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Go Back   MMOwned - World of Warcraft Exploits, Hacks, Bots and Guides > World of Warcraft > Bots and Programs > WoW Memory Editing

WoW Memory Editing WoW Memory Editing for learning purposes only.
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  #181  
Old 05-28-2009
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Surely not as sexy as this:
Click the image to open in full size.
Low quality screenshots suck, I know, but the high-res one was 2MB.
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  #182  
Old 05-29-2009
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Oh that's really hawt
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  #183  
Old 05-30-2009
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Who loves wireframes!

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I DO
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  #184  
Old 05-30-2009
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I Just jizzed in my pants.
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  #185  
Old 06-01-2009
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Mmm, WoW hookage.

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  #186  
Old 06-13-2009
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It's ugly as hell, and not functional at all (Yet), but hey! It works!

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99% C# code. (A little C++ thanks to kynox to grab the render device pointer)

Using CEGUI#
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  #187  
Old 06-14-2009
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99% LUA bot, currently only implements navigation though.
The 1 % is the LUA unprotecter. ^^
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  #188  
Old 06-14-2009
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I'm curious as to how you're enumerating the object manager without any form of C++/C# -> LUA interop.
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  #189  
Old 06-14-2009
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Quote:
Originally Posted by kynox View Post
I'm curious as to how you're enumerating the object manager without any form of C++/C# -> LUA interop.
"99% LUA bot, currently only implements navigation though. "
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  #190  
Old 06-14-2009
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Let me rephrase.

I'm curious as to how you're going to enumerate the object manager without any form of C++/C# -> LUA interop.

Unless this is just a tool for the lazy people who don't like walking anywhere.
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  #191  
Old 06-14-2009
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Quote:
Originally Posted by kynox View Post
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.
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Last edited by MaiN; 06-14-2009 at 08:18 AM.
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  #192  
Old 06-14-2009
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haha impressive.

You've really though this through.
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  #193  
Old 06-14-2009
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Quote:
Originally Posted by MaiN View Post
[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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  #194  
Old 06-14-2009
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Quote:
Originally Posted by Cypher View Post

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().
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Last edited by MaiN; 06-14-2009 at 10:42 AM.
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  #195  
Old 06-14-2009
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Quote:
Originally Posted by MaiN View Post
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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