Voke Bots - How do they Work?

Reauland

Stellar Raccoon Disciple
Premium
Joined
Mar 25, 2005
Messages
748
Location
The Universal Church of the Stellar Raccoon
Nation Banner
Sandy
Main Job
Beastmaster-Male
Secondary Job
BlackMage-Male
Third Job
WhiteMage-Male
Server
Quetzalcoatl
Linkshell
UnknownSoldiers
FFXIV
Reauland
Hi all :)

Having a limited understanding of programming and databases, I can sort of see how a claim bot must work. First, let me lay out my assumptions, and anyone who can correct me where I misstep would be most appreciated.

1) NMs must have a unique identifier(index number) on their data packet to distinguish them from the normal mobs spawning.

2) Claim bots search for that identifier and activate the user's claiming tool of choice.

Is that in essence what they're doing, and if so, why is it so hard for programmers to defeat them?

Is there anyone among us who can pick one apart and decipher what it's doing exactly? I'd love to see firsthand why it's so hard to program against them.
 
I doubt it, how do we know you wont take it and use it yourself. I doubt you would get a reply on the fundamentals.
 
For one thing, I'm on PS2 onry.

For the other, if I wanted to actually use on instead of pick it apart, I'd just google myself to one in working order.

I wanna see one busted up for the code it contains. I wanna know why SE can't figure out how to defeat them, because, from a purely logical standpoint, I wouldn't think it would be that hard.
 
Then try googleing what you just asked for, the broken down version? I for one don't want to be afiliated with you or anyone if I release the information you request. I wash my hands of this discussion.
 
I'm sorry. I think you misunderstand my reason for wanting to discuss this.

As for whether or not you choose to affiliate with me, good luck finding someone with a cleaner rep than mine.
 
Reauland's good shit. There's no need to set off the flashing red light as soon as someone mentions anything related to hacking. There's a lot of harmless discussion about 3rd party tools, this being one such thread.

Reau - I imagine it works the same way you estimated in your OP. But since the tool operates client-side, what can SE do to stop it?

Imagine I send you a letter in the mail. Once it's at your door, I can't control what you do or don't do with that letter. You might run it under some sort of x-ray, showing you the contents before you open the package. If you don't like it, you could stamp "Return to sender" on the thing and toss it in the big red can. It comes back to me, I have no idea or proof that you ever saw the thing.
 
Thanks Fly :)

The very heart of what I'm wondering is this:

If it's a unique identifier sittin in some data table server side, couldn't they just include as part of their spawn/defeat routine some code that checks its own identifier to verify that it was indeed the NM that just died, then go into the table and assign it another randomized identifier?

That would mean that claim bots would eternally be searching for a data identifier that was no longer valid.

Of course, that's only if this is how they actually work.
 
As in make it a static number?
 
So instead of all normal mobs being identified as 01111 and the NM being 01112 for example, the 01112 would only be assigned once, and as soon as the NM is killed the server changes the identifier to 01243 or whatever random number it comes up with.

It could work, but id assume SE has already thought this through and found problems with it.
 
It's simple to make (not that I've made one for FF.. I'm ps2 anyway). Basically the program matrix is composed of the same revolving provoke "x" with a loop string at the bottom. It's like programming 101.. or so I'd imagine

** edit: the only proof I'd have for this wild assumption is that if you make a macro with 5 provoke "x" in it, for example.. it'll run down those 5 provoke commands and you'll have 5 messages that say cannot claim x target. if you just run with it, and create a loop protocol, ... there's your voke bot in a nutshell
 
Last edited:
While your idea might delay things minutely Reau, ultimately the NM's databank is stored client-side. They could randomize the ID tag, but once your client receives the notification to spawn monster X with ID tag Y, the client software looks for the .dat wherein the mob's details are stored - aggro range / type, model to use, name, etc.

They could change the voke bots to simply watch this .dat, and when it is called upon by a specific process (FFXI client interpreter I would presume), it begins the voke cycle.
 
SE could incorporate a client side scanner, to see if your running anything harmful to their game, but then again that would be an invasion of client side privacy >.>
 
Fly is right, they cant truly randomize it because the client needs to know what to render.
--
client side scanner: WoW does that. and their players put up with it because it gives the game a sense of fairness. (plus they have to if they want to play the game).
 
Voke Bots were made even easier after the JP lag update (People who use to live closer to the server would see the mob a few seconds before any one else so POL set up a thing so it loads at the same time for ever one.)
Think of FFX that bar on the right hand side, with it showing the next persons turn etc. Well the same with pops but a bit more random. When say a mobs name (well mobs number ^^;) comes up to the top for its time to pop the software will initially do the command that you have set it up to do.
 
exodusamphi said:
SE could incorporate a client side scanner, to see if your running anything harmful to their game, but then again that would be an invasion of client side privacy >.>
If your on a router and have two PCs you can network traffic on one PC and play POL on another PC, not breaking TOS. And be able to find out when the mob will pop. Would have 12-13 seconds to move from the PC what is network trafficing to the PC with FFXI on it and spam
"/target npc
/ja "Provoke" <t>"

Done it alot and it works like a voke bot.
 
Ahhh! I think I see what you guys are saying.

What exactly is a .dat? Not knowing really hurts the way I envision what is going on between client and server. Is any mob(including an NM) one specific .dat or is it a combination of several?
 
Reauland said:
Ahhh! I think I see what you guys are saying.

What exactly is a .dat? Not knowing really hurts the way I envision what is going on between client and server. Is any mob(including an NM) one specific .dat or is it a combination of several?
Its the file type POL saves files as. And each NM and PH has there own .dat some other mobs do not.
 
Let me see if I've got this straight.

.dats all sit in some folder(s) somewhere client-side. That's why we can datamine new gear, items, /ja's and whatnot, regardless of whether or not we own them or have even seen them yet. They're there, just inactive.

Mob .dats are stored the same way. The claim bot is simply watching for some flag on the NM's .dat to go active then?
 
Basically yep. I'm not sure if .dat's encompass model + texture, or if models are one .dat and textures are another. But anything that is an interactive part of this game, be it equipment (usable or not) / mobs / areas / abilities / maps, is stored locally on each player's system of choice.

As far as I know, .dat is the extension for any and all of these. I haven't perused the data folders enough to verify that but I'm fairly sure there's no other extensions used.

Back to the bot, again I'm not sure of how they work but one of the two methodologies suggested in this thread is probably how it's done. If the bot waits for the NM's .dat to be called upon (accessed), it will be just a tad slower than your guess (bot waits for a specific ID to be sent from SE). In my example, the bot will start voking the target while your computer/console loads it. In your example, it can start voking before your computer/console accesses that .dat, before it loads. The difference is incredibly miniscule though, we're talking fractions of a second.
 
Thank you one and all for sharin your thoughts and knowledge on this one ^^

I'm gonna do some digging around over the holiday weekend(flyin up to see my folks in Maryland tonight :D), and I'll see if I can't find a dissected claim bot. I'm finally ticked off enough by what I've seen goin on at some certain NM camps (*cough*Ulli*cough*) that I want a definitive answer as to why SE is seemingly doing so little - implentation or sheer laziness. :P
 
Back
Top