You
do need to find the player coordinates in memory... OR, you could try grabbing the packets and looking for the location in there.
Most rpg's have some sort of 'home-made' protocol to send data to the client.
Very simplified example would be a packet payload of say for example {E3, xxxxxxxx,yyyyyyyy,zzzzzzzz}, where the E3 states it's a 'location' packet and all the bytes behind it are the coordinates.. (this is VERY simplified, don't expect it to be that easy).
So if you have a little experience in packet grabbing and protocol dissecting, you could place your char in a location, logout, start grabbing packets, log in, stop grabbing packet. save this packets trace as trace1. Log out again and repeat... save as packet trace 2. Compare packet trace 1 and 2. In those traces, the server will have told your client where on the map your character is. If you spawned at exactly the same place in both traces, somewhere in the packet grabs should be the same 3 values twice.
Three because player location data is always send in triplets, (ie. a point in a 3D space is always described by an X, Y and Z coordinate).
I hope one day L.Spiro will 'borrow' some code from wireshark and implement packet sniffing features in MHS. That combined with the searching features in MHS would leave all other 'game tools' far behind.
*Shameless wink at L.Spiro*
(should you start grabbing packet, log out in a location that has minimal moving object, a private guildhall would be best)
(EDIT: that chat session you logged may be clear text, but other packets could be encrypted, you should check with MHS, ollydbg and process Explorer if the executable doesn't load any encryption DLL's)
(EDIT2: a good indication of encryption is if you see your login credentials in the packet grabs, chances are quite good that no encryption is used)
(EDIT3: other possible means of finding out stuff is to log calls to any winsock or other calls that send packets. Try to see the conversation between your client and the server when you press an arrow key in game. Your client should send a 'movement' packet and the server should send a 'ok, client please redraw your screen' packet'. Try resending the 'movement' packet with WPEpro (once you have found it).
so many possibilities