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  1. #1
    Zephir's Avatar Member
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    [Help] Monster Names 2.4.3

    Hello fellows,

    I've been doing some debugging and found quite some stuff. I was never able to find the correct offset for all monster names.

    Right now I have:
    Monster Struct Length: 0x1870
    Monster Signature : 0x008C5580

    First Monster starts at: 0xXXXX0008
    Now if I add 0xDB8 to the monster Sig Address it takes me to the Monster Name section. However I get lost in the address jungle there....

    any suggestions?

    [Help] Monster Names 2.4.3
  2. #2
    Mo0rbid's Avatar Active Member
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    00566F30 -> UnitName
    no idea man


  3. #3
    Shynd's Avatar Contributor
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    It should be [[ObjectBaseAddress + 0xDB8] + 0x40] if I remember correctly.

  4. #4
    Zephir's Avatar Member
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    Shynd, its perfect.

    thanks +Rep

  5. #5
    Cypher's Avatar Kynox's Sister's Pimp
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    Easier way if you're injected would be to use the CGObject_C VMT.

    virtual const char * GetObjectName(); // Function42

  6. #6
    Zephir's Avatar Member
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    mhh, i do not have a clue how to inject code (outside of OllyDBG / CHeatengine). Will have to do some reading on that. Afaik it is a lot more dangerous though, isn't it?

  7. #7
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Zephir View Post
    mhh, i do not have a clue how to inject code (outside of OllyDBG / CHeatengine). Will have to do some reading on that. Afaik it is a lot more dangerous though, isn't it?

    Nope. Warden doesn't do a stack walk.

  8. #8
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by eva08 View Post
    *shrugs* i have no idea of how to do anything like that man. sorry

    Don't bump threads that for pointless posts.

    Especially threads that have already been fully addressed.

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