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  1. #901
    enigma32's Avatar Legendary
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    Originally Posted by Eralex View Post
    I ask for help. I program on Delphi and Autoit. The C # programming language is not very familiar.
    I'm writing a simple bot on Autoit.
    Help me find my coordinates in 3D world.
    Those, tell me the base address and the offset where are stored x, y and z coordinates.
    I'm afraid it's not that simple. You have to go through lists and a dictionary/map in order to reach that information, it's not just a static path. It would probably take me an hour to write down how all that works, and then when you have player position, what good is that by itself? If you even understand what I wrote.

    So.. my suggestion is to figure out how to run .NET code from AutoIT. Then you can get better help

    [C#] Enigma.D3
  2. #902
    Eralex's Avatar Member
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    I hoped, using this example, to correct the base address and offset

    Code:
    Func OffsetList()
       Global $ofs_ObjectManager = 0x15A0BEC;0x015A1BEC ;0x15A0BEC
       Global $ofs__ObjmanagerActorOffsetA = 0x8b0
       Global $ofs__ObjmanagerActorCount = 0x108
       Global $ofs__ObjmanagerActorOffsetB = 0x148
       Global $ofs__ObjmanagerActorLinkToCTM = 0x380
       Global $_ObjmanagerStrucSize = 0x428
    
       Global $_itrObjectManagerA = _MemoryRead($ofs_ObjectManager, $d3, 'ptr')
       Global $_itrObjectManagerB = _MemoryRead($_itrObjectManagerA + $ofs__ObjmanagerActorOffsetA, $d3, 'ptr')
       Global $_itrObjectManagerCount = $_itrObjectManagerB + $ofs__ObjmanagerActorCount
       Global $_itrObjectManagerC = _MemoryRead($_itrObjectManagerB + $ofs__ObjmanagerActorOffsetB, $d3, 'ptr')
       Global $_itrObjectManagerD = _MemoryRead($_itrObjectManagerC, $d3, 'ptr')
       Global $_itrObjectManagerE = _MemoryRead($_itrObjectManagerD, $d3, 'ptr')
    
    
    
       Global $ofs_Interact = 0x015A0BD4
       Global $ofs__InteractOffsetA = 0xA8
       Global $ofs__InteractOffsetB = 0x58
       Global $ofs__InteractOffsetUNK1 = 0x7F20 ;Set to 777c
       Global $ofs__InteractOffsetUNK2 = 0x7F44 ;Set to 1 for NPC interaction
       Global $ofs__InteractOffsetUNK3 = 0x7F7C ;Set to 7546 for NPC interaction, 7545 for loot interaction
       Global $ofs__InteractOffsetUNK4 = 0x7F80 ;Set to 7546 for NPC interaction, 7545 for loot interaction
       Global $ofs__InteractOffsetMousestate = 0x7F84 ;Mouse state 1 = clicked, 2 = mouse down
       Global $ofs__InteractOffsetGUID = 0x7F88 ;Set to the GUID of the actor you want to interact with
    
    
       Global $_itrInteractA = _MemoryRead($ofs_Interact, $d3, 'ptr')
       Global $_itrInteractB = _MemoryRead($_itrInteractA, $d3, 'ptr')
       Global $_itrInteractC = _MemoryRead($_itrInteractB, $d3, 'ptr')
       Global $_itrInteractD = _MemoryRead($_itrInteractC + $ofs__InteractOffsetA, $d3, 'ptr')
       Global $_itrInteractE = $_itrInteractD + $ofs__InteractOffsetB
    
       $FixSpeed = 0x20 ;69736
       $ToggleMove = 0x34
       $MoveToXoffset = 0x3c
       $MoveToYoffset = 0x40
       $MoveToZoffset = 0x44
       $CurrentX = 0xA8
       $CurrentY = 0xAC
       $CurrentZ = 0xB0
       $RotationOffset = 0x170
    
       $_CurOffset = $_itrObjectManagerD
       $_Count = _MemoryRead($_itrObjectManagerCount, $d3, 'int')
       $InGame = 0
       For $i = 0 To $_Count Step +1
          $_GUID = _MemoryRead($_CurOffset + 0x4, $d3, 'ptr')
          $_NAME = _MemoryRead($_CurOffset + 0x8, $d3, 'char[64]')
          If $_GUID = 0x77BC0000 Then
             Global $_Myoffset = $_CurOffset
           $InGame = 1
             ExitLoop
          EndIf
          $_CurOffset = $_CurOffset + $_ObjmanagerStrucSize
       Next
    
       Global $ClickToMoveMain = _MemoryRead($_Myoffset + $ofs__ObjmanagerActorLinkToCTM, $d3, 'ptr')
       Global $ClickToMoveRotation = $ClickToMoveMain + $RotationOffset
       Global $ClickToMoveCurX = $ClickToMoveMain + $CurrentX
       Global $ClickToMoveCurY = $ClickToMoveMain + $CurrentY
       Global $ClickToMoveCurZ = $ClickToMoveMain + $CurrentZ
       Global $ClickToMoveToX = $ClickToMoveMain + $MoveToXoffset
       Global $ClickToMoveToY = $ClickToMoveMain + $MoveToYoffset
       Global $ClickToMoveToZ = $ClickToMoveMain + $MoveToZoffset
       Global $ClickToMoveToggle = $ClickToMoveMain + $ToggleMove
       Global $ClickToMoveFix = $ClickToMoveMain + $FixSpeed
    
    EndFunc   ;==>OffsetList

  3. #903
    Skeetss's Avatar Member
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    EDIT: Figured it out. You pass the Skill's PowerSNO.Value as the modifier to GetAttributeValue and check AttributeID.PowerDamagePercentBonus

    Original question:
    Do I need to use a modifier with GetAttributeValue when trying to find the "+X% Skill/Element Damage"?
    I see AmplifyDamageTypePercent, AmplifyDamageSkillPercent, AmplifyDamagePercent but they're always zero.
    Last edited by Skeetss; 04-15-2018 at 10:57 AM.

  4. #904
    theokktok's Avatar Member
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    Thank you enigma!

  5. #905
    d2k2's Avatar Active Member
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    not sure but ACD structure seems changed? can not see ACD names for example.
    Last edited by d2k2; 05-02-2018 at 12:37 PM.

  6. #906
    playexz's Avatar Member
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    Please update

  7. #907
    RunDMX's Avatar Member
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    Hi, is there any update after patch? If yes can you make it in one folder please? thanks

  8. #908
    enigma32's Avatar Legendary
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    They started encryping more than pointers (IDs, SNOs) and removed some useful strings No more time to look at it today.

  9. Thanks ZenDraL (1 members gave Thanks to enigma32 for this useful post)
  10. #909
    bastiflew's Avatar Active Member
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    it seems that they moved items from stash, inventory and equipped to a new linked list in another place.
    the acd structure moved also, but the size didn't change tho.
    The character is nowhere into the acd also.

  11. #910
    d2k2's Avatar Active Member
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    Originally Posted by bastiflew View Post
    it seems that they moved items from stash, inventory and equipped to a new linked list in another place.
    the acd structure moved also, but the size didn't change tho.
    The character is nowhere into the acd also.
    my overlay still can mark ancients in inventory. i dont think that the items moved to another list.

    the local acd is still in the actorcommondata list. just the ACD.ID is encrypted. you can find the local ACD just by parsing for ActorType==Player and PlayerData.ActorID == ACD.ActorID

    or was today another update?

  12. #911
    bastiflew's Avatar Active Member
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    ok I didn't find any of my stash items in acd with the ACD.ActorSNO, but maybe it's not displayed anymore, but still there.

  13. #912
    d2k2's Avatar Active Member
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    Originally Posted by bastiflew View Post
    ok I didn't find any of my stash items in acd with the ACD.ActorSNO, but maybe it's not displayed anymore, but still there.
    ActorSNOs are encrypted now. they have random numbers in every game. in case you search by a constant, it will not work anymore. need to find a solution to decrypt them.

  14. #913
    bastiflew's Avatar Active Member
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    hum it's weird, I found them, but not at the same place (+0x8 in act struct).

  15. #914
    owen654321's Avatar Member
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    Is everyone else finding that ACD names are no longer readable as well, or am I doing something wrong?

  16. #915
    d2k2's Avatar Active Member
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    @owen654321
    ACD.Names are gone. i don't see a real need for them. you can resolve the ActorSNO number to a readable string like 130400 => "Player_Shared_Stash " from the Actor Asset files.

    ACD.ActorSNO can be decrypted by simple XOR operation. Just need to find the correct key by reversing a well known ACD Object like Player_Shared_Stash .

  17. Thanks Becksulinaa (1 members gave Thanks to d2k2 for this useful post)

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