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  1. #691
    JackCeparou's Avatar Savvy ? 🐒
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    Originally Posted by enigma32 View Post
    Updated for 2.5.0
    MapHack demo should be working.
    It does, Thanks!

    [C#] Enigma.D3
  2. #692
    d2k2's Avatar Active Member
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    can someone confirm that all attributID of powersno has changed by +2 in patch 2.5.x ?

    for example Convention of Element [SNO 430674] Light Buff now is now 762 instead 760
    2.4.x -> 760
    2.5.x ->762

  3. #693
    enigma32's Avatar Legendary
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    Originally Posted by d2k2 View Post
    can someone confirm that all attributID of powersno has changed by +2 in patch 2.5.x ?

    for example Convention of Element [SNO 430674] Light Buff now is now 762 instead 760
    2.4.x -> 760
    2.5.x ->762
    You talking about BuffIconCount5 attribute? Update core-gen output * Enigma32/Enigma.D3@579c535 * GitHub
    HighestHeroSoloRiftLevel is new attribute, ID (2.5.0) = 169
    Post250Drop is also new attribute, ID = 406

  4. #694
    d2k2's Avatar Active Member
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    Originally Posted by enigma32 View Post
    You talking about BuffIconCount5 attribute? Update core-gen output * Enigma32/Enigma.D3@579c535 * GitHub
    HighestHeroSoloRiftLevel is new attribute, ID (2.5.0) = 169
    Post250Drop is also new attribute, ID = 406
    I am not very famliar with all the structure of your framework
    its here:

    from your Framework:
    Code:
    		public class Entry : MemoryObject
    		{
                            ...
    			public TKey x04_Key { get { return Read<TKey>(0x04); } } //attribId + powerSno
    			...
    		}

    Get Active Buffs of Player in d3helper:

    Code:
                        uint attribId = (uint)(attributes[i].x04_Key & 0xFFF); //AttribId for Example 750 for Light Buff
                        uint modifier = (uint)(attributes[i].x04_Key >> 12); //PowerSNO (Example 430674 Convention of Element)
                        int value = attributes[i].x08_Value.Int32;
    All AttributID are now +2 higher. I have to code a converter in d3helper. so that old condition from older patches still work.

  5. #695
    d2k2's Avatar Active Member
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    how can i identify illusionsts elites which are summonded by original elite?
    it was possible in turbohud with "IActor.SummonerAcdDynamicId"

  6. #696
    enigma32's Avatar Legendary
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    Originally Posted by d2k2 View Post
    how can i identify illusionsts elites which are summonded by original elite?
    it was possible in turbohud with "IActor.SummonerAcdDynamicId"
    Probably the SummonerID attribute.

  7. #697
    d2k2's Avatar Active Member
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    Originally Posted by enigma32 View Post
    Probably the SummonerID attribute.
    edit: got it working. now i can filter out fake elite

    public static bool isEliteIllusionist(ActorCommonData monster)
    {
    return monster.GetAttributeValue(AttributeId.SummonedByACDID) != -1;
    }
    Last edited by d2k2; 03-25-2017 at 08:23 AM.

  8. #698
    johnbl's Avatar Active Member
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    Originally Posted by enigma32 View Post
    Updated for 2.5.0
    MapHack demo should be working.
    Great stuff as always enigma, thank you!

  9. #699
    dabnoj's Avatar Contributor
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    hi, thanks for the SDK lib !!!!

    question : with UXControl helpers, how can i get all the list of controls, and their specific UIrect and names? cause UXControl class doesnt have rect, only name

  10. #700
    d2k2's Avatar Active Member
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    Originally Posted by dabnoj View Post
    hi, thanks for the SDK lib !!!!

    question : with UXControl helpers, how can i get all the list of controls, and their specific UIrect and names? cause UXControl class doesnt have rect, only name
    UXHelper.Enumerate() can list all.


    this is from d3helper project:
    Code:
                            UXItemsControl _control = UXHelper.GetControl<UXItemsControl>(control);
                            UIRect rect = _control.x468_UIRect.TranslateToClientRect(Engine.Current.VideoPreferences.x0C_DisplayMode.x20_Width, Engine.Current.VideoPreferences.x0C_DisplayMode.x24_Height);
                            return rect;
    Last edited by d2k2; 03-27-2017 at 07:39 AM.

  11. Thanks dabnoj (1 members gave Thanks to d2k2 for this useful post)
  12. #701
    dabnoj's Avatar Contributor
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    Originally Posted by d2k2 View Post
    UXHelper.Enumerate() can list all.


    this is from d3helper project:
    Code:
                            UXItemsControl _control = UXHelper.GetControl<UXItemsControl>(control);
                            UIRect rect = _control.x468_UIRect.TranslateToClientRect(Engine.Current.VideoPreferences.x0C_DisplayMode.x20_Width, Engine.Current.VideoPreferences.x0C_DisplayMode.x24_Height);
                            return rect;
    yup, i know it for specific controls, but for all of them, i cant clearly get type of each one

  13. #702
    Dolphe's Avatar Contributor
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    If you want get the names of all UI controls you need to enumerate UIHandlers ( I think it is, or its UIReferences , in Engine.cs, there you can get both the name and the hash for the UIControl ).
    Won't give you the correct UXType since the VTable addresses for the UXTypes are not updated ( not sure, have to ask Enigma for that ).

    The thing is that almost all UIControls inherits from UXControl > UXItemsBaseControl (Don't remember exactly the name) ( containing RECT )

  14. Thanks dabnoj (1 members gave Thanks to Dolphe for this useful post)
  15. #703
    owen654321's Avatar Member
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    New question here -

    I've written a few extensions (like auto-cast epiphany when it expires, adjusting your mouse slightly to target the actual hit box for a monster if you "just miss" it as a zbarb with your spear, or auto-spearing the furthest away monster, only trying to auto-spear the same monster every X seconds, etc). Of course these rely heavily on the Enigma D3 code, and on some of the code shared here (like translating world coords to screen X, Y). My questions are - if there is interest in these modules, where would be the appropriate place to post these? They don't really fall under Enigma D3 releases but this thread has been he primary driver for being able to code these things.

  16. #704
    enigma32's Avatar Legendary
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    Originally Posted by owen654321 View Post
    New question here -

    I've written a few extensions (like auto-cast epiphany when it expires, adjusting your mouse slightly to target the actual hit box for a monster if you "just miss" it as a zbarb with your spear, or auto-spearing the furthest away monster, only trying to auto-spear the same monster every X seconds, etc). Of course these rely heavily on the Enigma D3 code, and on some of the code shared here (like translating world coords to screen X, Y). My questions are - if there is interest in these modules, where would be the appropriate place to post these? They don't really fall under Enigma D3 releases but this thread has been he primary driver for being able to code these things.
    I just created a README on GitHub. I can put up a link there if you want.

  17. Thanks owen654321 (1 members gave Thanks to enigma32 for this useful post)
  18. #705
    d07RiV's Avatar Member
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    Has anyone figured out where the SNO file structures are defined? I know you can read them from game memory and have the code for that, but the current PTR is invite only and I haven't got the version I grabbed from CDN to run yet.

    Since the game will boot to the menu even if you are offline, the stucture definitions clearly have to be stored somewhere in the data files.

    e: okay got PTR to run, but its still a lot harder than being able to parse stuff from static files.
    Last edited by d07RiV; 04-11-2017 at 07:43 PM.

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