-
Savvy ? 🐒
Originally Posted by
enigma32
Updated for 2.5.0
MapHack demo should be working.
It does, Thanks!
-
Active Member
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
-
Legendary
Originally Posted by
d2k2
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
-
Active Member
Originally Posted by
enigma32
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.
-
Active Member
how can i identify illusionsts elites which are summonded by original elite?
it was possible in turbohud with "IActor.SummonerAcdDynamicId"
-
Legendary
Originally Posted by
d2k2
how can i identify illusionsts elites which are summonded by original elite?
it was possible in turbohud with "IActor.SummonerAcdDynamicId"
Probably the SummonerID attribute.
-
Active Member
Originally Posted by
enigma32
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.
-
Active Member
Originally Posted by
enigma32
Updated for 2.5.0
MapHack demo should be working.
Great stuff as always enigma, thank you!
-
Contributor
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
-
Active Member
Originally Posted by
dabnoj
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.
-
Post Thanks / Like - 1 Thanks
dabnoj (1 members gave Thanks to d2k2 for this useful post)
-
Contributor
Originally Posted by
d2k2
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
-
Contributor
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 )
-
Post Thanks / Like - 1 Thanks
dabnoj (1 members gave Thanks to Dolphe for this useful post)
-
Member
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.
-
Legendary
Originally Posted by
owen654321
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.
-
Post Thanks / Like - 1 Thanks
owen654321 (1 members gave Thanks to enigma32 for this useful post)
-
Member
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.