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  • 火炬之光2_辅助工具 内存读写相关

    一个共公类 Data.cs ,用于存放游戏的 信息,如人物属性,

     1 using System;
     2 using System.Collections.Generic;
     3 using System.Diagnostics;
     4 using System.Linq;
     5 using System.Runtime.InteropServices;
     6 using System.Text;
     7 using System.Threading.Tasks;
     8 
     9 namespace huojuzhiguang
    10 {
    11     
    12     public class Game
    13     {
    14         public static String gameName = "Torchlight2";  //游戏的进程名称
    15         public static bool findGame = false;
    16 
    17     }
    18     public class Role
    19     {
    20         public static int Name_Addr;  //人物名称地址
    21         public static int Level_Addr;  //等级地址
    22         public static int Strength_Addr;  //力量
    23         public static int Dexterity_Addr; //敏捷
    24         public static int Wit_Addr;    //智力
    25         public static int Tizhi_Addr;    //体质
    26         public static int ShuXingDian_Addr;    //属性点
    27         public static int JiNengDian_Addr;    //技能点
    28         public static int Money_Addr;    //金币
    29         public static int Move_Addr;    //移动速度
    30 
    31     }
    32     public class ZhuangBei
    33     {
    34         public static int Name_Addr;  //装备名称
    35         public static int wlgj_Addr1;  //物理攻击1
    36         public static int wlgj_Addr2;  //物理攻击2
    37         public static int wlfy_Addr1;  //物理防御1
    38         public static int wlfy_Addr2;  //物理防御2
    39         public static int fmcs_Addr;  //附魔次数
    40         public static int kongshu_Addr;  //孔数
    41         
    42     }
    43 
    44     public class Pet
    45     {
    46         public static int Level_Addr;  //宠物等级
    47         public static int XueLiang_Addr;  //宠物血量
    48         public static int MoFa_Addr;  //宠物魔法
    49         public static int Jingyan_Addr;  //宠物经验
    50         public static int Move_Addr;  //宠物经验
    51     }
    52 }

    写一个共公方法 OperateMemory.cs ,减少窗体内的的代码

      1 using System;
      2 using System.Collections.Generic;
      3 using System.Diagnostics;
      4 using System.Linq;
      5 using System.Runtime.CompilerServices;
      6 using System.Runtime.InteropServices;
      7 using System.Text;
      8 using System.Windows.Forms;
      9 
     10 namespace huojuzhiguang
     11 {
     12     public class OperateMemory
     13     {
     14         /// <summary>
     15         /// 从指定内存中读取字节集数据
     16         /// </summary>
     17         /// <param name="hProcess">进程句柄</param>
     18         /// <param name="pvAddressRemote">内存地址</param>
     19         /// <param name="pvBufferLocal">数据存储变量</param>
     20         /// <param name="dwSize">长度</param>
     21         /// <param name="pdwNumBytesRead">读取长度</param>   
     22 
     23          #region 引入DLL
     24         private const uint PROCESS_ALL_ACCESS = 0x1f0fff;
     25         [DllImport("kernel32.dll")]
     26         private extern static IntPtr OpenProcess(uint dwDesiredAccess,int bInheritHandle,int dwProcessId);
     27 
     28 
     29         [DllImport("kernel32.dll")]
     30         private extern static bool ReadProcessMemory(IntPtr hProcess, UInt32 pvAddressRemote, int[] pvBufferLocal, UInt32 dwSize, Int32[] pdwNumBytesRead);
     31 
     32         [DllImportAttribute("kernel32.dll", EntryPoint = "WriteProcessMemory")]
     33         private static extern int WriteProcessMemory(IntPtr hProcess, IntPtr lpBaseAddress, int[] lpBuffer, int nSize, IntPtr lpNumberOfBytesWritten);
     34         [DllImportAttribute("kernel32.dll", EntryPoint = "WriteProcessMemory")]
     35         private static extern int WriteProcessMemory(IntPtr hProcess, IntPtr lpBaseAddress, int lpBuffer, int nSize, IntPtr lpNumberOfBytesWritten);
     36 
     37         #endregion
     38 
     39         private static Process[] p = Process.GetProcessesByName(Game.gameName);  //读取游戏进程
     40         private static IntPtr handle = OpenProcess(0x1F0FFF, 0, p[0].Id);    //获取句柄权限
     41       
     42         /// <summary>
     43         /// 判断游戏是否已运行
     44         /// </summary>
     45         /// <param name="gameName">程序进程名</param>
     46         /// <returns>false 未运行,true已运行</returns>
     47         public static Boolean findGame(String gameName)
     48         {
     49             if (p == null || p.Length < 1)
     50             {
     51                 return Game.findGame = false;                
     52             }
     53             else
     54             {
     55                 return Game.findGame = true;
     56             }
     57 
     58         }
     59        
     60         /// <summary>
     61         /// 读取内存,int默认读取4个字节
     62         /// </summary>
     63         /// <param name="readAddr">读取地址</param>
     64         /// <returns></returns>
     65         public static Int32 readMemory(UInt32 readAddr)
     66         {
     67             int[] result = new int[1];
     68             int[] lpdw = new int[1];
     69             bool b = ReadProcessMemory(handle, readAddr, result, 4, lpdw);
     70             return result[0];
     71         }
     72      
     73         /// <summary>
     74         /// 读取内存,数组为[基址,便宜地址]
     75         /// </summary>
     76         /// <param name="readAddr">读取地址</param>
     77         /// <returns></returns>
     78        public static Int32 readMemory(int[] readAddr)
     79        {
     80            int values = 0;
     81            for (int i = 0; i < readAddr.Length; i++)
     82            {
     83                values = readMemory((uint)(values + readAddr[i]));              
     84            }          
     85            return values;
     86        }
     87 
     88         /// <summary>
     89         /// 读取内存,数组为[基址,便宜地址]
     90         /// </summary>
     91        /// <param name="readAddr">读取地址</param>
     92         /// <param name="addr">数值存放的逻辑地址</param>
     93         /// <returns></returns>
     94        public static Int32 readMemory(int[] readAddr,out int addr)
     95        {
     96            int values = 0;
     97            int temp=0;  //临时存放人物属性的逻辑地址
     98            for (int i = 0; i < readAddr.Length; i++)
     99            {
    100                temp = values + readAddr[i];
    101                values = readMemory((uint)(values + readAddr[i]));
    102            }
    103            addr = temp;
    104            return values;
    105        }
    106      
    107         /// <summary>
    108        ///  写入内存4字节
    109         /// </summary>
    110        /// <param name="writeAddr">写入地址</param>
    111        /// <param name="writeNumber">写入数值</param>
    112        public static void writeMemory(UInt32 writeAddr, UInt32 writeNumber)
    113        {
    114            Process[] p = Process.GetProcessesByName(Game.gameName);
    115            IntPtr handle = OpenProcess(0x1F0FFF, 0, p[0].Id);
    116            WriteProcessMemory(handle, (IntPtr)writeAddr, new int[] { Convert.ToInt32(writeNumber) }, 4, IntPtr.Zero);
    117        }
    118 
    119         /// <summary>
    120        /// 写入内存,类型Byte,1字节
    121         /// </summary>
    122        /// <param name="writeAddr">写入地址</param>
    123        /// <param name="writeNumber">写入数值</param>
    124        public static void writeByte(UInt32 writeAddr, UInt32 writeNumber)
    125        {
    126            WriteProcessMemory(handle, (IntPtr)writeAddr, new int[] { Convert.ToInt32(writeNumber) }, 1, IntPtr.Zero);
    127        }
    128         
    129         /// <summary>
    130         /// 读取文本
    131         /// </summary>
    132        /// <param name="readAddr">读取地址</param>
    133        /// <param name="str_length">读取长度</param>
    134        /// <returns>读取内存中的 文本内容,文本长度就是偶数,且2位字节表示一个汉字</returns>
    135        public static string readText(int[] readAddr, int str_length)
    136        {
    137            str_length = str_length * 2;//Unicode每个字符占用2个字节
    138            int nameAddr;  // 读取每个字节时,放入此临时变量
    139            byte[] num_String = new byte[str_length]; //存放读取的内容
    140            byte[] arr1 = new byte[str_length]; //存放整理后的内容
    141            for (int i = 0; i < str_length; i++)
    142            {
    143                readMemory(readAddr, out nameAddr).ToString();//此处读取每个字节
    144                num_String[i] = (byte)readMemory((uint)nameAddr + (uint)i);
    145            }
    146            for (int i = 0; i < num_String.Length; i++)
    147            {
    148                arr1[i] = num_String[i];
    149                if (i > 0 && i % 2 == 1)
    150                {
    151                    swap(ref arr1[i - 1], ref arr1[i]);
    152                }
    153            }
    154            return System.Text.Encoding.BigEndianUnicode.GetString(arr1);
    155        }
    156 
    157         /// <summary>
    158        /// 读取float数值
    159         /// </summary>
    160        /// <param name="readAddr">读取地址</param>
    161         /// <returns>/浮点类型的单精度值具有 4 个字节,所以此次数组下标没写成动态的</returns>
    162        public static Int32 readMemoryFloat(UInt32 readAddr)
    163        {
    164            int[] result = new int[1];
    165            int[] lpdw = new int[1];
    166            bool b = ReadProcessMemory(handle, readAddr, result, 1, lpdw);
    167            return result[0];
    168        }
    169        
    170         /// <summary>
    171        /// 读取float数值
    172         /// </summary>
    173        /// <param name="readAddr">读取地址</param>
    174        /// <param name="addr">数值存放的逻辑地址</param>
    175         /// <returns>/浮点类型的单精度值具有 4 个字节,所以此次数组下标没写成动态的</returns>
    176        public static float readMemoryFloat(int[] readAddr, out int addr)
    177        {
    178            int values = 0;
    179            byte[] valuesF = new byte[4];
    180            for (int i = 0; i < readAddr.Length - 1; i++)
    181            {
    182                values = readMemory((uint)(values + readAddr[i]));  //拿到最后偏移地址的上一次地址(后面与得到最后地址,而非数值)
    183            }
    184            for (int j = 0; j <= 3; j++)
    185            {
    186                valuesF[j] = (byte)readMemoryFloat((uint)(values + readAddr[readAddr.Length - 1] + j));
    187            }
    188            addr = values + readAddr[readAddr.Length - 1];
    189            float result = BitConverter.ToSingle(valuesF, 0);
    190            return result;
    191 
    192        }
    193         /// <summary>
    194        /// 写入float数值
    195         /// </summary>
    196        /// <param name="writeAddr">读取地址</param>
    197        /// <param name="value">写入的float数值</param>
    198        public static void writeMemoryFloat(UInt32 writeAddr, float value)
    199        {
    200            byte[] byteArray = BitConverter.GetBytes(value);
    201 
    202            for (int i = 0; i <= byteArray.Length-1; i++)
    203            {
    204                writeByte((uint)writeAddr + (uint)i, byteArray[i]);
    205            }
    206 
    207        }
    208         
    209         //交换数组的两个元素
    210        private static void swap(ref byte num1,ref byte num2)
    211        {
    212            byte temp;
    213            temp = num1;
    214            num1 = num2;
    215            num2 = temp;
    216        }
    217     }   
    218 }
    likehc

    然后就是 窗体上的按钮 相应的 事件

      1 using System;
      2 using System.Collections;
      3 using System.Collections.Generic;
      4 using System.ComponentModel;
      5 using System.Data;
      6 using System.Diagnostics;
      7 using System.Drawing;
      8 using System.Linq;
      9 using System.Text;
     10 using System.Threading.Tasks;
     11 using System.Windows.Forms;
     12 
     13 namespace huojuzhiguang
     14 {
     15     public partial class hjzg : Form
     16     {
     17         public hjzg()
     18         {   
     19             InitializeComponent();
     20         }
     21 
     22         public void btn_readData_Click(object sender, EventArgs e)
     23         {
     24             try
     25             {
     26                 lab_Role_Name.Text = OperateMemory.readText(new[] { 0x0289F22C, 0x34, 0x14, 0x5F0 }, 20);  //角色名称
     27                 lab_Role_SW.Text = (OperateMemory.readText(new[] { 0x0289F22C, 0x34, 0x14, 0x9985c }, 20)); //角色声望
     28                 txt_Role_Move.Text = OperateMemory.readMemoryFloat(new int[] { 0x0289F22C, 0x34, 0x14, 0x2A0 }, out Role.Move_Addr).ToString(); //角色奔跑速度
     29                 txt_Level.Text = OperateMemory.readMemory(new int[] { 0x0289F22C, 0x34, 0x14, 0x110 }, out Role.Level_Addr).ToString(); //等级
     30                 txt_Strength.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x0249F22C, 0x34, 0x14, 0x578 }, out Role.Strength_Addr).ToString();//力量
     31                 txt_Dexterity.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x0249F22C, 0x34, 0x14, 0x574 }, out Role.Dexterity_Addr).ToString();//敏捷
     32                 txt_Wit.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x0249F22C, 0x34, 0x14, 0x580 }, out Role.Wit_Addr).ToString();//智力
     33                 txt_Tizhi.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x0249F22C, 0x34, 0x14, 0x57C }, out Role.Tizhi_Addr).ToString();//体质
     34                 txt_ShuXingDian.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x0249F22C, 0x34, 0x14, 0x5A8 }, out Role.ShuXingDian_Addr).ToString();//属性点
     35                 txt_JingNengDian.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x0249F22C, 0x34, 0x14, 0x5AC }, out Role.JiNengDian_Addr).ToString();//技能点
     36                 txt_Money.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x0249F22C, 0x34, 0x14, 0x590 }, out Role.Money_Addr).ToString();//金币
     37 
     38                 btn_write.Enabled = true;// 保存人物属性按钮
     39                 
     40             }
     41             catch (Exception)
     42             {
     43             }
     44 
     45         }
     46 
     47         private void btn_write_Click(object sender, EventArgs e)
     48         {
     49             try
     50             {
     51                 if (lab_Role_Name.Text.Length <= 0)
     52                 {
     53                     MessageBox.Show("游戏保存错误!");
     54                 }
     55 
     56                 OperateMemory.writeMemory((uint)Role.Level_Addr, (uint)int.Parse(txt_Level.Text));
     57                 OperateMemory.writeMemory((uint)Role.Strength_Addr, (uint)int.Parse(txt_Strength.Text));
     58                 OperateMemory.writeMemory((uint)Role.Dexterity_Addr, (uint)int.Parse(txt_Dexterity.Text));
     59                 OperateMemory.writeMemory((uint)Role.Wit_Addr, (uint)int.Parse(txt_Wit.Text));
     60                 OperateMemory.writeMemory((uint)Role.Tizhi_Addr, (uint)int.Parse(txt_Tizhi.Text));
     61                 OperateMemory.writeMemory((uint)Role.ShuXingDian_Addr, (uint)int.Parse(txt_ShuXingDian.Text)); //属性点
     62                 OperateMemory.writeMemory((uint)Role.JiNengDian_Addr, (uint)int.Parse(txt_JingNengDian.Text)); //技能点
     63                 OperateMemory.writeMemory((uint)Role.Money_Addr, (uint)int.Parse(txt_Money.Text)); //金币
     64                 OperateMemory.writeMemoryFloat((uint)Role.Move_Addr, float.Parse(txt_Role_Move.Text));//角色奔跑速度
     65             }
     66             catch (Exception)
     67             {
     68             }
     69         }
     70 
     71         private void timer_findGame_Tick(object sender, EventArgs e)
     72         {
     73             try
     74             {
     75                 if (OperateMemory.findGame(Game.gameName))
     76                 {
     77                     lab_State.Text = "游戏已运行!";
     78                     if (OperateMemory.readMemory(new int[] { 0x0289F22C, 0x34, 0x14, 0x110 }) >= 1)
     79                     {
     80                         txt_Level.Enabled = true;
     81                         txt_Strength.Enabled = true;
     82                         txt_Dexterity.Enabled = true;
     83                         txt_Wit.Enabled = true;
     84                         txt_Tizhi.Enabled = true;
     85                         txt_ShuXingDian.Enabled = true;
     86                         txt_JingNengDian.Enabled = true;
     87                         txt_Money.Enabled = true; //金币
     88                         txt_Role_Move.Enabled = true;
     89 
     90                         btn_readData.Enabled = true;  //读取人物属性按钮
     91                     }
     92 
     93                 }
     94                 else
     95                 {
     96                     lab_State.Text = "抱歉,游戏未运行!";
     97                     txt_Level.Text = "";
     98                     txt_Level.Enabled = false;
     99 
    100                     txt_Strength.Text = "";
    101                     txt_Strength.Enabled = false;
    102 
    103                     txt_Dexterity.Text = "";
    104                     txt_Dexterity.Enabled = false;
    105 
    106                     txt_Wit.Text = "";
    107                     txt_Wit.Enabled = false;
    108 
    109                     txt_Tizhi.Text = "";
    110                     txt_Tizhi.Enabled = false;
    111 
    112                     txt_ShuXingDian.Text = "";
    113                     txt_ShuXingDian.Enabled = false;
    114 
    115                     txt_JingNengDian.Text = "";
    116                     txt_JingNengDian.Enabled = false;
    117 
    118                     txt_Money.Text = "";
    119                     txt_Money.Enabled = false;
    120 
    121                     txt_Role_Move.Text= "";
    122                     txt_Role_Move.Enabled = false;
    123 
    124                     btn_readData.Enabled = false;  //读取人物属性
    125                     btn_write.Enabled = false;  //保存人物属性
    126 
    127                 }
    128             }
    129             catch (Exception ex)
    130             {
    131             }
    132         }
    133 
    134         private void btn_ReadZB_Click(object sender, EventArgs e)
    135         {
    136 
    137             try
    138             {
    139                 txt_ZBName.Text = "";
    140                 txt_ZBName.Text = OperateMemory.readText(new[] { 0x00400000 + 0x03437E04, 0x18, 0x98, 0xA0 }, 20);
    141                 if (txt_ZBName.Text.Length <= 0)
    142                 {
    143                     MessageBox.Show("请将物品放入附魔窗体内!","头上有小闪电");
    144                     return;
    145                 }
    146                 txt_ZBwlgj.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x03437E04, 0x18, 0x98, 0x134 }, out ZhuangBei.wlgj_Addr1).ToString();//物理攻击1
    147                 txt_ZBwlgj.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x03437E04, 0x18, 0x98, 0x138 }, out ZhuangBei.wlgj_Addr2).ToString();//物理攻击2
    148 
    149                 txt_ZBwlfy.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x03437E04, 0x18, 0x98, 0x140 }, out ZhuangBei.wlfy_Addr1).ToString();//物理防御1
    150                 txt_ZBwlfy.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x03437E04, 0x18, 0x98, 0x13C }, out ZhuangBei.wlfy_Addr2).ToString();//物理防御2
    151 
    152                 txt_ZBfmcs.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x03437E04, 0x18, 0x98, 0x148 }, out ZhuangBei.fmcs_Addr).ToString();//附魔次数
    153                 com_ZBks.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x03437E04, 0x18, 0x98, 0x1D4 }, out ZhuangBei.kongshu_Addr).ToString();//打孔数
    154 
    155             }
    156             catch (Exception ex)
    157             {
    158                 
    159             }
    160         }
    161 
    162         private void btn_ZBSave_Click(object sender, EventArgs e)
    163         {
    164             try
    165             {
    166                 if (txt_ZBName.Text.Length <= 0)
    167                 {
    168                     MessageBox.Show("请将物品放入附魔窗体内!", "头上有小闪电");
    169                     return;
    170                 }
    171                 OperateMemory.writeMemory((uint)ZhuangBei.wlgj_Addr1, (uint)int.Parse(txt_ZBwlgj.Text));//物理攻击1
    172                 OperateMemory.writeMemory((uint)ZhuangBei.wlgj_Addr1, (uint)int.Parse(txt_ZBwlgj.Text));//物理攻击2
    173 
    174                 OperateMemory.writeMemory((uint)ZhuangBei.wlfy_Addr1, (uint)int.Parse(txt_ZBwlfy.Text));//物理防御1
    175                 OperateMemory.writeMemory((uint)ZhuangBei.wlfy_Addr2, (uint)int.Parse(txt_ZBwlfy.Text));//物理防御2
    176 
    177                 OperateMemory.writeMemory((uint)ZhuangBei.fmcs_Addr, (uint)int.Parse(txt_ZBfmcs.Text));//附魔次数
    178                 OperateMemory.writeMemory((uint)ZhuangBei.kongshu_Addr, (uint)int.Parse(com_ZBks.Text));//打孔数
    179             }
    180             catch (Exception)
    181             {
    182             }
    183         }
    184         private void btn_CWread_Click(object sender, EventArgs e)
    185         {
    186             try
    187             {
    188                 lab_Pet_Name.Text = OperateMemory.readText(new[] { 0x00400000 + 0x31C6674, 0x14, 0x3b5f0 }, 20);
    189                 txt_CWLevel.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x31C6674, 0x14, 0x3b110 }, out Pet.Level_Addr).ToString(); //宠物等级
    190                 txt_Pet_XueL.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x31C6674, 0x14, 0x3b564 }, out Pet.XueLiang_Addr).ToString(); //宠物血量
    191                 txt_Pet_MF.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x31C6674, 0x14, 0x3b588 }, out Pet.MoFa_Addr).ToString(); //宠物魔法
    192                 txt_CWJingyan.Text = OperateMemory.readMemory(new int[] { 0x00400000 + 0x31C6674, 0x14, 0x3b594 }, out Pet.Jingyan_Addr).ToString(); //宠物经验
    193                 txt_Pet_Move.Text = OperateMemory.readMemoryFloat(new int[] { 0x00400000 + 0x31C6674, 0x14, 0x3b2a0 }, out Pet.Move_Addr).ToString(); //宠物移动速度
    194             }
    195             catch (Exception ex)
    196             {
    197                 
    198             }
    199         }
    200 
    201         private void btn_CWsave_Click(object sender, EventArgs e)
    202         {
    203             try
    204             {
    205                 if (lab_Pet_Name.Text.Length <= 0)
    206                 {
    207                     MessageBox.Show("游戏保存错误!");
    208                 }
    209 
    210                 OperateMemory.writeMemory((uint)Pet.Level_Addr, (uint)int.Parse(txt_CWLevel.Text));//等级
    211                 OperateMemory.writeMemory((uint)Pet.XueLiang_Addr, (uint)int.Parse(txt_Pet_XueL.Text));//血量
    212                 OperateMemory.writeMemory((uint)Pet.MoFa_Addr, (uint)int.Parse(txt_Pet_MF.Text));//魔法
    213                 OperateMemory.writeMemory((uint)Pet.Jingyan_Addr, (uint)int.Parse(txt_CWJingyan.Text));
    214                 OperateMemory.writeMemoryFloat((uint)Pet.Move_Addr, float.Parse(txt_Pet_Move.Text));//角色奔跑速度
    215             }
    216             catch (Exception)
    217             {
    218             }
    219         }
    220 
    221     }
    222 }
    likehc

    游戏修改截图  虐boss啦

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  • 原文地址:https://www.cnblogs.com/likehc/p/5966684.html
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