WoW Memory EditingWoW Memory Editing for learning purposes only.
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I'm curious as to how you're enumerating the object manager without any form of C++/C# -> LUA interop.
[Only registered and activated users can see links. ] <- Using that API, basicly scanning the characters spell book for ranged spells and tabbing through targets while walking until 1 is returned, then using the spell, check for combat to see if it was pulled correctly. Depending on the class, you can then (for a melee) check with a melee ability, to see if the mob is close for melee fight.
Of course there's classes where that would be downright stupid (rogues, feral druids), and classes where it would be really effective (hunters).
But that's one of the possible methods I came up with, I'm pretty sure that with smart use of the API, there's quite a few methods to do it.
And as you know, Blizzard gave us some new Interact functions, which makes it easier.. If I could just know how to patch the additional check they have.
Edit: There's also [Only registered and activated users can see links. ].
Edit2: Also for tracking classes, you can track different kinds of units, and iterate over the MinimapFrame. I'm pretty sure it's possible to get the location of the tracked units that way.
[Only registered and activated users can see links. ] <- Using that API, basicly scanning the characters spell book for ranged spells and tabbing through targets while walking until 1 is returned, then using the spell, check for combat to see if it was pulled correctly. Depending on the class, you can then (for a melee) check with a melee ability, to see if the mob is close for melee fight.
Of course there's classes where that would be downright stupid (rogues, feral druids), and classes where it would be really effective (hunters).
But that's one of the possible methods I came up with, I'm pretty sure that with smart use of the API, there's quite a few methods to do it.
And as you know, Blizzard gave us some new Interact functions, which makes it easier.. If I could just know how to patch the additional check they have.
Edit: There's also [Only registered and activated users can see links. ].
Edit2: Also for tracking classes, you can track different kinds of units, and iterate over the MinimapFrame. I'm pretty sure it's possible to get the location of the tracked units that way.
I'm intrigued. There's a second check on Lua_Interact?
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I'm intrigued. There's a second check on Lua_Interact?
On the new interact functions that were added in 3.1, there is.
I'm not sure what it is, but since those functions were added for joystick controllers, it might be a check to see if the function was called with a hardware event?
EDIT: The ones I'm talking about are InteractUnit("target"), TargetDirectionEnemy(), TargetDirectionFinished(), TargetDirectionFriend() and TargetNearest().
On the new interact functions that were added in 3.1, there is.
I'm not sure what it is, but since those functions were added for joystick controllers, it might be a check to see if the function was called with a hardware event?
EDIT: The ones I'm talking about are InteractUnit("target"), TargetDirectionEnemy(), TargetDirectionFinished(), TargetDirectionFriend() and TargetNearest().
There are already hardware event checks on movement functions from memory. I'll look into it later.
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"Science is interesting, and if you don't agree you can **** off." [Only registered and activated users can see links. ]
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