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  1. #376
    CrEEzz's Avatar Active Member
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    Here is the list: http://pastebin.com/U0gf9Prz
    However name for translation must be obtained from GameBalance, so I'm working on connecting ACD with GameBalance.Item struct.
    Last edited by CrEEzz; 09-19-2014 at 01:15 AM.

    [C#] Enigma.D3
  2. #377
    bastiflew's Avatar Active Member
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    Be sure that you used the Items.stl from patched mpq

  3. #378
    CrEEzz's Avatar Active Member
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    For anyone interested here are most of attributes:

    Code:
                intelligence = Attributes.IntelligenceItem.GetValue(acd); 
                strength = Attributes.StrengthItem.GetValue(acd);
                dexterity = Attributes.DexterityItem.GetValue(acd);
                vitality = Attributes.VitalityItem.GetValue(acd);
                CHD = Attributes.CritDamagePercent.GetValue(acd) * 100;
                CC = Attributes.CritPercentBonusCapped.GetValue(acd) * 100;
                CDR = Attributes.PowerCooldownReductionPercentAll.GetValue(acd);
                AS = Attributes.AttacksPerSecondItemPercent.GetValue(acd) * 100;
                elemental_damage_pct = Attributes.DamageDealtPercentBonus.GetValue(acd) * 100;
                all_res = Attributes.ResistanceAll.GetValue(acd);
                armor = Attributes.ArmorBonusItem.GetValue(acd);
                sockets_count = Attributes.Sockets.GetValue(acd);
                damage_min = Attributes.DamageWeaponBonusMinX1.GetValue(acd);
                damage_max = damage_min + Attributes.DamageWeaponBonusDeltaX1.GetValue(acd);
                damage_pct = Attributes.DamageWeaponPercentAll.GetValue(acd) * 100;
                LoH = Attributes.HitpointsOnHit.GetValue(acd);
                damage_vs_elites = Attributes.DamagePercentBonusVsElites.GetValue(acd);
    However I have problem connecting ActorCommonData to GameBalance.Item, I have following code so far but it doesn't output anything, can you help me Enigma?

    Code:
    GameBalanceType gb_type = actor_data.acd.x0B0_GameBalanceType;
    int gb_id = actor_data.acd.x0B4_GameBalanceId;
    int actor_sno_id = actor_data.acd.x090_ActorSnoId;
    
    
    var sno_gbs = Enigma.D3.Sno.SnoHelper.Enumerate<Enigma.D3.Sno.GameBalance>(SnoGroupId.GameBalance);
    
    
    foreach (Enigma.D3.Sno.GameBalance sno_gb in sno_gbs)
    {
        GameBalance.Item[] gb_items = sno_gb.x028_Items.x08_Items;
    
    
        //go through items
        foreach (GameBalance.Item item in gb_items)
        {
            if (item.x390_ItemsGameBalanceId == gb_id)
            {
                string localized_name = null;
                Tools.LocalizedNames.TryGetValue(item.x000_Text, out localized_name);
                AutoIt.ConsoleWrite((localized_name == null ? "???" : localized_name) + "\n");
            }
        }
    }

  4. #379
    Dolphe's Avatar Contributor
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    Originally Posted by CrEEzz View Post
    For anyone interested here are most of attributes:

    Code:
                intelligence = Attributes.IntelligenceItem.GetValue(acd); 
                strength = Attributes.StrengthItem.GetValue(acd);
                dexterity = Attributes.DexterityItem.GetValue(acd);
                vitality = Attributes.VitalityItem.GetValue(acd);
                CHD = Attributes.CritDamagePercent.GetValue(acd) * 100;
                CC = Attributes.CritPercentBonusCapped.GetValue(acd) * 100;
                CDR = Attributes.PowerCooldownReductionPercentAll.GetValue(acd);
                AS = Attributes.AttacksPerSecondItemPercent.GetValue(acd) * 100;
                elemental_damage_pct = Attributes.DamageDealtPercentBonus.GetValue(acd) * 100;
                all_res = Attributes.ResistanceAll.GetValue(acd);
                armor = Attributes.ArmorBonusItem.GetValue(acd);
                sockets_count = Attributes.Sockets.GetValue(acd);
                damage_min = Attributes.DamageWeaponBonusMinX1.GetValue(acd);
                damage_max = damage_min + Attributes.DamageWeaponBonusDeltaX1.GetValue(acd);
                damage_pct = Attributes.DamageWeaponPercentAll.GetValue(acd) * 100;
                LoH = Attributes.HitpointsOnHit.GetValue(acd);
                damage_vs_elites = Attributes.DamagePercentBonusVsElites.GetValue(acd);
    However I have problem connecting ActorCommonData to GameBalance.Item, I have following code so far but it doesn't output anything, can you help me Enigma?

    Code:
    GameBalanceType gb_type = actor_data.acd.x0B0_GameBalanceType;
    int gb_id = actor_data.acd.x0B4_GameBalanceId;
    int actor_sno_id = actor_data.acd.x090_ActorSnoId;
    
    
    var sno_gbs = Enigma.D3.Sno.SnoHelper.Enumerate<Enigma.D3.Sno.GameBalance>(SnoGroupId.GameBalance);
    
    
    foreach (Enigma.D3.Sno.GameBalance sno_gb in sno_gbs)
    {
        GameBalance.Item[] gb_items = sno_gb.x028_Items.x08_Items;
    
    
        //go through items
        foreach (GameBalance.Item item in gb_items)
        {
            if (item.x390_ItemsGameBalanceId == gb_id)
            {
                string localized_name = null;
                Tools.LocalizedNames.TryGetValue(item.x000_Text, out localized_name);
                AutoIt.ConsoleWrite((localized_name == null ? "???" : localized_name) + "\n");
            }
        }
    }
    Change Item.x390 to Item.x100 (x100 contains all GBID's

  5. #380
    CrEEzz's Avatar Active Member
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    Thanks a lot, it works now!

  6. #381
    repk4's Avatar Private
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    I just registered to say Thanks Enigma for sharing your work. I had a lot of fun playing around with your framework and learn somethings from you code style. Thanks again !
    Just a curiosity:
    In you maphack you "wait" for next free acd index to change, then dump data and update. Ok, after dumping a lot of data, i see that often when new ACD from monsters who "pop" during combat, ACD data become available when the monster is at 0 hitpoint (already dead). Indeed in you validity check for monster , you test also hitpoints. Why? Why the data isn't available before that?

    Thx again !

  7. #382
    enigma32's Avatar Legendary
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    Originally Posted by repk4 View Post
    I just registered to say Thanks Enigma for sharing your work. I had a lot of fun playing around with your framework and learn somethings from you code style. Thanks again !
    Just a curiosity:
    In you maphack you "wait" for next free acd index to change, then dump data and update. Ok, after dumping a lot of data, i see that often when new ACD from monsters who "pop" during combat, ACD data become available when the monster is at 0 hitpoint (already dead). Indeed in you validity check for monster , you test also hitpoints. Why? Why the data isn't available before that?

    Thx again !
    Hi repk4, glad you like it

    As for your question, I'm not quite sure what it is that you're asking. The check for next free index is so I only try to add new ACD if the container has changed, otherwise I should already have references to all of them. All ACDs will be updated on every loop (assuming the game has progressed to a new frame/tick), the GetBufferDump populates an existing buffer and resizes it if needed. All ACDs that are created are using this buffer for reads, so all ACDs are updated by updating this buffer.

    I hope that made it clearer for you, to be honest I'm a bit confused myself as of how that update loop works

  8. #383
    CrEEzz's Avatar Active Member
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    Anyone knows how can I check if rift quest (X1_LR_OpenWorld) is on kill rift guardian phase? Its state remains 1 until rift guardian is killed :/

  9. #384
    enigma32's Avatar Legendary
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    Updated for 2.1.1.27255

  10. #385
    gottagofast's Avatar Member
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    Since last update public static T GetControl<T>(UIReference handle) in UXHelper.cs is throwing InvalidCastException when doing EnsureValidType. Control I'm trying to get is UXChatMessageList.

  11. #386
    enigma32's Avatar Legendary
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    Originally Posted by gottagofast View Post
    Since last update public static T GetControl<T>(UIReference handle) in UXHelper.cs is throwing InvalidCastException when doing EnsureValidType. Control I'm trying to get is UXChatMessageList.
    Ah, I haven't updated the VTable addresses for the UI controls (that's what I check to ensure valid cast). Just comment out that part to get it going for now. Sorry about the inconvenience
    Last edited by enigma32; 09-25-2014 at 03:39 PM.

  12. #387
    gottagofast's Avatar Member
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    Thank you for fast reply and all your work.

  13. #388
    enigma32's Avatar Legendary
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    Originally Posted by gottagofast View Post
    Thank you for fast reply and all your work.
    You're welcome SVN is now updated with VTables and SizeOf. I didn't bother to check every file, I extracted data and updated files using automated tools, hopefully it worked

  14. #389
    CrEEzz's Avatar Active Member
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    Originally Posted by CrEEzz View Post
    Here is the list: Item localized name - Pastebin.com
    However name for translation must be obtained from GameBalance, so I'm working on connecting ACD with GameBalance.Item struct.
    List is not complete. It misses items from sets added in patch 2.0/expansion. However I'm having trouble with extracting those from patch items stl (Items_21876.stl) as they must have changed its format or sth. There is line containing added item names:

    ˙MarauderMarauder'ask of thekUpside-Down SinntheWavSet_08_x1ScalancingEight-DemoJade HarvJade Harvester's CourJade Harvester's ˙SwifConqueror Root KertisSteppes Smasherr accountAidagWodiAncients’ Discontthe Doomed ForebRaekor’s StriFirebirdSabatons of ˙AkkhaVyr’s Swaggering StThe Shadow’s HeeHelltoothCusterian ShacklInvo’the Kind ReRaekor’Firebird's BrBreastplate of Akkh˙aVyr’s Astonishing AuThe Shadow’s Banthe Garwulw ofulwaAkarat's AwakeHellSublime ConviThe Final WiFalconDeathreacSwiftmoKass˙ar's RetribuDarkInviolableFatFeRaekor’Firebird's TalAkkhPriInvokerVyr’s GraspingThe Shadow’Set_15_x1
    which makes no sense. Anyone managed to get translations from this. Perhaps thay just patched already defined names from base like "Unique_Chest_Set_09_x1 -> Witch Doctor DoT Chest" or "Unique_Shoulder_Set_08_x1 -> Monk Lightning Shoulder".
    Last edited by CrEEzz; 09-29-2014 at 02:00 AM.

  15. #390
    bastiflew's Avatar Active Member
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    I had to extract the localized names for our next feature (filter leg and set with a custom pickit list).
    I read all localized strings in memory, it works well.

    Proceed like this :
    - Extract all items from GameBalance
    - Index all strings related to objets (id 0xCB28 )
    - string list ids are linked to gamebalance name
    - create a dictionnary with ActorId and localized name
    - beware, some ActorId are not unique in gamebalance list, personnally I replace my dictionnary entry every time I found a same ActorId.

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