Editing Kantai Collection/Vita/Decompilation

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# Click a line in the C# code that you want to read in IL, such as the "Name equals なし" code
# Click a line in the C# code that you want to read in IL, such as the "Name equals なし" code


=== Change strings within DLLs (the Hard Way) ===
=== Change strings within DLLs ===


An easy test case to prove that we can edit to strings is to do a simple test case:
An easy test case to prove that we can edit to strings is to do a simple test case:
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If the modified Assembly-CSharp.dll works, this proves that DLLs can have their CIL code strings modified.
If the modified Assembly-CSharp.dll works, this proves that DLLs can have their CIL code strings modified.


=== Change strings within DLLs (the graphical way) ===
{{#evu:https://www.youtube.com/watch?v=fAHvevOFdbo|alignment=right}}


.NET Reflector with [http://reflexil.net/ Reflexil] can be used to directly edit the CIL bytecode and recompile it back in. This allows us to visually see Unicode strings and see code separated by classes as they would have originally been in C#.
This is a starter guide to direct CIL editing:


http://resources.infosecinstitute.com/damn-vulnerable-thick-client-app-part-10/
http://resources.infosecinstitute.com/net-reverse-engineering-1cil-programming/#gref
 
=== Change strings within DLLs ===
 
An easy test case to prove that we can edit to strings is to do a simple test case:
 
# {{ic|Server_Models/Mst_ship.cs}} Change なし to None
# Change all instances of なし to None in mst_ships.xml
 
The relevant code line: https://github.com/limyz/KCKaiVita/blob/master/Assembly-CSharp/dotPeek/Server_Models/Mst_ship.cs#L941
 
If the modified Assembly-CSharp.dll works, this proves that DLLs can have their CIL code strings modified.


== Decompiling Unity Assets ==
== Decompiling Unity Assets ==
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