PACKETID
if and
0@ == RPC_SCRDISPLAYGAMETEXT // GameText
31@ == 1
29@ == 0
then
0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM
//ignore gamtext style and time (8bytes = 64bits)
0BEB: raknet bit_stream 1@ ignore_bits 64
//read text length
0BE7: raknet 2@ = bit_stream_read 1@ type BS_TYPE_INT
//allocate text length + 1 for null terminating char
0A8E: 3@ = 2@ + 1
alloc 4@ = 3@
//clear buffer, make sure last char is 0
0C11: memset 4@ value 0 size 3@
//read to buffer with size
0BE8: raknet bit_stream 1@ read_array 4@ size 2@
//chatmsg "GameText: %s" -1 4@
if
0C14: strcmp string1 4@ string2 "~n~~r~|~r~~h~|~y~~h~|~y~|~g~~h~|~g~|"
then
0AF8: "{FFFFFF}Auto Fisher: {FFFF00}Retrieving Rod" 1
0AB1: @FAKE_KEYPRESS 1 _OFFSET_KEY_ 0x8
30@ = 1
29@ = 1
end
free 4@
end
0BE0: raknet hook_ret true
:FAKE_KEYPRESS
1@ = 0xB73458
005A: 1@ += 0@ // (int)
0A8C: write_memory 1@ size 1 value 255 virtual_protect 0
0AB2: ret 0
{
Offset Slot
+ 0x0 Right
+ 0x1 Left
+ 0x2 Backwards
+ 0x3 Forward
+ 0x4 Look right
+ 0x5 Look left
+ 0x6 Look down
+ 0x7 Look up
+ 0x8 Action
+ 0xA Previous weapon/target
+ 0xC Aim weapon
+ 0xE Next weapon/target
+ 0x10 Group CTRL forward
+ 0x12 Group CTRL back
+ 0x14 Conversation - NO
+ 0x16 Conversation - YES
+ 0x1A Change camera
+ 0x1C Jump
+ 0x1E Enter+exit
+ 0x20 Sprint
+ 0x22 Fire
+ 0x24 Crouch
+ 0x26 Look behind
+ 0x28 Unused
+ 0x2A Walk
}
Almost forgot!
HAPPY FISHING!