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  1. #601
    gunboxer's Avatar Member
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    Avoidance

    Hello every one I just went through 40 pages, that was amazing. Thank to enigma and others for great job! Speaking about HC botting I want to ask a question abount avoidance. Have someone investigated the coordinates of molten explosives, arcane lasers, etc? Thank you!

    [C#] Enigma.D3
  2. #602
    CrEEzz's Avatar Active Member
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    Originally Posted by gunboxer View Post
    Hello every one I just went through 40 pages, that was amazing. Thank to enigma and others for great job! Speaking about HC botting I want to ask a question abount avoidance. Have someone investigated the coordinates of molten explosives, arcane lasers, etc? Thank you!
    That's how I gather dangers.

    Code:
    public class danger_data
    {
        public danger_data(string name, float range, float min_hp_pct_to_avoid, bool only_when_dead, float move_cost_mult)
        {
            this.name = name;
            this.range = range;
            this.min_hp_pct_to_avoid = min_hp_pct_to_avoid;
            this.only_when_dead = only_when_dead;
            this.move_cost_mult = move_cost_mult;
        }
    
        public string name;
        public float range;
        public float min_hp_pct_to_avoid;
        public bool only_when_dead;
        public float move_cost_mult;
    }
    
    private static readonly List<danger_data> DANGERS = new List<danger_data>() { new danger_data("sporeCloud_emitter", 15, 80, false, 4),
                                                                                  new danger_data("ChargedBolt_Projectile", 10, 80, false, 4),
                                                                                  new danger_data("monsterAffix_Desecrator_damage_AOE", 10, 90, false, 4),
                                                                                  new danger_data("monsterAffix_Plagued", 15, 80, false, 4),
                                                                                  new danger_data("monsterAffix_Molten_trail", 10, 70, false, 4),
                                                                                  new danger_data("monsterAffix_Molten_death", 22, 100, false, 4),
                                                                                  new danger_data("arcaneEnchantedDummy_spawn", 35, 100, false, 4),
                                                                                  new danger_data("MonsterAffix_ArcaneEnchanted_PetSweep", 35, 100, false, 4),
                                                                                  new danger_data("monsterAffix_frozen_iceClusters", 20, 100, false, 4),
                                                                                  new danger_data("MonsterAffix_Orbiter", 10, 90, false, 4),
                                                                                  new danger_data("MonsterAffix_frozenPulse", 15, 90, false, 4),
                                                                                  new danger_data("MonsterAffix_CorpseBomber", 15, 100, false, 4),
                                                                                  new danger_data("MonsterAffix_Thunderstorm", 35, 80, false, 4),
                                                                                  new danger_data("MorluSpellcaster_Meteor_Pending", 25, 100, false, 4),
                                                                                  new danger_data("_Generic_AOE_", 20, 80, false, 4),
                                                                                  new danger_data("ZoltunKulle_EnergyTwister", 20, 80, false, 4),
                                                                                  new danger_data("Gluttony_gasCloud", 25, 80, false, 4),
                                                                                  new danger_data("UberMaghda_Punish_", 20, 80, false, 4),
                                                                                  new danger_data("Random_FallingRocks", 40, 100, false, 4),
                                                                                  new danger_data("ringofFire_damageArea", 35, 80, false, 4),
                                                                                  new danger_data("BoneCage_Proxy", 20, 100, false, 4),
                                                                                  new danger_data("Brute_leap_telegraph", 20, 100, false, 4),
                                                                                  new danger_data("creepMobArm", 20, 90, false, 4),
                                                                                  new danger_data("Morlu_GroundBomb", 40, 100, false, 4),
                                                                                  new danger_data("grenadier_proj_trail", 40, 80, false, 4),
                                                                                  new danger_data("orbOfAnnihilation", 40, 100, false, 4),
                                                                                  new danger_data("x1_Bog_bloodSpring", 15, 90, false, 4),
                                                                                  //new danger_data("westmarchRanged_projectile", 15, 0, false, 4),
                                                                                  new danger_data("Corpulent_", 22, 100, true, 4)  };
    
    public static HashSet<region_data> GetDangers(float hp_pct, ref HashSet<region_data> all)
    {
        HashSet<region_data> dangers = new HashSet<region_data>();
        all.Clear();
    
        try
        {
            IEnumerable<ActorCommonData> objects = ActorCommonDataHelper.Enumerate(x => (x.x184_ActorType == ActorType.ServerProp || 
                                                                                         x.x184_ActorType == ActorType.Monster || 
                                                                                         x.x184_ActorType == ActorType.Projectile || 
                                                                                         x.x184_ActorType == ActorType.CustomBrain) && 
                                                                                        DANGERS.Exists(d => x.x004_Name.Contains(d.name)));
    
            foreach (ActorCommonData obj in objects)
            {
                danger_data data = DANGERS.Find(d => obj.x004_Name.Contains(d.name));
    
                if (data == null || (data.only_when_dead && obj.GetAttributeValue(AttributeId.HitpointsCur) > 0.0011))
                    continue;
    
                Vec3 pos = new Vec3(obj.x0D0_WorldPosX, obj.x0D4_WorldPosY, obj.x0D8_WorldPosZ);
                AABB area = new AABB(pos - new Vec3(data.range, data.range, pos.Z + 100), pos + new Vec3(data.range, data.range, pos.Z + 100));
                region_data region = new region_data(area, data.move_cost_mult);
                all.Add(region);
    
                if (hp_pct <= data.min_hp_pct_to_avoid)
                    dangers.Add(region);
            }
        }
        catch (Exception)
        {
        }
    
        return dangers;
    }

  3. #603
    CrEEzz's Avatar Active Member
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    Can someone share latest Marker class? After patch 2.4. I cannot get any NonQuestMarkers (there is exception when calling ToDictionary).

  4. #604
    Tkay's Avatar Member
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    I'm having trouble understanding how to get "nice" item names (eg not: Unique_Axe_1H_103_x1) from what I'm reading I they are called localized item names? Does anyone have an example of this?

    Thank you in advance.

  5. #605
    Dolphe's Avatar Contributor
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    Originally Posted by Tkay View Post
    I'm having trouble understanding how to get "nice" item names (eg not: Unique_Axe_1H_103_x1) from what I'm reading I they are called localized item names? Does anyone have an example of this?

    Thank you in advance.
    Actor.Name >> SNO.Stringlist.x00 I think it was.So you need to enumerate the stringlist and compare the name

    Code:
    // Enigma.Helpers
    Enigma.D3.Sno.SnoHelper.Enumerate<StringList>(Enigma.D3.Enums.SnoGroupId.StringList); // returns an IEnumerable
    Last edited by Dolphe; 01-23-2016 at 01:49 PM.

  6. Thanks Tkay (1 members gave Thanks to Dolphe for this useful post)
  7. #606
    Tkay's Avatar Member
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    Originally Posted by Dolphe View Post
    Actor.Name >> SNO.Stringlist.x00 I think it was.So you need to enumerate the stringlist and compare the name

    Code:
    // Enigma.Helpers
    Enigma.D3.Sno.SnoHelper.Enumerate<StringList>(Enigma.D3.Enums.SnoGroupId.StringList); // returns an IEnumerable
    Thank you for this I'm able to get localized names like: Unique_Ring_013_x1 but how does this get it's name that the user sees in game? example Unique_Ring_013_x1 should really be "The Compass Rose"

  8. #607
    CrEEzz's Avatar Active Member
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    Originally Posted by Tkay View Post
    Thank you for this I'm able to get localized names like: Unique_Ring_013_x1 but how does this get it's name that the user sees in game? example Unique_Ring_013_x1 should really be "The Compass Rose"
    Here's the translation table D3 item names - Pastebin.com

    PS. Marker class size has changed from 42 -> 46 bytes. Cheers!
    Last edited by CrEEzz; 01-24-2016 at 03:28 AM.

  9. Thanks Tkay (1 members gave Thanks to CrEEzz for this useful post)
  10. #608
    Dolphe's Avatar Contributor
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    Originally Posted by Tkay View Post
    Thank you for this I'm able to get localized names like: Unique_Ring_013_x1 but how does this get it's name that the user sees in game? example Unique_Ring_013_x1 should really be "The Compass Rose"
    StringList.x00 = Actor.Name
    StringList.x10 = Item Name

  11. #609
    CrEEzz's Avatar Active Member
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    I'm wondering if someone knows how to read current cast cost of given power (which includes all active buffs/debuffs). Currently I read cast cost from predefined script and apply constant modifiers from gear that i know bot is wearing and from cast cost reduction attribute but I struggle with handling all sorts of buffs that change cast cost of specific power.

  12. #610
    bumblebeer's Avatar Member
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    Quest markers

    Hello! First of all, thanks to enigma32 for making this great project - I've used it before without problem (hunting for monsters). Today I've registered because I'm trying to do something else, and seem to be stuck and hoping that I'm missing something that someone would be able to see.

    What I'm trying to do, is to create a little helper program to guide me in some big areas (think searching for Adria in Corvus) to get the Sprinter conquest a little bit easier. I thought that I could use the markers in LevelArea structure, but it doesn't work as I thought.

    Right now I'm using ObjectManager.x998_Scenes to get the list of Scenes close to the player, get the player position, and then enumerating through LevelArea.x004_PtrEtcMarkersMap and LevelArea.x008_PtrQuestMarkersMap to get the pointers. The problem is, the wanted markers appear in x004_PtrEtcMarkersMap quite late (only when I'm really close to the exit/destination), and x008_PtrQuestMarkersMap seems to be always empty (all entries invalid). Am I doing it the wrong way? Is there a method to get the direction in which I should go?

    Maybe there is a method to just get the whole map and manually identify all needed cells - is that possible? Or is map transferred to the player as he advances in the level? I know that in D2 it was generated based on MapId (so only that was sent from the server), but I don't know whether that method has changed.

    ==========

    If anyone is interested, here are some pointers updated to 2.4.0. This was all based on Dolphe's post, I've just transferred it to the Addr class:
    Code:
    		private static class Addr
    		{
    			//public const int SnoGroupInitializers = 0x01B71ABC - 4;
                public const int SnoGroupByCode = 0x01E9B510; // 2.4.0 (was 0x01DCD048) +CE4C8
                public const int SnoGroups = 0x01E9A148; // 2.4.0 (was 0x01DCD164) +CCFE4
    			//public const int SnoGroupSearch = 0x01E2021C;
    			//public const int SnoFilesAsync = 0x01E20220;
                public const int ObjectManager = 0x01E9A234; // 2.4.0 (was 0x01DCF24C) +CAFE8
    			//public const int ObjectManagerPristine = 0x01DCF250;
    			//public const int MessageDescriptor = 0x01E8386C;
    			//public const int MapActId = 0x01BBB348;
                public const int LocalData = 0x01E9B4D8; // 2.4.0 (was 0x01DD04F0) +CAFE8
                public const int LevelArea = 0x01E241F8; // 2.4.0 (was 0x01D27778) +FCA80
                public const int LevelAreaName = 0x01E24228; // 2.4.0 (was 0x01D277A8) +FCA80
                public const int GameplayPreferences = 0x01C58964; // 2.4.0 (was 0x01BA1F94) +B69D0
    			//public const int ContainerManager = 0x01E8456C;
                public const int BuffManager = 0x01E2DD3C; // 2.4.0 (was 0x01DB4990) +793AC
                public const int ApplicationLoopCount = 0x01E247D8; // 2.4.0 (was 0x01DCF2C0) +55518
                public const int AttributeDescriptors = 0x01EEA578; // 2.4.0 (was 0x01B76AC8) +373AB0
                public const int VideoPreferences = 0x01C58410; // 2.4.0 (was 0x01BA1A50) +B69C0
    			//public const int ChatPreferences = 0x01BA2024;
    			//public const int SoundPreferences = 0x01BA1AE4;
    			//public const int SocialPreferences = 0x01BA1FF4;
                public const int UIHandlers = 0x01C28B20; // 2.4.0 (was 0x01B684D0) +C0650
    			//public const int UIReferences = 0x01BBB8F8;
    			//public const int SnoIdToEntityId = 0x00000000;
                public const int TrickleManager = 0x01E72FA8; // 2.4.0 (was 0x01D8BF88) +E7020
    			//public const int PtrSnoFiles = 0x01DD1610;
    		}

  13. #611
    Fr0s_t's Avatar Member
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    Looks amazing, top-notch code!

    I'm very familiar with C# and C++ and some basic memory stuff, but I have no idea where to get started using this in my projects. I mainly just want to do small things like teleport to specific town and run to stash, for my own research. Could any-one please point me in the right direction (as in how to get starter + what I should know / read)? Ive gotten as far as creating engine so far

    Cheers~

    EDIT: A bit of a hasty post on my part, I've so far figured out how to get player data and etc, still trying to find out how to find objects around me.
    Last edited by Fr0s_t; 02-08-2016 at 07:21 AM.

  14. #612
    chillzilla's Avatar Member
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    Anyone here more experienced that can help me out with reading some of the damage done by the player?

    For now I am just interested in the dmg I do, but even then far from all dmg done is displayed on the screen to be read.

    Any idea on how to get the damage done more reliably than reading out monster HP between frames and comparing the difference?

  15. #613
    Fr0s_t's Avatar Member
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    Im still suck, how do I print all actor data around me, eg, name location etc.
    I saw the code posted on 1st-2nd page about it, but it's telling me it can't convert Exp.Container<Actor> to type actor when i iterate through it and treat each iterable member as an actor.

  16. #614
    WiNiFiX's Avatar Banned
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    You may want to hold off on reading memory until Enigma is updated to handle https://www.thebuddyforum.com/demonb...21-52-utc.html

  17. #615
    R3peat's Avatar Site Donator while(true) CoreCoins Purchaser
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    Originally Posted by WiNiFiX View Post
    You may want to hold off on reading memory until Enigma is updated to handle https://www.thebuddyforum.com/demonb...21-52-utc.html
    update enigma to be warden safe ? ^^ this will never happen sry

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