Reading WoW Memory 3.3.5a (Warmane) — From Identify Times (arena) menu

Shout-Out

User Tag List

Results 1 to 5 of 5
  1. #1
    Fufavu's Avatar Member
    Reputation
    1
    Join Date
    May 2018
    Posts
    23
    Thanks G/R
    9/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reading WoW Memory 3.3.5a (Warmane) — From Identify Times (arena)

    Hello, community!

    I’m deeply involved in a personal project that reads character information from World of Warcraft 3.3.5a (Warmane server) using Python.
    My ultimate goal is to build a tool that analyzes arena state in real-time and highlights priority targets based on their vulnerability to damage.

    To achieve this, I need to fetch data such as a player’s armor and—if it exists—something like a “critical vulnerability” value (e.g., a field named 'CRIT_TAKEN_RATING').
    I’ve been researching offsets and learned a lot along the way, but private servers come with unique quirks and protections.


    1. Approach & Current Findings

    Step 1 – Iterating the Object Manager
    So far I can iterate through the Object Manager, access the object list and pull basic details.
    The validated offsets on this base are:

    Code:
    STATIC_MAP_ID                       = 0x00AB63BC   ; Map ID (RVA)
    STATIC_LOCAL_PLAYER_GUID_ADDR        = 0x00CA1238   ; Local player GUID
    Object Manager navigation
    Code:
    OFFSET_OBJECT_MANAGER_PTR_FROM_CLIENT_CONN = 0x02ED0
    OFFSET_FIRST_OBJECT_PTR_FROM_OM           = 0x00AC
    OFFSET_NEXT_OBJECT_PTR                    = 0x003C
    Basic object / player info
    Code:
    OFFSET_OBJECT_GUID   = 0x30
    OFFSET_OBJECT_TYPE_ID= 0x14   ; TYPE_ID_PLAYER = 4
    OFFSET_DESCRIPTOR_PTR= 0x08   ; Pointer to descriptors
    Step 2 – Splitting Players Into Teams
    I’m experimenting with the descriptor field
    Code:
    PLAYER_FIELD_ARENA_TEAM_INFO_1_1 = 0x04E8
    expecting equal values for teammates.


    2. The Main Challenge: Allies vs. Opponents

    Below is a snapshot of what I currently observe:

    Code:
    Me (local)          GUID 0xA…D   TeamInfo 0x0ECD
    Confirmed ally       GUID 0xA…9   TeamInfo 0x0C99
    Confirmed opponent   GUID 0xA…B   TeamInfo 0x0EFA
    Since my own
    Code:
    TeamInfo
    differs from my ally’s value, a simple equality check misclassifies allies as enemies.


    3. Roadmap Toward a “Vulnerability” Score

    • Armor scan – locate and read every player’s armor value.
    • Critical-taken metric – confirm if a field for “crit taken” exists and how to read it.
    • Ranking algorithm – list arena players ordered by damage susceptibility, combining team info, armor and crit-taken data.



    4. Questions & Help Needed

    4.1 About
    Code:
    PLAYER_FIELD_ARENA_TEAM_INFO_1_1

    • Do values normally differ among teammates on 3.3.5a (especially Warmane)?
    • What’s the correct interpretation—an arena “color” ID or something else?
    • Is there a sturdier offset / method to distinguish allies from opponents?


    4.2 About Vulnerability Analysis
    • Known offsets or advice for reading armor?
    • Any reliable field related to “crit taken” that can be read?


    I would greatly appreciate any pointers, offset suggestions or personal experiences—both for team identification and for reading combat attributes that feed a vulnerability score.

    Thanks in advance for your insights!

    Reading WoW Memory 3.3.5a (Warmane) — From Identify Times (arena)
  2. #2
    Makkah's Avatar Active Member Authenticator enabled
    Reputation
    45
    Join Date
    Jun 2024
    Posts
    67
    Thanks G/R
    10/29
    Trade Feedback
    0 (0%)
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    not to sound like a cunt but i dont understand why people think warmane is using a custom client..... they do not, Yes they use a RCE exploit but they dont change any of the memory stuff.

  3. #3
    Fufavu's Avatar Member
    Reputation
    1
    Join Date
    May 2018
    Posts
    23
    Thanks G/R
    9/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    You weren't rude at all — thanks for the reply. I feel like some of the offsets might be slightly off; some things work, others don't. It could be due to my lack of experience, since I don't usually work with reverse engineering.

  4. #4
    Delta3's Avatar Member
    Reputation
    2
    Join Date
    Oct 2023
    Posts
    22
    Thanks G/R
    13/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    my suggestion would be to boot up ur own server to quickly iterate on development . run multiple wows and just sit in arena and test it out. (if ur not already doing that)

    GitHub - AzDeltaQQ/WotLKRotations: A Python-based experimental framework for interacting with World of Warcraft (3.3.5a - 12340 client) memory to monitor game state and potentially execute combat rotations. (Extremely Work-in-progress)

    here is a python project i was working on back in the day before moving to completely C++ .. as python C++ ... execution within main thread / frame (Hooked end scene ) / pipes is a PITA to deal with. why not do it all in C++.... you can vibe code a whole project these days as i did with that project. lol. if u want me to assist u hit me up on discord we can test some stuff out.

    discord : Teltao

  5. #5
    Fufavu's Avatar Member
    Reputation
    1
    Join Date
    May 2018
    Posts
    23
    Thanks G/R
    9/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Delta3 View Post
    my suggestion would be to boot up ur own server to quickly iterate on development . run multiple wows and just sit in arena and test it out. (if ur not already doing that)

    GitHub - AzDeltaQQ/WotLKRotations: A Python-based experimental framework for interacting with World of Warcraft (3.3.5a - 12340 client) memory to monitor game state and potentially execute combat rotations. (Extremely Work-in-progress)

    here is a python project i was working on back in the day before moving to completely C++ .. as python C++ ... execution within main thread / frame (Hooked end scene ) / pipes is a PITA to deal with. why not do it all in C++.... you can vibe code a whole project these days as i did with that project. lol. if u want me to assist u hit me up on discord we can test some stuff out.

    discord : Teltao
    Once, I was in Italy and visited the Sistine Chapel. As I looked at that vast masterpiece, I was overwhelmed by what humans can create with their own hands. I remember thinking, "There's no way ordinary people could have built something like this." And you know what? When I saw your repository, I felt exactly the same. Brother, you are a beast (in the best possible way). I feel like a tiny bacterium compared to someone who managed to build a project of that magnitude all by himself.

Similar Threads

  1. [classic] Why I can't read WOW memory
    By wkingnet in forum WoW Memory Editing
    Replies: 5
    Last Post: 03-30-2020, 08:50 AM
  2. safer way to read from the wow memory?
    By Loopholes in forum WoW Memory Editing
    Replies: 1
    Last Post: 05-06-2018, 01:22 AM
  3. [C#] Read the angle a player is facing from memory
    By wowhackz0r in forum WoW Memory Editing
    Replies: 35
    Last Post: 01-01-2010, 11:27 AM
  4. noob question about reading WOW memory
    By frostfiretulsa in forum WoW Memory Editing
    Replies: 7
    Last Post: 10-11-2009, 05:48 PM
All times are GMT -5. The time now is 02:01 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search