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  1. #1
    mavrock's Avatar Member
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    Gear ID changer

    Hi everyone,

    I've created a software that change characters' gear id. I thought that the skin would change but no. I have the gear's details on my character sheet but no skin. I got only the skin of the wep.

    I got a function that saves the changes to put them back, but when i log off, wow fail .

    Is there any protection to unlock model changing ?



    Thanks, if you got any ideas...

    I'm french sorry if my english is bad .
    Code:
      Private Sub ListBox1_DoubleClick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles ListBox1.DoubleClick
            Dim gauche() = {0, 1, 2, 14, 4, 3, 18, 8} ' number for left panel user stuff
            Dim valeur As Integer = InputBox("Numero d'item")
            MemReader = Memo_c.GetInstance()
        
    		Dim tmp = Getbyguid.GetByGuid(MemReader.ReadInt64(CUInt(Base) + Enums.Globals.TARGET_GUID))  ' Offset charactere
        
    		MemReader.WriteInt(MemReader.ReadInt(tmp + 8) + Enums.PlayerFields.PLAYER_VISIBLE_ITEM_1_ENTRYID + (gauche(ListBox1.SelectedIndex) * 8), valeur)  ' this for change the ID 
      End Sub
    Last edited by mavrock; 09-07-2011 at 04:55 PM.

    Gear ID changer
  2. #2
    sitnspinlock's Avatar Elite User CoreCoins Purchaser
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    this is based off my own research and what I do with evermorph. From your snippet it looks like you are writing to an item id slot in the player structure correct? Following that, you need to pass the player structure across the update function, or it will just show the updated icon only.

    The other method is directly modifying dbc entries in virtual memory after the game is loaded. That however requires the world to be reloaded. There is a function to reload a single dbc entry but I cannot find it right now.

  3. #3
    mavrock's Avatar Member
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    Originally Posted by everdox View Post
    you need to pass the player structure across the update function
    how can i do this ?

  4. #4
    Robske's Avatar Contributor
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    Originally Posted by mavrock View Post
    how can i do this ?
    As simple as one two three! Just move the player object pointer in the ECX register, then push 1 twice and call CG_Unit_C::UpdateDisplayInfo!

    If you don't know where that method is, you can find it in the VMT as well! How cool is that!
    "Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
    "I cried a little earlier when I had to poop" - Sku

  5. #5
    mavrock's Avatar Member
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    5D0100 CGUnit_C::UpdateDisplayInfo <--- this is ? you have an example to use this feature
    Last edited by mavrock; 09-07-2011 at 06:45 PM.

  6. #6
    DarkLinux's Avatar Former Staff
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    Its called Injection

  7. #7
    Amrok's Avatar Banned
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    I'd also like to know how this is done :P What is the ECX register? where do i have to write my asm code?

    i think Robske meant something like this in asm:

    mov ecx, PLAYERBASE
    push 1
    push 1
    call CG_Unit_C::UpdateDisplayInfo

    but where do i have to write this to? which offset location does handle that code?

  8. #8
    mavrock's Avatar Member
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    I try to use this with endscene injection

  9. #9
    DarkLinux's Avatar Former Staff
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    I dont think endscene is needed but I guess you could try :confused:

  10. #10
    mavrock's Avatar Member
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    injection does not work ;(

  11. #11
    adaephon's Avatar Active Member
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    Originally Posted by mavrock View Post
    injection does not work ;(
    Well damn. Now we're all going to have to change our plans.

  12. #12
    Bananenbrot's Avatar Contributor
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    Sounds like your spoon is broken... create a vb gui to acquire a new one

  13. #13
    DarkLinux's Avatar Former Staff
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    Just inject a dll and call that function. Unless your using C#... then its not so much fun

  14. #14
    Bananenbrot's Avatar Contributor
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    Originally Posted by DarkLinux View Post
    Just inject a dll and call that function. Unless your using C#... then its not so much fun
    Yeah... injecting asm isn't that funny... or can we actually call unmanaged functions from c# code?

  15. #15
    TOM_RUS's Avatar Legendary
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    Originally Posted by Bananenbrot View Post
    can we actually call unmanaged functions from c# code?
    Ofc we can. We also can export managed functions and call them from unmanaged code directly without bootstrapper C++ DLL. Just an example1, example2.

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