[C++] My D3 OOP framework menu

User Tag List

Page 4 of 5 FirstFirst 12345 LastLast
Results 46 to 60 of 67
  1. #46
    Inject's Avatar Member
    Reputation
    1
    Join Date
    Jul 2012
    Posts
    7
    Thanks G/R
    6/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Im getting back to D3, and take a look at your project...
    Its really awesome, and i will give it a try... hope u update it to 1.0.8 =)

    I have been away from D3 a long time, and i have a question...
    How is Warden scan working ? Its been safe to boot with Memory Write ?
    And how about ZoomHack, is Warden scanning this offset ?

    Tkz

    [C++] My D3 OOP framework
  2. #47
    DarthTon's Avatar Contributor
    Reputation
    171
    Join Date
    Apr 2010
    Posts
    108
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Updated SVN repo to 1.0.8.16416.

  3. #48
    AGPS's Avatar Member
    Reputation
    1
    Join Date
    Aug 2012
    Posts
    53
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by DarthTon View Post
    Updated SVN repo to 1.0.8.16416.
    Hi, DarthTon, could you point out how to use UIComponentVirtualTable? I suppose there are some particular address for the following VMT functions. Maybe the address are just some members of struct UIComponent.

    Code:
    struct UIComponentVirtualTable
    {
    	void *u_0[7];
    	void (__thiscall *event)(UIComponent *self, int *, UIEvent *event);
    	void *u_1[4];
    	void (__thiscall *mouse_move)(UIComponent *self);
    	void *u_2[4];
    	void (__thiscall *mouse_enter)(UIComponent *self);
    	void (__thiscall *mouse_leave)(UIComponent *self);
    	void *u_3[14];
    	void (__thiscall *set_text)(UIComponent *self, const char *text, int);
    	void *u_4[2];
    	void (__thiscall *switch_state)(UIComponent *self, int, int);
    };
    Code:
    struct UIComponent
    {
    	//UIComponentVirtualTable *v_table;			// 0x000
    	DWORD dwBaseAddr;							// 0x000 Instead of v_table. Is filled manually	
    ...
    ...
    ...
    
    }

  4. #49
    youyanruyu's Avatar Member
    Reputation
    1
    Join Date
    Jul 2011
    Posts
    13
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Great work DarthTon! D3 structures are quite confusing to me, this framework help me a lot.

  5. #50
    bastiflew's Avatar Active Member
    Reputation
    41
    Join Date
    Aug 2012
    Posts
    98
    Thanks G/R
    1/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Hi,

    how can I use UsePower for casting a buff on myself ?
    Thanks

  6. #51
    DarthTon's Avatar Contributor
    Reputation
    171
    Join Date
    Apr 2010
    Posts
    108
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    how can I use UsePower for casting a buff on myself ?
    usePowerData::cmd = 2;

  7. #52
    bastiflew's Avatar Active Member
    Reputation
    41
    Join Date
    Aug 2012
    Posts
    98
    Thanks G/R
    1/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    perfect. Thanks

  8. #53
    DarthTon's Avatar Contributor
    Reputation
    171
    Join Date
    Apr 2010
    Posts
    108
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Updated repository (under branches/ptr) to 2.0.0.20874. Some structs may still be a bit off though.

    New attributes:
    PHP Code:
    Axe_Bad_Data 0x0// float
    Attribute_Timer 0x1// int
    Attribute_Pool 0x2// int
    Death_Count 0x3// int
    DualWield_Hand 0x4// int
    DualWield_Hand_Next 0x5// int
    DualWield_Hands_Swapped 0x6// int
    Respawn_Game_Time 0x7// int
    Backpack_Slots 0x8// int
    Shared_Stash_Slots 0x9// int
    Strength 0xa// float
    Dexterity 0xb// float
    Intelligence 0xc// float
    Vitality 0xd// float
    Strength_Total 0xe// float
    Dexterity_Total 0xf// float
    Intelligence_Total 0x10// float
    Vitality_Total 0x11// float
    Strength_Bonus 0x12// float
    Dexterity_Bonus 0x13// float
    Intelligence_Bonus 0x14// float
    Vitality_Bonus 0x15// float
    Strength_Bonus_Percent 0x16// float
    Dexterity_Bonus_Percent 0x17// float
    Intelligence_Bonus_Percent 0x18// float
    Vitality_Bonus_Percent 0x19// float
    Strength_Reduction_Percent 0x1a// float
    Dexterity_Reduction_Percent 0x1b// float
    Intelligence_Reduction_Percent 0x1c// float
    Vitality_Reduction_Percent 0x1d// float
    Primary_Damage_Attribute 0x1e// int
    Attack 0x1f// float
    Precision 0x20// float
    Defense 0x21// float
    Attack_Total 0x22// float
    Precision_Total 0x23// float
    Defense_Total 0x24// float
    Attack_Bonus 0x25// float
    Precision_Bonus 0x26// float
    Defense_Bonus 0x27// float
    Attack_Bonus_Percent 0x28// float
    Precision_Bonus_Percent 0x29// float
    Defense_Bonus_Percent 0x2a// float
    Attack_Reduction_Percent 0x2b// float
    Precision_Reduction_Percent 0x2c// float
    Defense_Reduction_Percent 0x2d// float
    Armor 0x2e// float
    Armor_Bonus_Percent 0x2f// float
    Armor_Item 0x30// float
    Armor_Bonus_Item 0x31// float
    Armor_Item_Percent 0x32// float
    Armor_Item_SubTotal 0x33// float
    Armor_Item_Total 0x34// float
    Armor_Total 0x35// float
    Experience_Granted 0x36// int
    Experience_Next 0x37// int
    Alt_Experience_Next 0x38// int
    Gold_Granted 0x39// int
    Gold 0x3a// int
    Gold_Find 0x3b// float
    Gold_Find_Uncapped 0x3c// float
    Gold_Find_Handicap 0x3d// float
    Gold_Find_Alt_Levels_Total 0x3e// float
    Gold_Find_Capped_Subtotal 0x3f// float
    Gold_Find_Total 0x40// float
    Level 0x41// int
    Level_Cap 0x42// int
    Alt_Level 0x43// int
    Magic_Find 0x44// float
    Magic_Find_Uncapped 0x45// float
    Magic_Find_Handicap 0x46// float
    Magic_Find_Alt_Levels_Total 0x47// float
    Magic_Find_Capped_Subtotal 0x48// float
    Magic_Find_Total 0x49// float
    Magic_And_Gold_Find_Suppressed 0x4a// int
    Treasure_Find 0x4b// float
    Resource_Cost_Reduction_Amount 0x4c// int
    Resource_Cost_Reduction_Total 0x4d// float
    Resource_Set_Point_Bonus 0x4e// float
    Faster_Healing_Percent 0x4f// float
    Spending_Resource_Heals_Percent 0x50// float
    Bonus_Healing_Received_Percent 0x51// float
    Reduced_Healing_Received_Percent 0x52// float
    Healing_Well_Restores_Resource 0x53// int
    Experience_Bonus 0x54// float
    Experience_Bonus_Percent 0x55// float
    Experience_Bonus_Percent_Handicap 0x56// float
    Experience_Bonus_Percent_Total 0x57// float
    Health_Globe_Bonus_Chance 0x58// float
    Health_Globe_Bonus_Mult_Chance 0x59// float
    Powerup_Globe_Bonus_Chance 0x5a// float
    Powerup_Globe_Bonus_Mult_Chance 0x5b// float
    Health_Globe_Bonus_Health 0x5c// float
    Increased_Health_From_Globes_Percent 0x5d// float
    Increased_Health_From_Globes_Percent_Total 0x5e// float
    Bonus_Health_Percent_Per_Second_From_Globes 0x5f// float
    Bonus_Health_Percent_Per_Second_From_Globes_Total 0x60// float
    Mana_Gained_From_Globes_Percent 0x61// float
    Mana_Gained_From_Globes 0x62// float
    Resistance 0x63// float
    Resistance_Percent 0x64// float
    Resistance_Total 0x65// float
    Resistance_All 0x66// float
    Resistance_Percent_All 0x67// float
    Resistance_From_Intelligence 0x68// float
    Class_Damage_Reduction_Percent 0x69// float
    Skill 0x6a// int
    Skill_Total 0x6b// int
    TeamID 0x6c// int
    Team_Override 0x6d// int
    Invulnerable 0x6e// int
    Loading 0x6f// int
    Loading_Player_ACD 0x70// int
    Loading_Power_SNO 0x71// int
    Loading_Anim_Tag 0x72// int
    Loading_NewGame 0x73// int
    Auto_Porting_To_Save_Point 0x74// int
    No_Damage 0x75// int
    No_AutoPickup 0x76// int
    Light_Radius_Percent_Bonus 0x77// float
    Hitpoints_Cur 0x78// float
    Hitpoints_Factor_Level 0x79// float
    Hitpoints_Factor_Vitality 0x7a// float
    Hitpoints_Total_From_Vitality 0x7b// float
    Hitpoints_Total_From_Level 0x7c// float
    Hitpoints_Granted 0x7d// float
    Hitpoints_Granted_Duration 0x7e// int
    Hitpoints_Max 0x7f// float
    Hitpoints_Max_Bonus 0x80// float
    Hitpoints_Max_Total 0x81// float
    Hitpoints_Percent 0x82// float
    Hitpoints_Regen_Per_Second 0x83// float
    Hitpoints_Regen_Bonus_Percent 0x84// float
    Hitpoints_Max_Percent_Bonus 0x85// float
    Hitpoints_Max_Percent_Bonus_Item 0x86// float
    Hitpoints_Healed_Target 0x87// float
    Hitpoints_Frozen 0x88// int
    Resource_Type_Primary 0x89// int
    Resource_Type_Secondary 0x8a// int
    Resource_Cur 0x8b// float
    Resource_Max 0x8c// float
    Resource_Max_Bonus 0x8d// float
    Resource_Max_Total 0x8e// float
    Resource_Factor_Level 0x8f// float
    Resource_Granted 0x90// float
    Resource_Granted_Duration 0x91// int
    Resource_Percent 0x92// float
    Resource_Regen_Per_Second 0x93// float
    Resource_Regen_Bonus_Percent 0x94// float
    Resource_Regen_Total 0x95// float
    Resource_Max_Percent_Bonus 0x96// float
    Resource_Capacity_Used 0x97// float
    Resource_Effective_Max 0x98// float
    Resource_Regen_Percent_Per_Second 0x99// float
    Resource_Degeneration_Stop_Point 0x9a// float
    Movement_Scalar 0x9b// float
    Walking_Rate 0x9c// float
    Running_Rate 0x9d// float
    Sprinting_Rate 0x9e// float
    Strafing_Rate 0x9f// float
    Walking_Rate_Total 0xa0// float
    Running_Rate_Total 0xa1// float
    Last_Running_Rate 0xa2// float
    Sprinting_Rate_Total 0xa3// float
    Strafing_Rate_Total 0xa4// float
    Movement_Bonus_Total 0xa5// float
    Movement_Scalar_Subtotal 0xa6// float
    Movement_Scalar_Capped_Total 0xa7// float
    Movement_Scalar_Uncapped_Bonus 0xa8// float
    Movement_Scalar_Total 0xa9// float
    Movement_Bonus_Run_Speed 0xaa// float
    Casting_Speed 0xab// float
    Casting_Speed_Bonus 0xac// float
    Casting_Speed_Total 0xad// float
    Always_Hits 0xae// int
    Hit_Chance 0xaf// float
    Knockback_Attack_Scalar 0xb0// float
    Attacks_Per_Second_Item 0xb1// float
    Attacks_Per_Second_Item_Percent 0xb2// float
    Attacks_Per_Second_Item_Subtotal 0xb3// float
    Attacks_Per_Second_Item_Bonus 0xb4// float
    Attacks_Per_Second_Item_Total 0xb5// float
    Attacks_Per_Second 0xb6// float
    Attacks_Per_Second_Bonus 0xb7// float
    Attacks_Per_Second_Total 0xb8// float
    Attacks_Per_Second_Percent_Cap 0xb9// float
    Attacks_Per_Second_Percent 0xba// float
    Attacks_Per_Second_Percent_Uncapped 0xbb// float
    Attacks_Per_Second_Percent_Reduction 0xbc// float
    Attacks_Per_Second_Percent_Subtotal 0xbd// float
    AI_Cooldown_Reduction_Percent 0xbe// float
    Power_Cooldown_Reduction_Percent 0xbf// float
    Power_Cooldown_Reduction_Percent_All 0xc0// float
    Damage_Delta 0xc1// float
    Damage_Delta_Total 0xc2// float
    Damage_Min 0xc3// float
    Damage_Bonus_Min 0xc4// float
    Damage_Min_Total 0xc5// float
    Damage_Delta_Total_All 0xc6// float
    Damage_Min_Total_All 0xc7// float
    Damage_Average_Total_All 0xc8// float
    Damage_Min_Subtotal 0xc9// float
    Damage_Percent_All_From_Skills 0xca// float
    Damage_Weapon_Delta 0xcb// float
    Damage_Weapon_Delta_SubTotal 0xcc// float
    Damage_Weapon_Max 0xcd// float
    Damage_Weapon_Max_Total 0xce// float
    Damage_Weapon_Max_Total_All 0xcf// float
    Damage_Weapon_Delta_Total 0xd0// float
    Damage_Weapon_Delta_Total_All 0xd1// float
    Damage_Weapon_Bonus_Delta 0xd2// float
    Damage_Weapon_Bonus_Delta_X1 0xd3// float
    Damage_Weapon_Min 0xd4// float
    Damage_Weapon_Min_Total 0xd5// float
    Damage_Weapon_Min_Total_All 0xd6// float
    Damage_Weapon_Average 0xd7// float
    Damage_Weapon_Average_Total 0xd8// float
    Damage_Weapon_Average_Total_All 0xd9// float
    Damage_Weapon_Bonus_Min 0xda// float
    Damage_Weapon_Bonus_Min_X1 0xdb// float
    Damage_Weapon_Bonus_Flat 0xdc// float
    Damage_Weapon_Percent_Bonus 0xdd// float
    Damage_Weapon_Percent_All 0xde// float
    Damage_Weapon_Percent_Total 0xdf// float
    Damage_Type_Percent_Bonus 0xe0// float
    Damage_Dealt_Percent_Bonus 0xe1// float
    Damage_Percent_Bonus_Witchdoctor 0xe2// float
    Damage_Percent_Bonus_Wizard 0xe3// float
    Crit_Percent_Base 0xe4// float
    Crit_Percent_Bonus_Capped 0xe5// float
    Crit_Percent_Bonus_Uncapped 0xe6// float
    Crit_Percent_Bonus_Hide_From_DPS 0xe7// float
    Crit_Percent_Cap 0xe8// float
    Crit_Damage_Cap 0xe9// float
    Crit_Damage_Percent 0xea// float
    Crit_Damage_Percent_Uncapped 0xeb// float
    Crit_Effect_Time 0xec// int
    Pierce_Chance 0xed// float
    Damage_Absorb_Percent 0xee// float
    Damage_Reduction_Total 0xef// float
    Damage_Reduction_Current 0xf0// float
    Damage_Reduction_Last_Tick 0xf1// int
    Block_Chance 0xf2// float
    Block_Chance_Sub_Total 0xf3// float
    Block_Chance_Bonus_Item 0xf4// float
    Block_Chance_Item 0xf5// float
    Block_Chance_Item_Total 0xf6// float
    Block_Chance_Uncapped_Bonus 0xf7// float
    Block_Chance_Capped_Total 0xf8// float
    Block_Amount 0xf9// float
    Block_Amount_Bonus_Percent 0xfa// float
    Block_Amount_Total_Min 0xfb// float
    Block_Amount_Total_Max 0xfc// float
    Block_Amount_Item_Min 0xfd// float
    Block_Amount_Item_Delta 0xfe// float
    Block_Amount_Item_Bonus 0xff// float
    Dodge_Chance_Bonus 0x100// float
    Dodge_Chance_Bonus_Melee 0x101// float
    Dodge_Chance_Bonus_Ranged 0x102// float
    Dodge_Chance_Bonus_Additive 0x103// float
    Dodge_Chance_Bonus_Hide_From_Toughness 0x104// float
    Cannot_Dodge 0x105// int
    Get_Hit_Current 0x106// float
    Get_Hit_Max_Base 0x107// float
    Get_Hit_Max_Per_Level 0x108// float
    Get_Hit_Max 0x109// float
    Get_Hit_Recovery_Base 0x10a// float
    Get_Hit_Recovery_Per_Level 0x10b// float
    Get_Hit_Recovery 0x10c// float
    Get_Hit_Damage 0x10d// float
    Get_Hit_Damage_Scalar 0x10e// float
    Last_Damage_MainActor 0x10f// int
    Last_ACD_Attacked 0x110// int
    Ignores_Critical_Hits 0x111// int
    Immunity 0x112// int
    Untargetable 0x113// int
    Immobolize 0x114// int
    Immune_To_Knockback 0x115// int
    Power_Immobilize 0x116// int
    Stun_Chance 0x117// float
    Stun_Length 0x118// float
    Stun_Recovery 0x119// float
    Stun_Recovery_Speed 0x11a// float
    Stunned 0x11b// int
    Stun_Immune 0x11c// int
    Poison_Length_Reduction 0x11d// float
    Bleeding 0x11e// int
    Bleed_Duration 0x11f// float
    Chilled 0x120// int
    Freeze_Length_Reduction 0x121// float
    Freeze_Immune 0x122// int
    Chill_Duration_Bonus_Percent 0x123// float
    Freeze_Duration_Bonus_Percent 0x124// float
    Stun_Duration_Bonus_Percent 0x125// float
    Immobilize_Duration_Bonus_Percent 0x126// float
    Fear_Duration_Bonus_Percent 0x127// float
    Blind_Duration_Bonus_Percent 0x128// float
    Charm_Duration_Bonus_Percent 0x129// float
    Slow_Duration_Bonus_Percent 0x12a// float
    Webbed 0x12b// int
    Slow 0x12c// int
    FireAura 0x12d// int
    LightningAura 0x12e// int
    ColdAura 0x12f// int
    PoisonAura 0x130// int
    Blind 0x131// int
    Enraged 0x132// int
    Slowdown_Immune 0x133// int
    Gethit_Immune 0x134// int
    AttackSpeed_Reduction_Immune 0x135// int
    Suffocation_Per_Second 0x136// float
    Suffocation_Unit_Value 0x137// float
    Thorns_Percent 0x138// float
    Thorns_Percent_All 0x139// float
    Thorns_Percent_Total 0x13a// float
    Thorns_Fixed 0x13b// float
    Thorns_AOE_Radius 0x13c// float
    Thorns_Has_Damage_Type 0x13d// int
    On_Hit_Thorns_Proc_Chance 0x13e// float
    Steal_Health_Percent 0x13f// float
    Steal_Mana_Percent 0x140// float
    Resource_On_Hit 0x141// float
    Resource_On_Hit_Bonus_Pct 0x142// float
    Resource_On_Hit_Bonus 0x143// float
    Resource_On_Kill 0x144// float
    Resource_On_Crit 0x145// float
    Hitpoints_On_Hit 0x146// float
    Hitpoints_On_Kill 0x147// float
    Damage_To_Mana 0x148// float
    Last_Proc_Time 0x149// int
    Damage_Power_Delta 0x14a// float
    Damage_Power_Min 0x14b// float
    Rope_Overlay 0x14c// int
    General_Cooldown 0x14d// int
    Power_Cooldown 0x14e// int
    Power_Cooldown_Start 0x14f// int
    Proc_Cooldown 0x150// int
    Emote_Cooldown 0x151// int
    Projectile_Speed 0x152// float
    Projectile_Speed_Increase_Percent 0x153// float
    Destroy_When_Path_Blocked 0x154// int
    Skill_Toggled_State 0x155// int
    Skill_Charges 0x156// int
    Act 0x157// int
    Difficulty 0x158// int
    Last_Damage_Amount 0x159// float
    In_Knockback 0x15a// int
    Amplify_Damage_Type_Percent 0x15b// float
    Amplify_Damage_Skill_Percent 0x15c// float
    Amplify_Damage_Percent 0x15d// float
    Durability_Cur 0x15e// int
    Durability_Max 0x15f// int
    Durability_Max_Before_Reforge 0x160// int
    Durability_Last_Damage 0x161// int
    Item_Quality_Level 0x162// int
    Item_Quality_Level_Identified 0x163// int
    Item_Cost_Percent_Bonus 0x164// float
    Item_Equipped 0x165// int
    Item_Ping 0x166// int
    Requirement 0x167// float
    Requirements_Ease_Percent 0x168// float
    Requirement_When_Equipped 0x169// float
    Sockets 0x16a// int
    Sockets_Filled 0x16b// int
    Stats_All_Bonus 0x16c// float
    Item_Bound_To_ACD 0x16d// int
    Item_Locked_To_ACD 0x16e// int
    Item_Binding_Level_Override 0x16f// int
    Item_LegendaryItem_Level_Override 0x170// int
    Item_Targeted_Player_Class 0x171// int
    Item_Targeted_Hireling_Class 0x172// int
    ItemStackQuantityHi 0x173// int
    ItemStackQuantityLo 0x174// int
    Run_Speed_Granted 0x175// float
    Run_Speed_Duration 0x176// int
    IdentifyCost 0x177// int
    Seed 0x178// int
    IsCrafted 0x179// int
    DyeType 0x17a// int
    EnchantAffix 0x17b// int
    EnchantRangeVal 0x17c// int
    EnchantRangeMax 0x17d// int
    EnchantedAffixOld 0x17e// int
    EnchantedAffixNew 0x17f// int
    EnchantedAffixSeed 0x180// int
    EnchantedAffixCount 0x181// int
    TransmogGBID 0x182// int
    HighlySalvageable 0x183// int
    ItemUnlockTimeHi 0x184// int
    ItemUnlockTimeLo 0x185// int
    Always_Plays_GetHit 0x186// int
    Hidden 0x187// int
    Alpha_Attachments 0x188// int
    RActor_Fade_Group 0x189// int
    Quest_Range 0x18a// int
    Attack_Cooldown_Min 0x18b// int
    Attack_Cooldown_Delta 0x18c// int
    InitialCooldownMinTotal 0x18d// int
    InitialCooldownDeltaTotal 0x18e// int
    Attack_Cooldown_Min_Total 0x18f// int
    Attack_Cooldown_Delta_Total 0x190// int
    Closing_Cooldown_Min_Total 0x191// int
    Closing_Cooldown_Delta_Total 0x192// int
    Quest_Monster 0x193// int
    Quest_Monster_Effect 0x194// int
    Treasure_Class 0x195// int
    Removes_Body_On_Death 0x196// int
    InitialCooldownMin 0x197// int
    InitialCooldownDelta 0x198// int
    Knockback_Weight 0x199// float
    UntargetableByPets 0x19a// int
    Damage_State_Current 0x19b// int
    Damage_State_Max 0x19c// int
    Is_Player_Decoy 0x19d// int
    Custom_Target_Weight 0x19e// float
    Gizmo_State 0x19f// int
    Gizmo_Charges 0x1a0// int
    Chest_Open 0x1a1// int
    Door_Locked 0x1a2// int
    Door_Timer 0x1a3// int
    Gizmo_Disabled_By_Script 0x1a4// int
    Gizmo_Operator_ACDID 0x1a5// int
    Triggering_Count 0x1a6// int
    Gizmo_Operation_Radius_Override 0x1a7// float
    Gate_Position 0x1a8// float
    Gate_Velocity 0x1a9// float
    Gizmo_Has_Been_Operated 0x1aa// int
    Banner_Usable 0x1ab// int
    Banner_Player_In_Combat 0x1ac// int
    Pet_Owner 0x1ad// int
    Pet_Creator 0x1ae// int
    Pet_Type 0x1af// int
    DropsNoLoot 0x1b0// int
    GrantsNoXP 0x1b1// int
    Hireling_Class 0x1b2// int
    Summoned_By_SNO 0x1b3// int
    Is_NPC 0x1b4// int
    NPC_Is_Operatable 0x1b5// int
    NPC_Is_Escorting 0x1b6// int
    NPC_Has_Interact_Options 0x1b7// int
    Conversation_Icon 0x1b8// int
    Callout_Cooldown 0x1b9// int
    Banter_Cooldown 0x1ba// int
    Conversation_Heard_Count 0x1bb// int
    Last_Tick_Shop_Entered 0x1bc// int
    Is_Helper 0x1bd// int
    Axe 0x1be// float
    Axe2H 0x1bf// float
    ThrowingAxe 0x1c0// float
    AxeAny 0x1c1// float
    Bow 0x1c2// float
    Crossbow 0x1c3// float
    BowAny 0x1c4// float
    Club 0x1c5// float
    Club2H 0x1c6// float
    ClubAny 0x1c7// float
    Dagger 0x1c8// float
    Mace 0x1c9// float
    Mace2H 0x1ca// float
    MaceAny 0x1cb// float
    Sword 0x1cc// float
    Sword2H 0x1cd// float
    SwordAny 0x1ce// float
    Polearm 0x1cf// float
    Spear 0x1d0// float
    Wand 0x1d1// float
    ColdStaff 0x1d2// float
    FireStaff 0x1d3// float
    LightningStaff 0x1d4// float
    PoisonStaff 0x1d5// float
    StaffAny 0x1d6// float
    Weapon1H 0x1d7// float
    Weapon2H 0x1d8// float
    WeaponMelee 0x1d9// float
    WeaponRanged 0x1da// float
    Quiver 0x1db// float
    Reincarnation_Buff 0x1dc// int
    Dead_Body_AnimTag 0x1dd// int
    Spawned_by_ACDID 0x1de// int
    Summoned_By_ACDID 0x1df// int
    Summoner_ID 0x1e0// int
    Banner_ACDID 0x1e1// int
    Breakable_Shield_HP 0x1e2// float
    Current_WeaponClass 0x1e3// int
    Weapons_Sheathed 0x1e4// int
    Held_In_OffHand 0x1e5// int
    Attacks_Per_Second_Item_MainHand 0x1e6// float
    Attacks_Per_Second_Item_OffHand 0x1e7// float
    Attacks_Per_Second_Item_Total_MainHand 0x1e8// float
    Attacks_Per_Second_Item_Total_OffHand 0x1e9// float
    Damage_Weapon_Min_Total_MainHand 0x1ea// float
    Damage_Weapon_Min_Total_OffHand 0x1eb// float
    Damage_Weapon_Delta_Total_MainHand 0x1ec// float
    Damage_Weapon_Delta_Total_OffHand 0x1ed// float
    Attacks_Per_Second_Item_CurrentHand 0x1ee// float
    Damage_Weapon_Min_Total_CurrentHand 0x1ef// float
    Damage_Weapon_Delta_Total_CurrentHand 0x1f0// float
    Has_Special_Death_AnimTag 0x1f1// int
    Death_Type_Override 0x1f2// int
    In_Combat 0x1f3// int
    In_Conversation 0x1f4// int
    Last_Tick_Potion_Used 0x1f5// int
    Potion_Dilution_Percent 0x1f6// float
    Out_Of_Combat_Health_Regen_Percent 0x1f7// float
    Out_Of_Combat_Mana_Regen_Percent 0x1f8// float
    Potion_Dilution_Duration 0x1f9// int
    Potion_Dilution_Scalar 0x1fa// float
    Feared 0x1fb// int
    Fear_Immune 0x1fc// int
    Last_Damage_ACD 0x1fd// int
    Attached_To_ACD 0x1fe// int
    Attachment_ACD 0x1ff// int
    Normal_Attack_Replacement_Power_SNO 0x200// int
    Damage_Type_Override 0x201// float
    Minion_Count_Bonus_Percent 0x202// float
    Expensive_Proc_Count 0x203// int
    Champion_Teleport_Time_Min_In_Seconds 0x204// float
    Champion_Teleport_Time_Delta_In_Seconds 0x205// float
    Champion_Clone_Next_Tick 0x206// int
    Champion_Clone_Time_Min_In_Seconds 0x207// float
    Champion_Clone_Time_Delta_In_Seconds 0x208// float
    Champion_Clone_Hitpoint_Bonus_Percent 0x209// float
    Champion_Clone_Damage_Bonus_Percent 0x20a// float
    Champion_Ghostly_Next_Tick 0x20b// int
    Champion_Ghostly_Inactive_Time_Min_In_Seconds 0x20c// float
    Champion_Ghostly_Inactive_Time_Delta_In_Seconds 0x20d// float
    Champion_Ghostly_Active_Time_Min_In_Seconds 0x20e// float
    Champion_Ghostly_Active_Time_Delta_In_Seconds 0x20f// float
    Champion_Ghostly_Saved_Dodge_Chance 0x210// float
    Champion_Ghostly 0x211// int
    Base_Element 0x212// int
    Projectile_Amount_Bonus_Percent 0x213// float
    Projectile_Reflect_Chance 0x214// float
    Projectile_Reflect_Forced_Target 0x215// int
    Projectile_Reflect_Damage_Scalar 0x216// float
    Projectile_Reflect_Has_Damage_Cap 0x217// int
    Projectile_Reflect_Damage_Cap_Remaining 0x218// float
    Attack_Fear_Chance 0x219// float
    Attack_Fear_Time_Min 0x21a// float
    Attack_Fear_Time_Delta 0x21b// float
    Buff_Visual_Effect 0x21c// int
    Buff_Icon_Start_Tick0 0x21d// int
    Buff_Icon_Start_Tick1 0x21e// int
    Buff_Icon_Start_Tick2 0x21f// int
    Buff_Icon_Start_Tick3 0x220// int
    Buff_Icon_Start_Tick4 0x221// int
    Buff_Icon_Start_Tick5 0x222// int
    Buff_Icon_Start_Tick6 0x223// int
    Buff_Icon_Start_Tick7 0x224// int
    Buff_Icon_Start_Tick8 0x225// int
    Buff_Icon_Start_Tick9 0x226// int
    Buff_Icon_Start_Tick10 0x227// int
    Buff_Icon_Start_Tick11 0x228// int
    Buff_Icon_Start_Tick12 0x229// int
    Buff_Icon_Start_Tick13 0x22a// int
    Buff_Icon_Start_Tick14 0x22b// int
    Buff_Icon_Start_Tick15 0x22c// int
    Buff_Icon_Start_Tick16 0x22d// int
    Buff_Icon_Start_Tick17 0x22e// int
    Buff_Icon_Start_Tick18 0x22f// int
    Buff_Icon_Start_Tick19 0x230// int
    Buff_Icon_Start_Tick20 0x231// int
    Buff_Icon_Start_Tick21 0x232// int
    Buff_Icon_Start_Tick22 0x233// int
    Buff_Icon_Start_Tick23 0x234// int
    Buff_Icon_Start_Tick24 0x235// int
    Buff_Icon_Start_Tick25 0x236// int
    Buff_Icon_Start_Tick26 0x237// int
    Buff_Icon_Start_Tick27 0x238// int
    Buff_Icon_Start_Tick28 0x239// int
    Buff_Icon_Start_Tick29 0x23a// int
    Buff_Icon_Start_Tick30 0x23b// int
    Buff_Icon_Start_Tick31 0x23c// int
    Buff_Icon_End_Tick0 0x23d// int
    Buff_Icon_End_Tick1 0x23e// int
    Buff_Icon_End_Tick2 0x23f// int
    Buff_Icon_End_Tick3 0x240// int
    Buff_Icon_End_Tick4 0x241// int
    Buff_Icon_End_Tick5 0x242// int
    Buff_Icon_End_Tick6 0x243// int
    Buff_Icon_End_Tick7 0x244// int
    Buff_Icon_End_Tick8 0x245// int
    Buff_Icon_End_Tick9 0x246// int
    Buff_Icon_End_Tick10 0x247// int
    Buff_Icon_End_Tick11 0x248// int
    Buff_Icon_End_Tick12 0x249// int
    Buff_Icon_End_Tick13 0x24a// int
    Buff_Icon_End_Tick14 0x24b// int
    Buff_Icon_End_Tick15 0x24c// int
    Buff_Icon_End_Tick16 0x24d// int
    Buff_Icon_End_Tick17 0x24e// int
    Buff_Icon_End_Tick18 0x24f// int
    Buff_Icon_End_Tick19 0x250// int
    Buff_Icon_End_Tick20 0x251// int
    Buff_Icon_End_Tick21 0x252// int
    Buff_Icon_End_Tick22 0x253// int
    Buff_Icon_End_Tick23 0x254// int
    Buff_Icon_End_Tick24 0x255// int
    Buff_Icon_End_Tick25 0x256// int
    Buff_Icon_End_Tick26 0x257// int
    Buff_Icon_End_Tick27 0x258// int
    Buff_Icon_End_Tick28 0x259// int
    Buff_Icon_End_Tick29 0x25a// int
    Buff_Icon_End_Tick30 0x25b// int
    Buff_Icon_End_Tick31 0x25c// int
    Could_Have_Ragdolled 0x25d// int
    Ambient_Damage_Effect_Last_Time 0x25e// int
    Scale_Bonus 0x25f// float
    Scale_Bonus_Is_Immediate 0x260// int
    Deleted_On_Server 0x261// int
    Scripted_Fade_Time 0x262// int
    Does_No_Damage 0x263// int
    Does_Fake_Damage 0x264// int
    SlowTime_Debuff 0x265// float
    Blocks_Projectiles 0x266// int
    Frozen 0x267// int
    Freeze_Damage_Percent_Bonus 0x268// float
    Shatter_Chance 0x269// float
    Buff_Active 0x26a// int
    DualWield_BothAttack_Chance 0x26b// float
    Summon_Expiration_Tick 0x26c// int
    Summon_Count 0x26d// int
    Uninterruptible 0x26e// int
    Queue_Death 0x26f// int
    CantStartDisplayedPowers 0x270// int
    Wizard_Slowtime_Proxy_ACD 0x271// int
    DPS 0x272// float
    Resurrection_Power 0x273// int
    Freeze_Damage 0x274// float
    Freeze_Capacity 0x275// float
    Thaw_Rate 0x276// float
    Chilled_Dur_Bonus_Percent 0x277// float
    DOT_DPS 0x278// float
    DamageCap_Percent 0x279// float
    Item_Time_Sold 0x27a// int
    Forced_Hireling_Power 0x27b// int
    IsRooted 0x27c// int
    RootTargetACD 0x27d// int
    RootAutoDecayPerSecond 0x27e// float
    RootUnitValue 0x27f// float
    RootTotalTicks 0x280// int
    Hide_Affixes 0x281// int
    Rune_A 0x282// int
    Rune_B 0x283// int
    Rune_C 0x284// int
    Rune_D 0x285// int
    Rune_E 0x286// int
    Resistance_Stun 0x287// float
    Resistance_Stun_Total 0x288// float
    Resistance_Root 0x289// float
    Resistance_Root_Total 0x28a// float
    Resistance_Freeze 0x28b// float
    Resistance_Freeze_Total 0x28c// float
    Resistance_StunRootFreeze 0x28d// float
    CrowdControl_Reduction 0x28e// float
    Displays_Team_Effect 0x28f// int
    Cannot_Be_Added_To_AI_Target_List 0x290// int
    SkillKit 0x291// int
    Immune_To_Charm 0x292// int
    Immune_To_Blind 0x293// int
    Damage_Shield 0x294// int
    Damage_Shield_Amount 0x295// float
    Guard_Object_ACDID 0x296// int
    Follow_Target_ACDID 0x297// int
    Follow_Target_Type 0x298// int
    Forced_Enemy_ACDID 0x299// int
    NPC_Talk_Target_ANN 0x29a// int
    NPC_Conv_Target_ANN 0x29b// int
    Script_Target_ACDID 0x29c// int
    Look_Target_Server_ANN 0x29d// int
    Look_Target_Broadcast_Intensity 0x29e// float
    Look_Target_Broadcast_Radius 0x29f// float
    Stealthed 0x2a0// int
    GemQuality 0x2a1// int
    ItemBuffIcon 0x2a2// int
    ScrollDuration 0x2a3// float
    Gizmo_Actor_SNO_To_Spawn 0x2a4// int
    Gizmo_Actor_To_Spawn_Scale 0x2a5// float
    Death_Replacement_Power_SNO 0x2a6// int
    Attachment_Handled_By_Client 0x2a7// int
    AI_In_Special_State 0x2a8// int
    AI_Used_Scripted_Spawn_Anim 0x2a9// int
    AI_Spawned_By_Inactive_Marker 0x2aa// int
    Headstone_Player_ANN 0x2ab// int
    Resource_Cost_Reduction_Percent 0x2ac// float
    Resource_Cost_Reduction_Percent_Total 0x2ad// float
    Resource_Cost_Reduction_Percent_All 0x2ae// float
    Damage_Type_Cost_Reduction_Percent 0x2af// float
    Resistance_Penetration 0x2b0// float
    Resistance_Penetration_Total 0x2b1// float
    Resistance_Penetration_All 0x2b2// float
    Resistance_Penetration_Percent_All 0x2b3// float
    Fury_Effect_Level 0x2b4// int
    Health_Potion_Bonus_Heal_Percent 0x2b5// float
    Health_Potion_Affects_Allies 0x2b6// int
    Free_Cast 0x2b7// int
    Free_Cast_All 0x2b8// int
    Movement_Scalar_Reduction_Percent 0x2b9// float
    Movement_Scalar_Reduction_Resistance 0x2ba// float
    Damage_Absorb_Percent_All 0x2bb// float
    World_Seed 0x2bc// int
    Kill_Count_Record 0x2bd// int
    Object_Destruction_Record 0x2be// int
    Single_Attack_Record 0x2bf// int
    Environment_Attack_Record 0x2c0// int
    Root_Immune 0x2c1// int
    Monster_Play_Get_Hit_Bonus 0x2c2// float
    Stored_Contact_Frame 0x2c3// int
    Buff_Icon_Count0 0x2c4// int
    Buff_Icon_Count1 0x2c5// int
    Buff_Icon_Count2 0x2c6// int
    Buff_Icon_Count3 0x2c7// int
    Buff_Icon_Count4 0x2c8// int
    Buff_Icon_Count5 0x2c9// int
    Buff_Icon_Count6 0x2ca// int
    Buff_Icon_Count7 0x2cb// int
    Buff_Icon_Count8 0x2cc// int
    Buff_Icon_Count9 0x2cd// int
    Buff_Icon_Count10 0x2ce// int
    Buff_Icon_Count11 0x2cf// int
    Buff_Icon_Count12 0x2d0// int
    Buff_Icon_Count13 0x2d1// int
    Buff_Icon_Count14 0x2d2// int
    Buff_Icon_Count15 0x2d3// int
    Buff_Icon_Count16 0x2d4// int
    Buff_Icon_Count17 0x2d5// int
    Buff_Icon_Count18 0x2d6// int
    Buff_Icon_Count19 0x2d7// int
    Buff_Icon_Count20 0x2d8// int
    Buff_Icon_Count21 0x2d9// int
    Buff_Icon_Count22 0x2da// int
    Buff_Icon_Count23 0x2db// int
    Buff_Icon_Count24 0x2dc// int
    Buff_Icon_Count25 0x2dd// int
    Buff_Icon_Count26 0x2de// int
    Buff_Icon_Count27 0x2df// int
    Buff_Icon_Count28 0x2e0// int
    Buff_Icon_Count29 0x2e1// int
    Buff_Icon_Count30 0x2e2// int
    Buff_Icon_Count31 0x2e3// int
    Observer 0x2e4// int
    Resurrect_As_Observer 0x2e5// int
    Combo_Level 0x2e6// int
    Combo_Time_Last_Move 0x2e7// int
    Burrowed 0x2e8// int
    Death_Replacement_Effect_Group_SNO 0x2e9// int
    Checkpoint_Resurrection_Allowed_Game_Time 0x2ea// int
    Checkpoint_Resurrection_Forced_Game_Time 0x2eb// int
    Corpse_Resurrection_Allowed_Game_Time 0x2ec// int
    Controlling_TimedEvent_SNO 0x2ed// int
    Casting_Speed_Percent 0x2ee// float
    Using_Bossbar 0x2ef// int
    Power_Buff_0_Visual_Effect 0x2f0// int
    Power_Buff_1_Visual_Effect 0x2f1// int
    Power_Buff_2_Visual_Effect 0x2f2// int
    Power_Buff_3_Visual_Effect 0x2f3// int
    Power_Buff_4_Visual_Effect 0x2f4// int
    Power_Buff_5_Visual_Effect 0x2f5// int
    Power_Buff_6_Visual_Effect 0x2f6// int
    Power_Buff_7_Visual_Effect 0x2f7// int
    Power_Buff_8_Visual_Effect 0x2f8// int
    Power_Buff_9_Visual_Effect 0x2f9// int
    Power_Buff_10_Visual_Effect 0x2fa// int
    Power_Buff_11_Visual_Effect 0x2fb// int
    Power_Buff_12_Visual_Effect 0x2fc// int
    Power_Buff_13_Visual_Effect 0x2fd// int
    Power_Buff_14_Visual_Effect 0x2fe// int
    Power_Buff_15_Visual_Effect 0x2ff// int
    Power_Buff_16_Visual_Effect 0x300// int
    Power_Buff_17_Visual_Effect 0x301// int
    Power_Buff_18_Visual_Effect 0x302// int
    Power_Buff_19_Visual_Effect 0x303// int
    Power_Buff_20_Visual_Effect 0x304// int
    Power_Buff_21_Visual_Effect 0x305// int
    Power_Buff_22_Visual_Effect 0x306// int
    Power_Buff_23_Visual_Effect 0x307// int
    Power_Buff_24_Visual_Effect 0x308// int
    Power_Buff_25_Visual_Effect 0x309// int
    Power_Buff_26_Visual_Effect 0x30a// int
    Power_Buff_27_Visual_Effect 0x30b// int
    Power_Buff_28_Visual_Effect 0x30c// int
    Power_Buff_29_Visual_Effect 0x30d// int
    Power_Buff_30_Visual_Effect 0x30e// int
    Power_Buff_31_Visual_Effect 0x30f// int
    Store_SNO 0x310// int
    Busy 0x311// int
    Afk 0x312// int
    Lore_Playing 0x313// int
    Last_Action_Timestamp 0x314// int
    Portal_Next_Time 0x315// int
    Repair_Discount_Percent 0x316// float
    Resource_Degeneration_Prevented 0x317// int
    Operatable 0x318// int
    Has_Look_Override 0x319// int
    Spawner_Concurrent_Count_ID 0x31a// int
    Disabled 0x31b// int
    Skill_Override 0x31c// int
    Skill_Override_Active 0x31d// int
    Skill_Override_Ended 0x31e// int
    Skill_Override_Ended_Active 0x31f// int
    Is_Power_Proxy 0x320// int
    Force_No_Death_Animation 0x321// int
    Player_WeaponClass_Anim_Override 0x322// int
    Operatable_Story_Gizmo 0x323// int
    Power_Buff_0_Visual_Effect_None 0x324// int
    Power_Buff_0_Visual_Effect_A 0x325// int
    Power_Buff_0_Visual_Effect_B 0x326// int
    Power_Buff_0_Visual_Effect_C 0x327// int
    Power_Buff_0_Visual_Effect_D 0x328// int
    Power_Buff_0_Visual_Effect_E 0x329// int
    Power_Buff_1_Visual_Effect_None 0x32a// int
    Power_Buff_1_Visual_Effect_A 0x32b// int
    Power_Buff_1_Visual_Effect_B 0x32c// int
    Power_Buff_1_Visual_Effect_C 0x32d// int
    Power_Buff_1_Visual_Effect_D 0x32e// int
    Power_Buff_1_Visual_Effect_E 0x32f// int
    Power_Buff_2_Visual_Effect_None 0x330// int
    Power_Buff_2_Visual_Effect_A 0x331// int
    Power_Buff_2_Visual_Effect_B 0x332// int
    Power_Buff_2_Visual_Effect_C 0x333// int
    Power_Buff_2_Visual_Effect_D 0x334// int
    Power_Buff_2_Visual_Effect_E 0x335// int
    Power_Buff_3_Visual_Effect_None 0x336// int
    Power_Buff_3_Visual_Effect_A 0x337// int
    Power_Buff_3_Visual_Effect_B 0x338// int
    Power_Buff_3_Visual_Effect_C 0x339// int
    Power_Buff_3_Visual_Effect_D 0x33a// int
    Power_Buff_3_Visual_Effect_E 0x33b// int
    Power_Buff_4_Visual_Effect_None 0x33c// int
    Power_Buff_4_Visual_Effect_A 0x33d// int
    Power_Buff_4_Visual_Effect_B 0x33e// int
    Power_Buff_4_Visual_Effect_C 0x33f// int
    Power_Buff_4_Visual_Effect_D 0x340// int
    Power_Buff_4_Visual_Effect_E 0x341// int
    Power_Buff_5_Visual_Effect_None 0x342// int
    Power_Buff_5_Visual_Effect_A 0x343// int
    Power_Buff_5_Visual_Effect_B 0x344// int
    Power_Buff_5_Visual_Effect_C 0x345// int
    Power_Buff_5_Visual_Effect_D 0x346// int
    Power_Buff_5_Visual_Effect_E 0x347// int
    Power_Buff_6_Visual_Effect_None 0x348// int
    Power_Buff_6_Visual_Effect_A 0x349// int
    Power_Buff_6_Visual_Effect_B 0x34a// int
    Power_Buff_6_Visual_Effect_C 0x34b// int
    Power_Buff_6_Visual_Effect_D 0x34c// int
    Power_Buff_6_Visual_Effect_E 0x34d// int
    Power_Buff_7_Visual_Effect_None 0x34e// int
    Power_Buff_7_Visual_Effect_A 0x34f// int
    Power_Buff_7_Visual_Effect_B 0x350// int
    Power_Buff_7_Visual_Effect_C 0x351// int
    Power_Buff_7_Visual_Effect_D 0x352// int
    Power_Buff_7_Visual_Effect_E 0x353// int
    Power_Buff_8_Visual_Effect_None 0x354// int
    Power_Buff_8_Visual_Effect_A 0x355// int
    Power_Buff_8_Visual_Effect_B 0x356// int
    Power_Buff_8_Visual_Effect_C 0x357// int
    Power_Buff_8_Visual_Effect_D 0x358// int
    Power_Buff_8_Visual_Effect_E 0x359// int
    Power_Buff_9_Visual_Effect_None 0x35a// int
    Power_Buff_9_Visual_Effect_A 0x35b// int
    Power_Buff_9_Visual_Effect_B 0x35c// int
    Power_Buff_9_Visual_Effect_C 0x35d// int
    Power_Buff_9_Visual_Effect_D 0x35e// int
    Power_Buff_9_Visual_Effect_E 0x35f// int
    Power_Buff_10_Visual_Effect_None 0x360// int
    Power_Buff_10_Visual_Effect_A 0x361// int
    Power_Buff_10_Visual_Effect_B 0x362// int
    Power_Buff_10_Visual_Effect_C 0x363// int
    Power_Buff_10_Visual_Effect_D 0x364// int
    Power_Buff_10_Visual_Effect_E 0x365// int
    Power_Buff_11_Visual_Effect_None 0x366// int
    Power_Buff_11_Visual_Effect_A 0x367// int
    Power_Buff_11_Visual_Effect_B 0x368// int
    Power_Buff_11_Visual_Effect_C 0x369// int
    Power_Buff_11_Visual_Effect_D 0x36a// int
    Power_Buff_11_Visual_Effect_E 0x36b// int
    Power_Buff_12_Visual_Effect_None 0x36c// int
    Power_Buff_12_Visual_Effect_A 0x36d// int
    Power_Buff_12_Visual_Effect_B 0x36e// int
    Power_Buff_12_Visual_Effect_C 0x36f// int
    Power_Buff_12_Visual_Effect_D 0x370// int
    Power_Buff_12_Visual_Effect_E 0x371// int
    Power_Buff_13_Visual_Effect_None 0x372// int
    Power_Buff_13_Visual_Effect_A 0x373// int
    Power_Buff_13_Visual_Effect_B 0x374// int
    Power_Buff_13_Visual_Effect_C 0x375// int
    Power_Buff_13_Visual_Effect_D 0x376// int
    Power_Buff_13_Visual_Effect_E 0x377// int
    Power_Buff_14_Visual_Effect_None 0x378// int
    Power_Buff_14_Visual_Effect_A 0x379// int
    Power_Buff_14_Visual_Effect_B 0x37a// int
    Power_Buff_14_Visual_Effect_C 0x37b// int
    Power_Buff_14_Visual_Effect_D 0x37c// int
    Power_Buff_14_Visual_Effect_E 0x37d// int
    Power_Buff_15_Visual_Effect_None 0x37e// int
    Power_Buff_15_Visual_Effect_A 0x37f// int
    Power_Buff_15_Visual_Effect_B 0x380// int
    Power_Buff_15_Visual_Effect_C 0x381// int
    Power_Buff_15_Visual_Effect_D 0x382// int
    Power_Buff_15_Visual_Effect_E 0x383// int
    Power_Buff_16_Visual_Effect_None 0x384// int
    Power_Buff_16_Visual_Effect_A 0x385// int
    Power_Buff_16_Visual_Effect_B 0x386// int
    Power_Buff_16_Visual_Effect_C 0x387// int
    Power_Buff_16_Visual_Effect_D 0x388// int
    Power_Buff_16_Visual_Effect_E 0x389// int
    Power_Buff_17_Visual_Effect_None 0x38a// int
    Power_Buff_17_Visual_Effect_A 0x38b// int
    Power_Buff_17_Visual_Effect_B 0x38c// int
    Power_Buff_17_Visual_Effect_C 0x38d// int
    Power_Buff_17_Visual_Effect_D 0x38e// int
    Power_Buff_17_Visual_Effect_E 0x38f// int
    Power_Buff_18_Visual_Effect_None 0x390// int
    Power_Buff_18_Visual_Effect_A 0x391// int
    Power_Buff_18_Visual_Effect_B 0x392// int
    Power_Buff_18_Visual_Effect_C 0x393// int
    Power_Buff_18_Visual_Effect_D 0x394// int
    Power_Buff_18_Visual_Effect_E 0x395// int
    Power_Buff_19_Visual_Effect_None 0x396// int
    Power_Buff_19_Visual_Effect_A 0x397// int
    Power_Buff_19_Visual_Effect_B 0x398// int
    Power_Buff_19_Visual_Effect_C 0x399// int
    Power_Buff_19_Visual_Effect_D 0x39a// int
    Power_Buff_19_Visual_Effect_E 0x39b// int
    Power_Buff_20_Visual_Effect_None 0x39c// int
    Power_Buff_20_Visual_Effect_A 0x39d// int
    Power_Buff_20_Visual_Effect_B 0x39e// int
    Power_Buff_20_Visual_Effect_C 0x39f// int
    Power_Buff_20_Visual_Effect_D 0x3a0// int
    Power_Buff_20_Visual_Effect_E 0x3a1// int
    Power_Buff_21_Visual_Effect_None 0x3a2// int
    Power_Buff_21_Visual_Effect_A 0x3a3// int
    Power_Buff_21_Visual_Effect_B 0x3a4// int
    Power_Buff_21_Visual_Effect_C 0x3a5// int
    Power_Buff_21_Visual_Effect_D 0x3a6// int
    Power_Buff_21_Visual_Effect_E 0x3a7// int
    Power_Buff_22_Visual_Effect_None 0x3a8// int
    Power_Buff_22_Visual_Effect_A 0x3a9// int
    Power_Buff_22_Visual_Effect_B 0x3aa// int
    Power_Buff_22_Visual_Effect_C 0x3ab// int
    Power_Buff_22_Visual_Effect_D 0x3ac// int
    Power_Buff_22_Visual_Effect_E 0x3ad// int
    Power_Buff_23_Visual_Effect_None 0x3ae// int
    Power_Buff_23_Visual_Effect_A 0x3af// int
    Power_Buff_23_Visual_Effect_B 0x3b0// int
    Power_Buff_23_Visual_Effect_C 0x3b1// int
    Power_Buff_23_Visual_Effect_D 0x3b2// int
    Power_Buff_23_Visual_Effect_E 0x3b3// int
    Power_Buff_24_Visual_Effect_None 0x3b4// int
    Power_Buff_24_Visual_Effect_A 0x3b5// int
    Power_Buff_24_Visual_Effect_B 0x3b6// int
    Power_Buff_24_Visual_Effect_C 0x3b7// int
    Power_Buff_24_Visual_Effect_D 0x3b8// int
    Power_Buff_24_Visual_Effect_E 0x3b9// int
    Power_Buff_25_Visual_Effect_None 0x3ba// int
    Power_Buff_25_Visual_Effect_A 0x3bb// int
    Power_Buff_25_Visual_Effect_B 0x3bc// int
    Power_Buff_25_Visual_Effect_C 0x3bd// int
    Power_Buff_25_Visual_Effect_D 0x3be// int
    Power_Buff_25_Visual_Effect_E 0x3bf// int
    Power_Buff_26_Visual_Effect_None 0x3c0// int
    Power_Buff_26_Visual_Effect_A 0x3c1// int
    Power_Buff_26_Visual_Effect_B 0x3c2// int
    Power_Buff_26_Visual_Effect_C 0x3c3// int
    Power_Buff_26_Visual_Effect_D 0x3c4// int
    Power_Buff_26_Visual_Effect_E 0x3c5// int
    Power_Buff_27_Visual_Effect_None 0x3c6// int
    Power_Buff_27_Visual_Effect_A 0x3c7// int
    Power_Buff_27_Visual_Effect_B 0x3c8// int
    Power_Buff_27_Visual_Effect_C 0x3c9// int
    Power_Buff_27_Visual_Effect_D 0x3ca// int
    Power_Buff_27_Visual_Effect_E 0x3cb// int
    Power_Buff_28_Visual_Effect_None 0x3cc// int
    Power_Buff_28_Visual_Effect_A 0x3cd// int
    Power_Buff_28_Visual_Effect_B 0x3ce// int
    Power_Buff_28_Visual_Effect_C 0x3cf// int
    Power_Buff_28_Visual_Effect_D 0x3d0// int
    Power_Buff_28_Visual_Effect_E 0x3d1// int
    Power_Buff_29_Visual_Effect_None 0x3d2// int
    Power_Buff_29_Visual_Effect_A 0x3d3// int
    Power_Buff_29_Visual_Effect_B 0x3d4// int
    Power_Buff_29_Visual_Effect_C 0x3d5// int
    Power_Buff_29_Visual_Effect_D 0x3d6// int
    Power_Buff_29_Visual_Effect_E 0x3d7// int
    Power_Buff_30_Visual_Effect_None 0x3d8// int
    Power_Buff_30_Visual_Effect_A 0x3d9// int
    Power_Buff_30_Visual_Effect_B 0x3da// int
    Power_Buff_30_Visual_Effect_C 0x3db// int
    Power_Buff_30_Visual_Effect_D 0x3dc// int
    Power_Buff_30_Visual_Effect_E 0x3dd// int
    Power_Buff_31_Visual_Effect_None 0x3de// int
    Power_Buff_31_Visual_Effect_A 0x3df// int
    Power_Buff_31_Visual_Effect_B 0x3e0// int
    Power_Buff_31_Visual_Effect_C 0x3e1// int
    Power_Buff_31_Visual_Effect_D 0x3e2// int
    Power_Buff_31_Visual_Effect_E 0x3e3// int
    Walk_Passability_Power_SNO 0x3e4// int
    Passability_Power_SNO 0x3e5// int
    Flippy_ID 0x3e6// int
    Summoning_Machine_Num_Casters 0x3e7// int
    Summoning_Machine_Spawn_Count 0x3e8// int
    Summoning_Machine_Next_Spawn_Ticks 0x3e9// int
    Summoning_Machine_Spawn_Team 0x3ea// int
    Screen_Attack_Radius_Constant 0x3eb// float
    MaxDamage_Done_Reduction_Percent 0x3ec// float
    Set_Item_Count 0x3ed// int
    Spawner_Countdown_Percent 0x3ee// float
    Attack_Slow 0x3ef// int
    Power_Disabled 0x3f0// int
    Weapon_Effect_Override 0x3f1// int
    Debuff_Duration_Reduction_Percent 0x3f2// float
    Uses_PvP_Power_Tags 0x3f3// int
    Trait = 0x3f4// int
    Last_ACD_Attacked_By 0x3f5// int
    Gold_PickUp_Radius 0x3f6// float
    Client_Only_Effect 0x3f7// int
    Power_Saved_Attribute 0x3f8// int
    Resource_Gain_Bonus_Percent 0x3f9// float
    Looping_Animation_Start_Time 0x3fa// int
    Looping_Animation_End_Time 0x3fb// int
    Looping_Animation_Suppress_Item_Tooltips 0x3fc// int
    Heal_Effect_Last_Played_Tick 0x3fd// int
    Resource_Effect_Last_Played_tick 0x3fe// int
    Thorns_Effect_Last_Played_tick 0x3ff// int
    PVP_Kills 0x400// int
    PVP_Deaths 0x401// int
    PVP_Assists 0x402// int
    PVP_Progression_Points_Gained 0x403// int
    PVP_Current_Kill_Streak 0x404// int
    PVP_Current_Death_Streak 0x405// int
    PVP_Longest_Kill_Streak 0x406// int
    PVP_Longest_Death_Streak 0x407// int
    Turn_Rate_Scalar 0x408// float
    Turn_Accel_Scalar 0x409// float
    Turn_Deccel_Scalar 0x40a// float
    No_Health_Drop 0x40b// int
    Leader 0x40c// int
    IsContentRestrictedActor 0x40d// int
    InBossEncounter 0x40e// int
    God 0x40f// int
    MinimapActive 0x410// int
    MinimapIconOverride 0x411// int
    MinimapDisableArrow 0x412// int
    Last_Blocked_ACD 0x413// int
    Last_Blocked_Time 0x414// int
    Deactivate_Lure 0x415// int
    Weapons_Hidden 0x416// int
    Main_Hand_Weapon_Hidden 0x417// int
    Off_Hand_Weapon_Hidden 0x418// int
    Actor_Updates_Attributes_From_Owner 0x419// int
    Taunt_Target_ACD 0x41a// int
    Charm_Source_ACD 0x41b// int
    UI_Only_Percent_Damage_Increase 0x41c// float
    Projectile_Effect_SNO 0x41d// int
    On_Hit_Fear_Proc_Chance 0x41e// float
    On_Hit_Stun_Proc_Chance 0x41f// float
    On_Hit_Blind_Proc_Chance 0x420// float
    On_Hit_Freeze_Proc_Chance 0x421// float
    On_Hit_Chill_Proc_Chance 0x422// float
    On_Hit_Slow_Proc_Chance 0x423// float
    On_Hit_Immobilize_Proc_Chance 0x424// float
    On_Hit_Knockback_Proc_Chance 0x425// float
    On_Hit_Bleed_Proc_Chance 0x426// float
    On_Hit_Bleed_Proc_Damage_Base 0x427// float
    On_Hit_Bleed_Proc_Damage_Delta 0x428// float
    Damage_Percent_Reduction_From_Ranged 0x429// float
    Damage_Percent_Reduction_From_Melee 0x42a// float
    Damage_Percent_Reduction_Turns_Into_Heal 0x42b// float
    Damage_Percent_Reduction_From_Elites 0x42c// float
    Damage_Percent_Reduction_From_Type 0x42d// float
    Damage_Percent_Bonus_Vs_Monster_Type 0x42e// float
    Damage_Percent_Bonus_Vs_Elites 0x42f// float
    Item_Manipulation_Timeout 0x430// int
    Picked_Up_Time 0x431// int
    Unequipped_Time 0x432// int
    Last_ACD_Killed_Time 0x433// int
    CannotDieDuring 0x434// int
    Weapon_On_Hit_Fear_Proc_Chance 0x435// float
    Weapon_On_Hit_Stun_Proc_Chance 0x436// float
    Weapon_On_Hit_Blind_Proc_Chance 0x437// float
    Weapon_On_Hit_Freeze_Proc_Chance 0x438// float
    Weapon_On_Hit_Chill_Proc_Chance 0x439// float
    Weapon_On_Hit_Slow_Proc_Chance 0x43a// float
    Weapon_On_Hit_Immobilize_Proc_Chance 0x43b// float
    Weapon_On_Hit_Knockback_Proc_Chance 0x43c// float
    Weapon_On_Hit_Bleed_Proc_Chance 0x43d// float
    Weapon_On_Hit_Bleed_Proc_Damage_Base 0x43e// float
    Weapon_On_Hit_Bleed_Proc_Damage_Delta 0x43f// float
    Weapon_On_Hit_Fear_Proc_Chance_MainHand 0x440// float
    Weapon_On_Hit_Fear_Proc_Chance_OffHand 0x441// float
    Weapon_On_Hit_Fear_Proc_Chance_CurrentHand 0x442// float
    Weapon_On_Hit_Stun_Proc_Chance_MainHand 0x443// float
    Weapon_On_Hit_Stun_Proc_Chance_OffHand 0x444// float
    Weapon_On_Hit_Stun_Proc_Chance_CurrentHand 0x445// float
    Weapon_On_Hit_Blind_Proc_Chance_MainHand 0x446// float
    Weapon_On_Hit_Blind_Proc_Chance_OffHand 0x447// float
    Weapon_On_Hit_Blind_Proc_Chance_CurrentHand 0x448// float
    Weapon_On_Hit_Freeze_Proc_Chance_MainHand 0x449// float
    Weapon_On_Hit_Freeze_Proc_Chance_OffHand 0x44a// float
    Weapon_On_Hit_Freeze_Proc_Chance_CurrentHand 0x44b// float
    Weapon_On_Hit_Chill_Proc_Chance_MainHand 0x44c// float
    Weapon_On_Hit_Chill_Proc_Chance_OffHand 0x44d// float
    Weapon_On_Hit_Chill_Proc_Chance_CurrentHand 0x44e// float
    Weapon_On_Hit_Slow_Proc_Chance_MainHand 0x44f// float
    Weapon_On_Hit_Slow_Proc_Chance_OffHand 0x450// float
    Weapon_On_Hit_Slow_Proc_Chance_CurrentHand 0x451// float
    Weapon_On_Hit_Immobilize_Proc_Chance_MainHand 0x452// float
    Weapon_On_Hit_Immobilize_Proc_Chance_OffHand 0x453// float
    Weapon_On_Hit_Immobilize_Proc_Chance_CurrentHand 0x454// float
    Weapon_On_Hit_Knockback_Proc_Chance_MainHand 0x455// float
    Weapon_On_Hit_Knockback_Proc_Chance_OffHand 0x456// float
    Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand 0x457// float
    Weapon_On_Hit_Bleed_Proc_Chance_MainHand 0x458// float
    Weapon_On_Hit_Bleed_Proc_Chance_OffHand 0x459// float
    Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand 0x45a// float
    Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand 0x45b// float
    Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand 0x45c// float
    Weapon_On_Hit_Bleed_Proc_Damage_Base_CurrentHand 0x45d// float
    Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand 0x45e// float
    Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand 0x45f// float
    Weapon_On_Hit_Bleed_Proc_Damage_Delta_CurrentHand 0x460// float
    Power_Damage_Percent_Bonus 0x461// float
    Power_Instance_Damage_Percent_Bonus 0x462// float
    Power_Resource_Reduction 0x463// float
    Power_Cooldown_Reduction 0x464// float
    Power_Duration_Increase 0x465// float
    Power_Crit_Percent_Bonus 0x466// float
    Weapon_Crit_Chance 0x467// float
    Weapon_Crit_Chance_MainHand 0x468// float
    Weapon_Crit_Chance_OffHand 0x469// float
    Weapon_Crit_Chance_CurrentHand 0x46a// float
    Strength_Item 0x46b// float
    Dexterity_Item 0x46c// float
    Intelligence_Item 0x46d// float
    Vitality_Item 0x46e// float
    Item_Level_Requirement_Reduction 0x46f// int
    Item_Durability_Percent_Bonus 0x470// float
    Item_Indestructible 0x471// int
    Player_All_Items_Indestructible 0x472// int
    Core_Attributes_From_Item_Bonus_Multiplier 0x473// float
    Waiting_To_Accept_Resurrection 0x474// int
    Ghosted 0x475// int
    Special_Inventory_Has_Sold 0x476// int
    Special_Inventory_Index 0x477// int
    Inventory_Reroll_Time 0x478// int
    Perk_Buff_Poll_Next_Time 0x479// int
    Power_Channel_Lockout_Time 0x47a// int
    Power_Buff_0_Lockout_Time 0x47b// int
    Power_Buff_1_Lockout_Time 0x47c// int
    Power_Buff_2_Lockout_Time 0x47d// int
    Power_Buff_3_Lockout_Time 0x47e// int
    Power_Buff_4_Lockout_Time 0x47f// int
    Power_Buff_5_Lockout_Time 0x480// int
    Power_Buff_6_Lockout_Time 0x481// int
    Power_Buff_7_Lockout_Time 0x482// int
    Power_Buff_8_Lockout_Time 0x483// int
    Power_Buff_9_Lockout_Time 0x484// int
    Power_Buff_10_Lockout_Time 0x485// int
    Power_Buff_11_Lockout_Time 0x486// int
    Power_Buff_12_Lockout_Time 0x487// int
    Power_Buff_13_Lockout_Time 0x488// int
    Power_Buff_14_Lockout_Time 0x489// int
    Power_Buff_15_Lockout_Time 0x48a// int
    Power_Buff_16_Lockout_Time 0x48b// int
    Power_Buff_17_Lockout_Time 0x48c// int
    Power_Buff_18_Lockout_Time 0x48d// int
    Power_Buff_19_Lockout_Time 0x48e// int
    Power_Buff_20_Lockout_Time 0x48f// int
    Power_Buff_21_Lockout_Time 0x490// int
    Power_Buff_22_Lockout_Time 0x491// int
    Power_Buff_23_Lockout_Time 0x492// int
    Power_Buff_24_Lockout_Time 0x493// int
    Power_Buff_25_Lockout_Time 0x494// int
    Power_Buff_26_Lockout_Time 0x495// int
    Power_Buff_27_Lockout_Time 0x496// int
    Power_Buff_28_Lockout_Time 0x497// int
    Power_Buff_29_Lockout_Time 0x498// int
    Power_Buff_30_Lockout_Time 0x499// int
    Power_Buff_31_Lockout_Time 0x49a// int
    Known_By_Owner 0x49b// int
    Never_Deactivates 0x49c// int
    Account_Under_Review 0x49d// int
    Projectile_Detonate_Time 0x49e// int
    Projectile_Uncapped_Lifetime 0x49f// int
    PageOfFate_Item 0x4a0// int
    Accolade_0 0x4a1// int
    Accolade_1 0x4a2// int
    Accolade_2 0x4a3// int
    Accolade_3 0x4a4// int
    Accolade_4 0x4a5// int
    Accolade_0_Value 0x4a6// float
    Accolade_1_Value 0x4a7// float
    Accolade_2_Value 0x4a8// float
    Accolade_3_Value 0x4a9// float
    Accolade_4_Value 0x4aa// float
    PVP_Rank 0x4ab// int
    PVP_Tokens 0x4ac// int
    PVP_Experience_Next 0x4ad// int
    PVP_Gold_Gained_This_Game 0x4ae// int
    PVP_PVP_Experience_Gained_This_Game 0x4af// int
    PVP_Normal_Experience_Gained_This_Game 0x4b0// int
    PVP_Tokens_Gained_This_Game 0x4b1// int
    PVP_Level_Equalizer_Level 0x4b2// int
    Is_Temporary_Lure 0x4b3// int
    Ignore_Lure 0x4b4// int
    Effect_Owner_ANN 0x4b5// int
    Elite_Engaged 0x4b6// int
    Engaged_Rare_Time 0x4b7// int
    Engaged_Goblin_Time 0x4b8// int
    On_Death_Accolade_0 0x4b9// int
    On_Death_Accolade_0_Value 0x4ba// float
    Item_Power_Passive 0x4bb// float
    PVP_TeamDeathmatch_Games_Played 0x4bc// int
    Last_Health_Drop_Interval 0x4bd// int
    CrowdControl_Resistance 0x4be// float
    CrowdControl_Projected_End_Time 0x4bf// int
    Charmed 0x4c0// int
    Taunted 0x4c1// int
    Dueling 0x4c2// int
    PVP_Player_Revealed_On_Map 0x4c3// int
    Targeted_Legendary_Chance 0x4c4// int
    Has_Dropped_Special_loot 0x4c5// int
    Scroll_Buff 0x4c6// int
    Buff_Exclusive_Type_Active 0x4c7// int
    In_Combat_With_Player 0x4c8// int
    Actor_Forwards_Buffs 0x4c9// int
    Item_Marked_As_Junk 0x4ca// int
    Allow_2H_And_Shield 0x4cb// int
    Class_Damage_Reduction_Percent_PVP 0x4cc// float
    Paragon_Bonus 0x4cd// int
    Paragon_Bonus_Points_Available 0x4ce// int
    Dungeon_Finder_Progress_Percent 0x4cf// float
    Item_Trade_Player_High 0x4d0// int
    Item_Trade_Player_Low 0x4d1// int
    Item_Trade_End_Time 0x4d2// int
    Item_Trade_Timer_ID 0x4d3// int
    Item_Is_BOE 0x4d4// int
    Season 0x4d5// int
    DamageDoneTotalTrackedHi 0x4d6// int
    DamageDoneTotalTrackedLo 0x4d7// int
    DamageDoneTrackingStartTick 0x4d8// int
    PowerPersistsAcrossGames 0x4d9// int
    Experience_Bonus_Percent_Super_Scalar 0x4da// float
    AlwaysShowFloatingNumbers 0x4db// int
    Targeted_Rare_Chance 0x4dc// int
    Supress_Thorns_Effect 0x4dd// int
    Dynamic_Entrance_GUID 0x4de// int
    Bonus_Chance_To_Be_Crit_Hit 0x4df// float
    Bonus_Chance_To_Receive_Crushing_Blown 0x4e0// float
    Force_Gripped 0x4e1// int
    Power_Bonus_Attack_Radius 0x4e2// float
    Item_Store_Player_High 0x4e3// int
    Item_Store_Player_Low 0x4e4// int
    Power_Primary_Resource_Cost_Override 0x4e5// float
    Power_Secondary_Resource_Cost_Override 0x4e6// float
    Power_Channel_Cost_Override 0x4e7// float
    Rune_A_Override 0x4e8// int
    Rune_B_Override 0x4e9// int
    Rune_C_Override 0x4ea// int
    Rune_D_Override 0x4eb// int
    Rune_E_Override 0x4ec// int
    Elemental_Effect_Amplitude_Bonus 0x4ed// float
    Elemental_Effect_Duration_Bonus 0x4ee// float
    Elemental_Effect_Proc_Chance_Bonus 0x4ef// float
    Splash_Damage_Effect_Percent 0x4f0// float
    Crushing_Blow_Proc_Chance 0x4f1// float
    Item_Equipped_But_Disabled 0x4f2// int
    Attribute_Projectile_Pass_Through 0x4f3// int
    Attribute_Set_Item_Discount 0x4f4// int
    Negative_Health_Globe_Spawn_Chance 0x4f5// float
    Override_Attached_Anim 0x4f6// int
    Has_Infinite_Shrine_Buffs 0x4f7// int
    Item_Legendary_Item_Base_Item 0x4f8// int
    Targeted_Magic_Chance 0x4f9// int
    Dont_Update_Camera_While_Attached 0x4fa// int
    Linked_Dynamic_Entrance_GUID 0x4fb// int
    Boost_TC_Index 0x4fc// int
    Potion_Bonus_Armor_Percent 0x4fd// float
    Potion_Bonus_Resist_All 0x4fe// float
    Potion_Bonus_Hitpoints_Granted 0x4ff// float
    Potion_Bonus_Buff_Duration 0x500// float
    Potion_Bonus_Life_On_Hit 0x501// float
    Potion_Bonus_Life_On_Kill 0x502// float
    Last_Special_Item_Time_High 0x503// int
    Last_Special_Item_Time_Low 0x504// int
    Item_Rest_Bonus_Pool 0x505// float
    Item_Unlucky_Bonus_Secs 0x506// float
    Bounty_Objective 0x507// int
    Illusion 0x508// int
    TornadoStraighten 0x509// int
    Prevent_Evade_During 0x50a// int
    Damage_Bonus_From_Nephalem_Glory 0x50b// float 
    SNO:
    PHP Code:
    Textures         0x1a898e8
    ShaderMap        
    0x1c72958
    Appearance       
    0x1a8d0d8
    PhysMesh         
    0x1d46570
    Globals          
    0x1d0a9a8
    Observer         
    0x1d1a180
    Scene            
    0x1d27418
    Worlds           
    0x1cfdc88
    Actor            
    0x1d07840
    AnimSet          
    0x1d07218
    Anim             
    0x1d2a920
    StringList       
    0x1cc2fe0
    Power            
    0x1d068c0
    MarkerSet        
    0x1d2d620
    Hero             
    0x1d50388
    GameBalance      
    0x1cc8da0
    Encounter        
    0x1d46100
    Adventure        
    0x1d60dd8
    Conversation     
    0x1d1fcd8
    ConversationList 
    0x1d602d8
    FlagSet          
    0x1d5fef8
    SceneGroup       
    0x1d29618
    LevelArea        
    0x1cc3830
    Quest            
    0x1d1bf80
    QuestRange       
    0x1d2a390
    SkillKit         
    0x1d177b8
    Monster          
    0x1d23968
    Recipe           
    0x1d50170
    TimedEvent       
    0x1d5fdd8
    Act              
    0x1d18590
    Lore             
    0x1d536a0
    Condition        
    0x1d5d770
    Account          
    0x1d5c4a4
    TreasureClass    
    0x1d5c670
    BossEncounter    
    0x1d19460
    Tutorial         
    0x1d26f20
    Accolade         
    0x1d53a80
    AmbientSound     
    0x1ca4cb8
    Physics          
    0x1ca80a0
    Explosion        
    0x1ca9120
    Surface          
    0x1ca2c58
    EffectGroup      
    0x1ca24a8
    Cloth            
    0x1ca97b8
    Trail            
    0x1ca88e0
    Particle         
    0x1c9fd90
    Font             
    0x1c46790
    Anim2D           
    0x1cab4e8
    Shaders          
    0x1a94468
    UI               
    0x1a96290
    Light            
    0x1c9bc28
    SoundBank        
    0x1c72e20
    Sound            
    0x1c73808
    Music            
    0x1ca6570
    Rope             
    0x1ca3758
    Weather          
    0x1c9a0c0
    Shakes           
    0x1ca2fa8
    Vibrations       
    0x1db56e0
    Material         
    0x1c48800
    Reverb           
    0x1ca5728 
    Last edited by DarthTon; 12-24-2013 at 02:40 PM.

  9. #54
    bastiflew's Avatar Active Member
    Reputation
    41
    Join Date
    Aug 2012
    Posts
    98
    Thanks G/R
    1/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Hi,

    I wonder why in tObManStorage, the pointer of senes is tContainer, but when you do the reading in memory with SceneManager::EnumScenes() you filled a tContainer2 ?

    Thanks

  10. #55
    DarthTon's Avatar Contributor
    Reputation
    171
    Join Date
    Apr 2010
    Posts
    108
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I wonder why in tObManStorage, the pointer of senes is tContainer, but when you do the reading in memory with SceneManager::EnumScenes() you filled a tContainer2 ?
    I've updated structure layout but forgot to update references because all memory interaction is external so I don't need actual types. Thus you should look into implementation rather than definition when such ambiguity occurs (i.e. tContainer2 is a correct one).

  11. #56
    karnkore's Avatar Member
    Reputation
    7
    Join Date
    Sep 2012
    Posts
    130
    Thanks G/R
    1/3
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Can we get updates for new patch? Would be really nice of you. I want to start writing some bots.

  12. #57
    DarthTon's Avatar Contributor
    Reputation
    171
    Join Date
    Apr 2010
    Posts
    108
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    It's mostly up to date, only offsets are probably old, so you can take them from latest dump or find by yourself.

  13. #58
    AGPS's Avatar Member
    Reputation
    1
    Join Date
    Aug 2012
    Posts
    53
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Hi, DarthTon. I doubt if the UI struct was changed. I cannot get the corrent UI infor including hash and strings. After I compared the UI struct with the C# framework of Enigma-d3, I find some members changed.

    Current UI strunct:
    Code:
    struct UIComponent
    {
        UIComponentVirtualTable *v_table;			// 0x000
        void *u_0;									// 0x004
        UIHandler::func_t handler_0;				// 0x008
        void *u_1[1];								// 0x00C
        UIHandler::func_t handler_1;				// 0x010
        void *u_2[2];								// 0x014
        DWORD sound_0;								// 0x01C
        void *u_3[2];								// 0x020
        DWORD visible;								// 0x028
        DWORD u_4;									// 0x02C
        UIReference self;							// 0x030
        UIReference parent;							// 0x238
        DWORD pad_42C[8];							// 0x440
        DWORD addr_child1;							// 0x460
        DWORD pad_464[20];							// 0x464
        DWORD flag1;								// 0x4B4
        float pad_4E8[8];							// 0x4B8
        UIRect rect;								// 0x4D8
        float pad_518[15];							// 0x4E8
        DWORD click_handler;						// 0x524
        DWORD pad_558[3];							// 0x528
        DWORD mouse_over;							// 0x534
        DWORD pad_568[2];                           // 0x538
        DWORD rclick_handler;                       // 0x540
        float pad_574[325];							// 0x544
        DWORD text_ptr;								// 0xA58
        DWORD pad_A5C[3];							// 0xA5C 
        DWORD text_length;							// 0xA68
        DWORD pad_A6C[133];                         // 0xA6C
        DWORD val_C80;                              // 0xC80
        DWORD pad_C84[129];                         // 0xC84
        DWORD cb_index2;							// 0xE88    0xE98
        DWORD dwBaseAddr;							// 
    };
    
    typedef HashTable<UIReference2, UIComponent*> UIComponentMap;
    typedef HashTable<DWORD, UIHandler *> UIHandlerMap;
    
    struct UIManager
    {
    	UIComponentMap *component_map;      // 0x000
    	void *u_0;                          // 0x004
    	UIReference u_1[6];                 // 0x008
    	DWORD u_2[1688];
    	UIHandlerMap *handler_map;
    };
    The UIManger struct of Enigma may be like this(I'm not very sure):
    Code:
    //SizeOf = 0x2710; // = 10000
    struct UIManager
    {
    	UIComponentMap *component_map;
    	void *u_0;   
    	UIReference x0008_MouseCapture;
    	DWORD u_1[78]; 
    	UIReference x0210_KeyboardFocus;
    	DWORD u_2[208]; 
    	UIReference x0620_ContextMenu;
    	DWORD u_3[78]; 
    	UIReference x0828_LastClicked;
    	DWORD u_4[78]; 
    	UIReference x0A30_MouseOver;
    	DWORD u_5[1768]; 
    	UIHandlerMap *handler_map;	// 0x26A0
    	DWORD u_6[27]; // 0x26A4
    };
    And the sub-struct may be more complicated, I need time to understand them, for I don't know much about C#.

    http://www.ownedcore.com/forums/diab...enigma-d3.html ([C#] Enigma.D3)

  14. #59
    DarthTon's Avatar Contributor
    Reputation
    171
    Join Date
    Apr 2010
    Posts
    108
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Everything works fine for me. Make sure you have correct object manager address, layout and UIManager address.

  15. #60
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by AGPS View Post
    The UIManger struct of Enigma may be like this(I'm not very sure):
    Code:
    //SizeOf = 0x2710; // = 10000
    struct UIManager
    {
        UIComponentMap *component_map;
        void *u_0;   
        UIReference x0008_MouseCapture;
        DWORD u_1[78]; 
        UIReference x0210_KeyboardFocus;
        DWORD u_2[208]; 
        UIReference x0620_ContextMenu;
        DWORD u_3[78]; 
        UIReference x0828_LastClicked;
        DWORD u_4[78]; 
        UIReference x0A30_MouseOver;
        DWORD u_5[1768]; 
        UIHandlerMap *handler_map;    // 0x26A0
        DWORD u_6[27]; // 0x26A4
    };
    And the sub-struct may be more complicated, I need time to understand them, for I don't know much about C#.

    http://www.ownedcore.com/forums/diab...enigma-d3.html ([C#] Enigma.D3)
    What, C# is harder than C++? Here's from my IDA struct file:
    Code:
    struct CUIManager{
      CUIMap *x0000_Controls;
      int _x0004;
      CUIReference x0008_MouseCapture;
      CUIReference x0210_KeyboardFocus;
      CUIReference x0418_UIReference;
      CUIReference x0620_ContextMenu;
      CUIReference x0828_LastClicked;
      CUIReference x0A30_MouseOver;
      ... // padding
      CMapEx x26A0_HandlerMap;
    };
    And that's pretty much the level at which I've defined UI structs, have no details on how the controls look.

Page 4 of 5 FirstFirst 12345 LastLast

Similar Threads

  1. Microsoft .Net Framework Help ???????????
    By Devilsadvocate in forum WoW EMU Questions & Requests
    Replies: 5
    Last Post: 09-01-2008, 03:19 AM
  2. Net Framework 3.5- setup error.
    By **Sweeny** in forum World of Warcraft Emulator Servers
    Replies: 1
    Last Post: 06-21-2008, 04:53 PM
  3. WoW Framework
    By kynox in forum World of Warcraft Bots and Programs
    Replies: 21
    Last Post: 12-14-2007, 08:25 AM
  4. oops :S
    By ashley in forum World of Warcraft General
    Replies: 3
    Last Post: 12-14-2006, 05:55 PM
All times are GMT -5. The time now is 10:44 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search