[AutoIt] Diablo 3 Click To Move, Interaction, Actor Indexing. menu

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  1. #61
    Deject3d's Avatar Member
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    Originally Posted by UnknOwned View Post
    Please don't PM me for request for the update. Its done when its done.
    But you can get a little sneak-peak.

    I'm doing a lot of cross referencing in the new version. It now pulls data from the diablo 3 data files directly from memory giving much more detailed information about the world around you. For example you can now do a request to only see monsters nearby you, and get information like race, type, localized name etc:
    Locating Nearby Monsters... TYPE RACE LEVEL HP_CUR HP_MAX LOCALIZED NAME PROX - Pastebin.com
    There is obviously a ton more data to get but haven't had the time to figure what is what.
    Exciting stuff... thanks for doing the hard work so us casual cheat-makers can have our fun

    [AutoIt] Diablo 3 Click To Move, Interaction, Actor Indexing.
  2. #62
    UnknOwned's Avatar Legendary
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    Originally Posted by Thrillseeker View Post
    If I interact with something, like a corpse or a gate, is there a way to check if I already have interacted with it?

    In other words can I check if something would still be marked blueish ingame?
    Found the offsets. And have implamented them into the upcomming release.

    Now you can do a "IsUntargetable($GUID)" to see if a object is no longer targetable
    You can also do a "IsCooldown($GUID)" to see if objects with cooldown is no longer targetable (like health wells that replenish after a while)

  3. #63
    NineNineNine's Avatar Member
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    Can we have a usesnopower or function that handles usepowertolocation or usepowertoactor?

    I'm trying to write it in myself using the offsets, but getting no where really.

  4. #64
    Trollzr's Avatar Member
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    Hey,

    just a question, since you are already updating. Would it be possible to create a file or program that would rewrite memory adresses for move engine. I assume they shift abit with each update. I didnt put much effort into diablo 3 memory so I appologize if its out of line. But it was something we had with move engine for guild wars.

  5. #65
    Thrillseeker's Avatar Member
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    Originally Posted by UnknOwned View Post
    Found the offsets. And have implamented them into the upcomming release.

    Now you can do a "IsUntargetable($GUID)" to see if a object is no longer targetable
    You can also do a "IsCooldown($GUID)" to see if objects with cooldown is no longer targetable (like health wells that replenish after a while)
    That is just awesome

  6. #66
    UnknOwned's Avatar Legendary
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    Originally Posted by NineNineNine View Post
    Can we have a usesnopower or function that handles usepowertolocation or usepowertoactor?

    I'm trying to write it in myself using the offsets, but getting no where really.
    Next update will have a
    Code:
    UsePowerOnActor($guid)
    This can be used to cast spells directly on enemies without using mouse and keyboard.

    There will also be a
    Code:
    CastTownPortal()
    obviously for casting townportal without mouse or keyboard (should be able to do it while the window is not active)
    Last edited by UnknOwned; 06-27-2012 at 12:03 PM.

  7. #67
    NineNineNine's Avatar Member
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    Originally Posted by UnknOwned View Post
    Next update will have a
    Code:
    UsePowerOnActor($guid)
    This can be used to cast spells directly on enemies without using mouse and keyboard.

    There will also be a
    Code:
    CastTownPortal()
    obviously for casting townportal without mouse or keyboard (should be able to do it while the window is not active)
    This will be fantastic. I'm sure I can work from that code to casting to a location for the likes of Vault and Leap.

    Thanks alot for your work UnknOwned.

  8. #68
    rannox's Avatar Private
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    Awesome, cant wait to see it. Been playing around trying to do that myself, but I was trying to do a workaround instead of finding how to do it with UsePower.... This is gonna be fun. I guess ill focus on making a gui that saves waypoints instead.

  9. #69
    UnknOwned's Avatar Legendary
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    100% nailed down the actor atribute structure now.
    Not sure how i will structure the function nam and parameters but i guess im going to do something like picking a name from the following list and a GUID and it will return the data.

    Code:
    RequestActorData("Hitpoints_Max_Total",$GUID)
    or
    Code:
    RequestActorData(0x070,$GUID)
    (any thoughts?)

    So yea, the following data will be at your fingertips:

    Code:
        Axe_Bad_Data = 0x000,   // int
        Attribute_Timer = 0x001,   // float
        Attribute_Pool = 0x002,   // float
        Death_Count = 0x003,   // float
        DualWield_Hand = 0x004,   // float
        DualWield_Hand_Next = 0x005,   // float
        DualWield_Hands_Swapped = 0x006,   // float
        Respawn_Game_Time = 0x007,   // float
        Backpack_Slots = 0x008,   // float
        Shared_Stash_Slots = 0x009,   // float
        Strength = 0x00A,   // int
        Dexterity = 0x00B,   // int
        Intelligence = 0x00C,   // int
        Vitality = 0x00D,   // int
        Strength_Total = 0x00E,   // int
        Dexterity_Total = 0x00F,   // int
        Intelligence_Total = 0x010,   // int
        Vitality_Total = 0x011,   // int
        Strength_Bonus = 0x012,   // int
        Dexterity_Bonus = 0x013,   // int
        Intelligence_Bonus = 0x014,   // int
        Vitality_Bonus = 0x015,   // int
        Strength_Bonus_Percent = 0x016,   // int
        Dexterity_Bonus_Percent = 0x017,   // int
        Intelligence_Bonus_Percent = 0x018,   // int
        Vitality_Bonus_Percent = 0x019,   // int
        Strength_Reduction_Percent = 0x01A,   // int
        Dexterity_Reduction_Percent = 0x01B,   // int
        Intelligence_Reduction_Percent = 0x01C,   // int
        Vitality_Reduction_Percent = 0x01D,   // int
        Primary_Damage_Attribute = 0x01E,   // float
        Attack = 0x01F,   // int
        Precision = 0x020,   // int
        Defense = 0x021,   // int
        Attack_Total = 0x022,   // int
        Precision_Total = 0x023,   // int
        Defense_Total = 0x024,   // int
        Attack_Bonus = 0x025,   // int
        Precision_Bonus = 0x026,   // int
        Defense_Bonus = 0x027,   // int
        Attack_Bonus_Percent = 0x028,   // int
        Precision_Bonus_Percent = 0x029,   // int
        Defense_Bonus_Percent = 0x02A,   // int
        Attack_Reduction_Percent = 0x02B,   // int
        Precision_Reduction_Percent = 0x02C,   // int
        Defense_Reduction_Percent = 0x02D,   // int
        Armor = 0x02E,   // int
        Armor_Bonus_Percent = 0x02F,   // int
        Armor_Item = 0x030,   // int
        Armor_Bonus_Item = 0x031,   // int
        Armor_Item_Percent = 0x032,   // int
        Armor_Item_SubTotal = 0x033,   // int
        Armor_Item_Total = 0x034,   // int
        Armor_Total = 0x035,   // int
        Experience_Granted = 0x036,   // float
        Experience_Next = 0x037,   // float
        Gold_Granted = 0x038,   // float
        Gold = 0x039,   // float
        Gold_Find = 0x03A,   // int
        Level = 0x03B,   // float
        Level_Cap = 0x03C,   // float
        Magic_Find = 0x03D,   // int
        Magic_And_Gold_Find_Suppressed = 0x03E,   // float
        Treasure_Find = 0x03F,   // int
        Resource_Cost_Reduction_Amount = 0x040,   // float
        Resource_Cost_Reduction_Total = 0x041,   // int
        Resource_Set_Point_Bonus = 0x042,   // int
        Faster_Healing_Percent = 0x043,   // int
        Spending_Resource_Heals_Percent = 0x044,   // int
        Bonus_Healing_Received_Percent = 0x045,   // int
        Reduced_Healing_Received_Percent = 0x046,   // int
        Experience_Bonus = 0x047,   // int
        Experience_Bonus_Percent = 0x048,   // int
        Health_Globe_Bonus_Chance = 0x049,   // int
        Health_Globe_Bonus_Mult_Chance = 0x04A,   // int
        Health_Globe_Bonus_Health = 0x04B,   // int
        Increased_Health_From_Globes_Percent = 0x04C,   // int
        Increased_Health_From_Globes_Percent_Total = 0x04D,   // int
        Bonus_Health_Percent_Per_Second_From_Globes = 0x04E,   // int
        Bonus_Health_Percent_Per_Second_From_Globes_Total = 0x04F,   // int
        Mana_Gained_From_Globes_Percent = 0x050,   // int
        Mana_Gained_From_Globes = 0x051,   // int
        Resistance = 0x052,   // int
        Resistance_Percent = 0x053,   // int
        Resistance_Total = 0x054,   // int
        Resistance_All = 0x055,   // int
        Resistance_Percent_All = 0x056,   // int
        Resistance_From_Intelligence = 0x057,   // int
        Class_Damage_Reduction_Percent = 0x058,   // int
        Skill = 0x059,   // float
        Skill_Total = 0x05A,   // float
        TeamID = 0x05B,   // float
        Team_Override = 0x05C,   // float
        Invulnerable = 0x05D,   // float
        Loading = 0x05E,   // float
        Loading_Player_ACD = 0x05F,   // float
        Loading_Power_SNO = 0x060,   // float
        Loading_Anim_Tag = 0x061,   // float
        Loading_NewGame = 0x062,   // float
        Auto_Porting_To_Save_Point = 0x063,   // float
        No_Damage = 0x064,   // float
        No_AutoPickup = 0x065,   // float
        Light_Radius_Percent_Bonus = 0x066,   // int
        Hitpoints_Cur = 0x067,   // int
        Hitpoints_Factor_Level = 0x068,   // int
        Hitpoints_Factor_Vitality = 0x069,   // int
        Hitpoints_Total_From_Vitality = 0x06A,   // int
        Hitpoints_Total_From_Level = 0x06B,   // int
        Hitpoints_Granted = 0x06C,   // int
        Hitpoints_Granted_Duration = 0x06D,   // float
        Hitpoints_Max = 0x06E,   // int
        Hitpoints_Max_Bonus = 0x06F,   // int
        Hitpoints_Max_Total = 0x070,   // int
        Hitpoints_Percent = 0x071,   // int
        Hitpoints_Regen_Per_Second = 0x072,   // int
        Hitpoints_Max_Percent_Bonus = 0x073,   // int
        Hitpoints_Max_Percent_Bonus_Item = 0x074,   // int
        Hitpoints_Healed_Target = 0x075,   // int
        Resource_Type_Primary = 0x076,   // float
        Resource_Type_Secondary = 0x077,   // float
        Resource_Cur = 0x078,   // int
        Resource_Max = 0x079,   // int
        Resource_Max_Bonus = 0x07A,   // int
        Resource_Max_Total = 0x07B,   // int
        Resource_Factor_Level = 0x07C,   // int
        Resource_Granted = 0x07D,   // int
        Resource_Granted_Duration = 0x07E,   // float
        Resource_Percent = 0x07F,   // int
        Resource_Regen_Per_Second = 0x080,   // int
        Resource_Regen_Bonus_Percent = 0x081,   // int
        Resource_Regen_Total = 0x082,   // int
        Resource_Max_Percent_Bonus = 0x083,   // int
        Resource_Capacity_Used = 0x084,   // int
        Resource_Effective_Max = 0x085,   // int
        Resource_Regen_Percent_Per_Second = 0x086,   // int
        Resource_Degeneration_Stop_Point = 0x087,   // int
        Movement_Scalar = 0x088,   // int
        Walking_Rate = 0x089,   // int
        Running_Rate = 0x08A,   // int
        Sprinting_Rate = 0x08B,   // int
        Strafing_Rate = 0x08C,   // int
        Walking_Rate_Total = 0x08D,   // int
        Running_Rate_Total = 0x08E,   // int
        Last_Running_Rate = 0x08F,   // int
        Sprinting_Rate_Total = 0x090,   // int
        Strafing_Rate_Total = 0x091,   // int
        Movement_Bonus_Total = 0x092,   // int
        Movement_Scalar_Subtotal = 0x093,   // int
        Movement_Scalar_Capped_Total = 0x094,   // int
        Movement_Scalar_Uncapped_Bonus = 0x095,   // int
        Movement_Scalar_Total = 0x096,   // int
        Movement_Bonus_Run_Speed = 0x097,   // int
        Casting_Speed = 0x098,   // int
        Casting_Speed_Bonus = 0x099,   // int
        Casting_Speed_Total = 0x09A,   // int
        Always_Hits = 0x09B,   // float
        Hit_Chance = 0x09C,   // int
        Attacks_Per_Second_Item = 0x09D,   // int
        Attacks_Per_Second_Item_Percent = 0x09E,   // int
        Attacks_Per_Second_Item_Subtotal = 0x09F,   // int
        Attacks_Per_Second_Item_Bonus = 0x0A0,   // int
        Attacks_Per_Second_Item_Total = 0x0A1,   // int
        Attacks_Per_Second = 0x0A2,   // int
        Attacks_Per_Second_Bonus = 0x0A3,   // int
        Attacks_Per_Second_Total = 0x0A4,   // int
        Attacks_Per_Second_Percent = 0x0A5,   // int
        AI_Cooldown_Reduction_Percent = 0x0A6,   // int
        Power_Cooldown_Reduction_Percent = 0x0A7,   // int
        Damage_Delta = 0x0A8,   // int
        Damage_Delta_Total = 0x0A9,   // int
        Damage_Min = 0x0AA,   // int
        Damage_Bonus_Min = 0x0AB,   // int
        Damage_Min_Total = 0x0AC,   // int
        Damage_Min_Subtotal = 0x0AD,   // int
        Damage_Percent_All_From_Skills = 0x0AE,   // int
        Damage_Weapon_Delta = 0x0AF,   // int
        Damage_Weapon_Delta_SubTotal = 0x0B0,   // int
        Damage_Weapon_Max = 0x0B1,   // int
        Damage_Weapon_Max_Total = 0x0B2,   // int
        Damage_Weapon_Max_Total_All = 0x0B3,   // int
        Damage_Weapon_Delta_Total = 0x0B4,   // int
        Damage_Weapon_Delta_Total_All = 0x0B5,   // int
        Damage_Weapon_Bonus_Delta = 0x0B6,   // int
        Damage_Weapon_Min = 0x0B7,   // int
        Damage_Weapon_Min_Total = 0x0B8,   // int
        Damage_Weapon_Min_Total_All = 0x0B9,   // int
        Damage_Weapon_Bonus_Min = 0x0BA,   // int
        Damage_Weapon_Percent_Bonus = 0x0BB,   // int
        Damage_Weapon_Percent_All = 0x0BC,   // int
        Damage_Weapon_Percent_Total = 0x0BD,   // int
        Damage_Type_Percent_Bonus = 0x0BE,   // int
        Damage_Percent_Bonus_Witchdoctor = 0x0BF,   // int
        Damage_Percent_Bonus_Wizard = 0x0C0,   // int
        Crit_Percent_Base = 0x0C1,   // int
        Crit_Percent_Bonus_Capped = 0x0C2,   // int
        Crit_Percent_Bonus_Uncapped = 0x0C3,   // int
        Crit_Percent_Cap = 0x0C4,   // int
        Crit_Damage_Percent = 0x0C5,   // int
        Crit_Effect_Time = 0x0C6,   // float
        Pierce_Chance = 0x0C7,   // int
        Damage_Absorb_Percent = 0x0C8,   // int
        Damage_Reduction_Total = 0x0C9,   // int
        Damage_Reduction_Current = 0x0CA,   // int
        Damage_Reduction_Last_Tick = 0x0CB,   // float
        Block_Chance = 0x0CC,   // int
        Block_Chance_Total = 0x0CD,   // int
        Block_Chance_Bonus_Item = 0x0CE,   // int
        Block_Chance_Item = 0x0CF,   // int
        Block_Chance_Item_Total = 0x0D0,   // int
        Block_Amount = 0x0D1,   // int
        Block_Amount_Bonus_Percent = 0x0D2,   // int
        Block_Amount_Total_Min = 0x0D3,   // int
        Block_Amount_Total_Max = 0x0D4,   // int
        Block_Amount_Item_Min = 0x0D5,   // int
        Block_Amount_Item_Delta = 0x0D6,   // int
        Block_Amount_Item_Bonus = 0x0D7,   // int
        Dodge_Chance_Bonus = 0x0D8,   // int
        Dodge_Chance_Bonus_Melee = 0x0D9,   // int
        Dodge_Chance_Bonus_Ranged = 0x0DA,   // int
        Get_Hit_Current = 0x0DB,   // int
        Get_Hit_Max_Base = 0x0DC,   // int
        Get_Hit_Max_Per_Level = 0x0DD,   // int
        Get_Hit_Max = 0x0DE,   // int
        Get_Hit_Recovery_Base = 0x0DF,   // int
        Get_Hit_Recovery_Per_Level = 0x0E0,   // int
        Get_Hit_Recovery = 0x0E1,   // int
        Get_Hit_Damage = 0x0E2,   // int
        Get_Hit_Damage_Scalar = 0x0E3,   // int
        Last_Damage_MainActor = 0x0E4,   // float
        Last_ACD_Attacked = 0x0E5,   // float
        Ignores_Critical_Hits = 0x0E6,   // float
        Immunity = 0x0E7,   // float
        Untargetable = 0x0E8,   // float
        Immobolize = 0x0E9,   // float
        Immune_To_Knockback = 0x0EA,   // float
        Power_Immobilize = 0x0EB,   // float
        Stun_Chance = 0x0EC,   // int
        Stun_Length = 0x0ED,   // int
        Stun_Recovery = 0x0EE,   // int
        Stun_Recovery_Speed = 0x0EF,   // int
        Stunned = 0x0F0,   // float
        Stun_Immune = 0x0F1,   // float
        Poison_Length_Reduction = 0x0F2,   // int
        Poisoned = 0x0F3,   // float
        Bleeding = 0x0F4,   // float
        Bleed_Duration = 0x0F5,   // int
        Chilled = 0x0F6,   // float
        Freeze_Length_Reduction = 0x0F7,   // int
        Freeze_Immune = 0x0F8,   // float
        Webbed = 0x0F9,   // float
        Slow = 0x0FA,   // float
        FireAura = 0x0FB,   // float
        LightningAura = 0x0FC,   // float
        ColdAura = 0x0FD,   // float
        PoisonAura = 0x0FE,   // float
        Blind = 0x0FF,   // float
        Enraged = 0x100,   // float
        Slowdown_Immune = 0x101,   // float
        Gethit_Immune = 0x102,   // float
        Suffocation_Per_Second = 0x103,   // int
        Suffocation_Unit_Value = 0x104,   // int
        Thorns_Percent = 0x105,   // int
        Thorns_Percent_All = 0x106,   // int
        Thorns_Percent_Total = 0x107,   // int
        Thorns_Fixed = 0x108,   // int
        Steal_Health_Percent = 0x109,   // int
        Steal_Mana_Percent = 0x10A,   // int
        Resource_On_Hit = 0x10B,   // int
        Resource_On_Kill = 0x10C,   // int
        Resource_On_Crit = 0x10D,   // int
        Hitpoints_On_Hit = 0x10E,   // int
        Hitpoints_On_Kill = 0x10F,   // int
        Damage_To_Mana = 0x110,   // int
        Last_Proc_Time = 0x111,   // float
        Damage_Power_Delta = 0x112,   // int
        Damage_Power_Min = 0x113,   // int
        Rope_Overlay = 0x114,   // float
        General_Cooldown = 0x115,   // float
        Power_Cooldown = 0x116,   // float
        Power_Cooldown_Start = 0x117,   // float
        Proc_Cooldown = 0x118,   // float
        Emote_Cooldown = 0x119,   // float
        Projectile_Speed = 0x11A,   // int
        Projectile_Speed_Increase_Percent = 0x11B,   // int
        Destroy_When_Path_Blocked = 0x11C,   // float
        Skill_Toggled_State = 0x11D,   // float
        Act = 0x11E,   // float
        Difficulty = 0x11F,   // float
        Last_Damage_Amount = 0x120,   // int
        In_Knockback = 0x121,   // float
        Amplify_Damage_Type_Percent = 0x122,   // int
        Amplify_Damage_Percent = 0x123,   // int
        Durability_Cur = 0x124,   // float
        Durability_Max = 0x125,   // float
        Durability_Last_Damage = 0x126,   // float
        Item_Quality_Level = 0x127,   // float
        Item_Cost_Percent_Bonus = 0x128,   // int
        Item_Equipped = 0x129,   // float
        Requirement = 0x12A,   // int
        Requirements_Ease_Percent = 0x12B,   // int
        Requirement_When_Equipped = 0x12C,   // int
        Sockets = 0x12D,   // float
        Sockets_Filled = 0x12E,   // float
        Stats_All_Bonus = 0x12F,   // int
        Item_Bound_To_ACD = 0x130,   // float
        Item_Locked_To_ACD = 0x131,   // float
        Item_Binding_Level_Override = 0x132,   // float
        ItemStackQuantityHi = 0x133,   // float
        ItemStackQuantityLo = 0x134,   // float
        Run_Speed_Granted = 0x135,   // int
        Run_Speed_Duration = 0x136,   // float
        IdentifyCost = 0x137,   // float
        Seed = 0x138,   // float
        IsCrafted = 0x139,   // float
        DyeType = 0x13A,   // float
        EnchantAffix = 0x13B,   // float
        EnchantRangeVal = 0x13C,   // float
        HighlySalvageable = 0x13D,   // float
        ItemUnlockTimeHi = 0x13E,   // float
        ItemUnlockTimeLo = 0x13F,   // float
        Always_Plays_GetHit = 0x140,   // float
        Hidden = 0x141,   // float
        RActor_Fade_Group = 0x142,   // float
        Quest_Range = 0x143,   // float
        Attack_Cooldown_Min = 0x144,   // float
        Attack_Cooldown_Delta = 0x145,   // float
        InitialCooldownMinTotal = 0x146,   // float
        InitialCooldownDeltaTotal = 0x147,   // float
        Attack_Cooldown_Min_Total = 0x148,   // float
        Attack_Cooldown_Delta_Total = 0x149,   // float
        Closing_Cooldown_Min_Total = 0x14A,   // float
        Closing_Cooldown_Delta_Total = 0x14B,   // float
        Quest_Monster = 0x14C,   // float
        Quest_Monster_Effect = 0x14D,   // float
        Treasure_Class = 0x14E,   // float
        Removes_Body_On_Death = 0x14F,   // float
        InitialCooldownMin = 0x150,   // float
        InitialCooldownDelta = 0x151,   // float
        Knockback_Weight = 0x152,   // int
        UntargetableByPets = 0x153,   // float
        Damage_State_Current = 0x154,   // float
        Damage_State_Max = 0x155,   // float
        Is_Player_Decoy = 0x156,   // float
        Custom_Target_Weight = 0x157,   // int
        Gizmo_State = 0x158,   // float
        Gizmo_Charges = 0x159,   // float
        Chest_Open = 0x15A,   // float
        Door_Locked = 0x15B,   // float
        Door_Timer = 0x15C,   // float
        Gizmo_Disabled_By_Script = 0x15D,   // float
        Gizmo_Operator_ACDID = 0x15E,   // float
        Triggering_Count = 0x15F,   // float
        Gate_Position = 0x160,   // int
        Gate_Velocity = 0x161,   // int
        Gizmo_Has_Been_Operated = 0x162,   // float
        Pet_Owner = 0x163,   // float
        Pet_Creator = 0x164,   // float
        Pet_Type = 0x165,   // float
        DropsNoLoot = 0x166,   // float
        GrantsNoXP = 0x167,   // float
        Hireling_Class = 0x168,   // float
        Summoned_By_SNO = 0x169,   // float
        Is_NPC = 0x16A,   // float
        NPC_Is_Operatable = 0x16B,   // float
        NPC_Is_Escorting = 0x16C,   // float
        NPC_Has_Interact_Options = 0x16D,   // float
        Conversation_Icon = 0x16E,   // float
        Callout_Cooldown = 0x16F,   // float
        Banter_Cooldown = 0x170,   // float
        Conversation_Heard_Count = 0x171,   // float
        Last_Tick_Shop_Entered = 0x172,   // float
        Is_Helper = 0x173,   // float
        Axe = 0x174,   // int
        Axe2H = 0x175,   // int
        ThrowingAxe = 0x176,   // int
        AxeAny = 0x177,   // int
        Bow = 0x178,   // int
        Crossbow = 0x179,   // int
        BowAny = 0x17A,   // int
        Club = 0x17B,   // int
        Club2H = 0x17C,   // int
        ClubAny = 0x17D,   // int
        Dagger = 0x17E,   // int
        Mace = 0x17F,   // int
        Mace2H = 0x180,   // int
        MaceAny = 0x181,   // int
        Sword = 0x182,   // int
        Sword2H = 0x183,   // int
        SwordAny = 0x184,   // int
        Polearm = 0x185,   // int
        Spear = 0x186,   // int
        Wand = 0x187,   // int
        ColdStaff = 0x188,   // int
        FireStaff = 0x189,   // int
        LightningStaff = 0x18A,   // int
        PoisonStaff = 0x18B,   // int
        StaffAny = 0x18C,   // int
        Weapon1H = 0x18D,   // int
        Weapon2H = 0x18E,   // int
        WeaponMelee = 0x18F,   // int
        WeaponRanged = 0x190,   // int
        Quiver = 0x191,   // int
        Reincarnation_Buff = 0x192,   // float
        Dead_Body_AnimTag = 0x193,   // float
        Spawned_by_ACDID = 0x194,   // float
        Summoned_By_ACDID = 0x195,   // float
        Summoner_ID = 0x196,   // float
        Banner_ACDID = 0x197,   // float
        Breakable_Shield_HP = 0x198,   // int
        Current_WeaponClass = 0x199,   // float
        Weapons_Sheathed = 0x19A,   // float
        Held_In_OffHand = 0x19B,   // float
        Attacks_Per_Second_Item_MainHand = 0x19C,   // int
        Attacks_Per_Second_Item_OffHand = 0x19D,   // int
        Attacks_Per_Second_Item_Total_MainHand = 0x19E,   // int
        Attacks_Per_Second_Item_Total_OffHand = 0x19F,   // int
        Damage_Weapon_Min_Total_MainHand = 0x1A0,   // int
        Damage_Weapon_Min_Total_OffHand = 0x1A1,   // int
        Damage_Weapon_Delta_Total_MainHand = 0x1A2,   // int
        Damage_Weapon_Delta_Total_OffHand = 0x1A3,   // int
        Attacks_Per_Second_Item_CurrentHand = 0x1A4,   // int
        Damage_Weapon_Min_Total_CurrentHand = 0x1A5,   // int
        Damage_Weapon_Delta_Total_CurrentHand = 0x1A6,   // int
        Has_Special_Death_AnimTag = 0x1A7,   // float
        Death_Type_Override = 0x1A8,   // float
        In_Combat = 0x1A9,   // float
        In_Conversation = 0x1AA,   // float
        Last_Tick_Potion_Used = 0x1AB,   // float
        Potion_Dilution_Percent = 0x1AC,   // int
        Out_Of_Combat_Health_Regen_Percent = 0x1AD,   // int
        Out_Of_Combat_Mana_Regen_Percent = 0x1AE,   // int
        Potion_Dilution_Duration = 0x1AF,   // float
        Potion_Dilution_Scalar = 0x1B0,   // int
        Feared = 0x1B1,   // float
        Fear_Immune = 0x1B2,   // float
        Last_Damage_ACD = 0x1B3,   // float
        Attached_To_ACD = 0x1B4,   // float
        Attachment_ACD = 0x1B5,   // float
        Normal_Attack_Replacement_Power_SNO = 0x1B6,   // float
        Damage_Type_Override = 0x1B7,   // int
        Minion_Count_Bonus_Percent = 0x1B8,   // int
        Champion_Teleport_Next_Tick = 0x1B9,   // float
        Champion_Teleport_Time_Min_In_Seconds = 0x1BA,   // int
        Champion_Teleport_Time_Delta_In_Seconds = 0x1BB,   // int
        Champion_Clone_Next_Tick = 0x1BC,   // float
        Champion_Clone_Time_Min_In_Seconds = 0x1BD,   // int
        Champion_Clone_Time_Delta_In_Seconds = 0x1BE,   // int
        Champion_Clone_Hitpoint_Bonus_Percent = 0x1BF,   // int
        Champion_Clone_Damage_Bonus_Percent = 0x1C0,   // int
        Champion_Ghostly_Next_Tick = 0x1C1,   // float
        Champion_Ghostly_Inactive_Time_Min_In_Seconds = 0x1C2,   // int
        Champion_Ghostly_Inactive_Time_Delta_In_Seconds = 0x1C3,   // int
        Champion_Ghostly_Active_Time_Min_In_Seconds = 0x1C4,   // int
        Champion_Ghostly_Active_Time_Delta_In_Seconds = 0x1C5,   // int
        Champion_Ghostly_Saved_Dodge_Chance = 0x1C6,   // int
        Champion_Ghostly = 0x1C7,   // float
        Base_Element = 0x1C8,   // float
        Projectile_Amount_Bonus_Percent = 0x1C9,   // int
        Projectile_Reflect_Chance = 0x1CA,   // int
        Attack_Fear_Chance = 0x1CB,   // int
        Attack_Fear_Time_Min = 0x1CC,   // int
        Attack_Fear_Time_Delta = 0x1CD,   // int
        Buff_Visual_Effect = 0x1CE,   // float
        Buff_Icon_Start_Tick0 = 0x1CF,   // float
        Buff_Icon_Start_Tick1 = 0x1D0,   // float
        Buff_Icon_Start_Tick2 = 0x1D1,   // float
        Buff_Icon_Start_Tick3 = 0x1D2,   // float
        Buff_Icon_Start_Tick4 = 0x1D3,   // float
        Buff_Icon_Start_Tick5 = 0x1D4,   // float
        Buff_Icon_Start_Tick6 = 0x1D5,   // float
        Buff_Icon_Start_Tick7 = 0x1D6,   // float
        Buff_Icon_End_Tick0 = 0x1D7,   // float
        Buff_Icon_End_Tick1 = 0x1D8,   // float
        Buff_Icon_End_Tick2 = 0x1D9,   // float
        Buff_Icon_End_Tick3 = 0x1DA,   // float
        Buff_Icon_End_Tick4 = 0x1DB,   // float
        Buff_Icon_End_Tick5 = 0x1DC,   // float
        Buff_Icon_End_Tick6 = 0x1DD,   // float
        Buff_Icon_End_Tick7 = 0x1DE,   // float
        Could_Have_Ragdolled = 0x1DF,   // float
        Ambient_Damage_Effect_Last_Time = 0x1E0,   // float
        Scale_Bonus = 0x1E1,   // int
        Deleted_On_Server = 0x1E2,   // float
        Scripted_Fade_Time = 0x1E3,   // float
        Does_No_Damage = 0x1E4,   // float
        Does_Fake_Damage = 0x1E5,   // float
        SlowTime_Debuff = 0x1E6,   // int
        Blocks_Projectiles = 0x1E7,   // float
        Frozen = 0x1E8,   // float
        Freeze_Damage_Percent_Bonus = 0x1E9,   // int
        Buff_Active = 0x1EA,   // float
        DualWield_BothAttack_Chance = 0x1EB,   // int
        Summon_Expiration_Tick = 0x1EC,   // float
        Summon_Count = 0x1ED,   // float
        Uninterruptible = 0x1EE,   // float
        Queue_Death = 0x1EF,   // float
        CantStartDisplayedPowers = 0x1F0,   // float
        Wizard_Slowtime_Proxy_ACD = 0x1F1,   // float
        DPS = 0x1F2,   // int
        Resurrection_Power = 0x1F3,   // float
        Freeze_Damage = 0x1F4,   // int
        Freeze_Capacity = 0x1F5,   // int
        Thaw_Rate = 0x1F6,   // int
        Chilled_Dur_Bonus_Percent = 0x1F7,   // int
        DOT_DPS = 0x1F8,   // int
        DamageCap_Percent = 0x1F9,   // int
        Item_Time_Sold = 0x1FA,   // float
        Forced_Hireling_Power = 0x1FB,   // float
        IsRooted = 0x1FC,   // float
        RootTargetACD = 0x1FD,   // float
        RootAutoDecayPerSecond = 0x1FE,   // int
        RootUnitValue = 0x1FF,   // int
        RootTotalTicks = 0x200,   // float
        Hide_Affixes = 0x201,   // float
        Rune_A = 0x202,   // float
        Rune_B = 0x203,   // float
        Rune_C = 0x204,   // float
        Rune_D = 0x205,   // float
        Rune_E = 0x206,   // float
        Resistance_Stun = 0x207,   // int
        Resistance_Stun_Total = 0x208,   // int
        Resistance_Root = 0x209,   // int
        Resistance_Root_Total = 0x20A,   // int
        Resistance_Freeze = 0x20B,   // int
        Resistance_Freeze_Total = 0x20C,   // int
        Resistance_StunRootFreeze = 0x20D,   // int
        CrowdControl_Reduction = 0x20E,   // int
        Displays_Team_Effect = 0x20F,   // float
        Cannot_Be_Added_To_AI_Target_List = 0x210,   // float
        SkillKit = 0x211,   // float
        Immune_To_Charm = 0x212,   // float
        Immune_To_Blind = 0x213,   // float
        Damage_Shield = 0x214,   // float
        Silenced = 0x215,   // float
        Diseased = 0x216,   // float
        Guard_Object_ACDID = 0x217,   // float
        Follow_Target_ACDID = 0x218,   // float
        Follow_Target_Type = 0x219,   // float
        Forced_Enemy_ACDID = 0x21A,   // float
        NPC_Talk_Target_ANN = 0x21B,   // float
        NPC_Conv_Target_ANN = 0x21C,   // float
        Script_Target_ACDID = 0x21D,   // float
        Look_Target_Server_ANN = 0x21E,   // float
        Look_Target_Broadcast_Intensity = 0x21F,   // int
        Look_Target_Broadcast_Radius = 0x220,   // int
        Stealthed = 0x221,   // float
        GemQuality = 0x222,   // float
        ItemBuffIcon = 0x223,   // float
        ScrollDuration = 0x224,   // int
        Gizmo_Actor_SNO_To_Spawn = 0x225,   // float
        Gizmo_Actor_To_Spawn_Scale = 0x226,   // int
        Death_Replacement_Power_SNO = 0x227,   // float
        Attachment_Handled_By_Client = 0x228,   // float
        AI_In_Special_State = 0x229,   // float
        AI_Used_Scripted_Spawn_Anim = 0x22A,   // float
        AI_Spawned_By_Inactive_Marker = 0x22B,   // float
        Headstone_Player_ANN = 0x22C,   // float
        Resource_Cost_Reduction_Percent = 0x22D,   // int
        Resistance_Penetration = 0x22E,   // int
        Resistance_Penetration_Total = 0x22F,   // int
        Resistance_Penetration_All = 0x230,   // int
        Resistance_Penetration_Percent_All = 0x231,   // int
        Fury_Effect_Level = 0x232,   // float
        Health_Potion_Bonus_Heal_Percent = 0x233,   // int
        Free_Cast = 0x234,   // float
        Free_Cast_All = 0x235,   // float
        Movement_Scalar_Reduction_Percent = 0x236,   // int
        Movement_Scalar_Reduction_Resistance = 0x237,   // int
        Damage_Absorb_Percent_All = 0x238,   // int
        World_Seed = 0x239,   // float
        Kill_Count_Record = 0x23A,   // float
        Object_Destruction_Record = 0x23B,   // float
        Single_Attack_Record = 0x23C,   // float
        Environment_Attack_Record = 0x23D,   // float
        Root_Immune = 0x23E,   // float
        Monster_Play_Get_Hit_Bonus = 0x23F,   // int
        Stored_Contact_Frame = 0x240,   // float
        Buff_Icon_Count0 = 0x241,   // float
        Buff_Icon_Count1 = 0x242,   // float
        Buff_Icon_Count2 = 0x243,   // float
        Buff_Icon_Count3 = 0x244,   // float
        Buff_Icon_Count4 = 0x245,   // float
        Buff_Icon_Count5 = 0x246,   // float
        Buff_Icon_Count6 = 0x247,   // float
        Buff_Icon_Count7 = 0x248,   // float
        Observer = 0x249,   // float
        Resurrect_As_Observer = 0x24A,   // float
        Combo_Level = 0x24B,   // float
        Combo_Time_Last_Move = 0x24C,   // float
        Burrowed = 0x24D,   // float
        Death_Replacement_Effect_Group_SNO = 0x24E,   // float
        Checkpoint_Resurrection_Allowed_Game_Time = 0x24F,   // float
        Checkpoint_Resurrection_Forced_Game_Time = 0x250,   // float
        Controlling_TimedEvent_SNO = 0x251,   // float
        Casting_Speed_Percent = 0x252,   // int
        Using_Bossbar = 0x253,   // float
        Power_Buff_0_Visual_Effect = 0x254,   // float
        Power_Buff_1_Visual_Effect = 0x255,   // float
        Power_Buff_2_Visual_Effect = 0x256,   // float
        Power_Buff_3_Visual_Effect = 0x257,   // float
        Power_Buff_4_Visual_Effect = 0x258,   // float
        Power_Buff_5_Visual_Effect = 0x259,   // float
        Power_Buff_6_Visual_Effect = 0x25A,   // float
        Power_Buff_7_Visual_Effect = 0x25B,   // float
        Store_SNO = 0x25C,   // float
        Busy = 0x25D,   // float
        Afk = 0x25E,   // float
        Last_Action_Timestamp = 0x25F,   // float
        Portal_Next_Time = 0x260,   // float
        Repair_Discount_Percent = 0x261,   // int
        Resource_Degeneration_Prevented = 0x262,   // float
        Operatable = 0x263,   // float
        Look_Override = 0x264,   // float
        Spawner_Concurrent_Count_ID = 0x265,   // float
        Disabled = 0x266,   // float
        Skill_Override = 0x267,   // float
        Skill_Override_Active = 0x268,   // float
        Skill_Override_Ended = 0x269,   // float
        Skill_Override_Ended_Active = 0x26A,   // float
        Is_Power_Proxy = 0x26B,   // float
        Force_No_Death_Animation = 0x26C,   // float
        Player_WeaponClass_Anim_Override = 0x26D,   // float
        Operatable_Story_Gizmo = 0x26E,   // float
        Power_Buff_0_Visual_Effect_None = 0x26F,   // float
        Power_Buff_0_Visual_Effect_A = 0x270,   // float
        Power_Buff_0_Visual_Effect_B = 0x271,   // float
        Power_Buff_0_Visual_Effect_C = 0x272,   // float
        Power_Buff_0_Visual_Effect_D = 0x273,   // float
        Power_Buff_0_Visual_Effect_E = 0x274,   // float
        Power_Buff_1_Visual_Effect_None = 0x275,   // float
        Power_Buff_1_Visual_Effect_A = 0x276,   // float
        Power_Buff_1_Visual_Effect_B = 0x277,   // float
        Power_Buff_1_Visual_Effect_C = 0x278,   // float
        Power_Buff_1_Visual_Effect_D = 0x279,   // float
        Power_Buff_1_Visual_Effect_E = 0x27A,   // float
        Power_Buff_2_Visual_Effect_None = 0x27B,   // float
        Power_Buff_2_Visual_Effect_A = 0x27C,   // float
        Power_Buff_2_Visual_Effect_B = 0x27D,   // float
        Power_Buff_2_Visual_Effect_C = 0x27E,   // float
        Power_Buff_2_Visual_Effect_D = 0x27F,   // float
        Power_Buff_2_Visual_Effect_E = 0x280,   // float
        Power_Buff_3_Visual_Effect_None = 0x281,   // float
        Power_Buff_3_Visual_Effect_A = 0x282,   // float
        Power_Buff_3_Visual_Effect_B = 0x283,   // float
        Power_Buff_3_Visual_Effect_C = 0x284,   // float
        Power_Buff_3_Visual_Effect_D = 0x285,   // float
        Power_Buff_3_Visual_Effect_E = 0x286,   // float
        Power_Buff_4_Visual_Effect_None = 0x287,   // float
        Power_Buff_4_Visual_Effect_A = 0x288,   // float
        Power_Buff_4_Visual_Effect_B = 0x289,   // float
        Power_Buff_4_Visual_Effect_C = 0x28A,   // float
        Power_Buff_4_Visual_Effect_D = 0x28B,   // float
        Power_Buff_4_Visual_Effect_E = 0x28C,   // float
        Power_Buff_5_Visual_Effect_None = 0x28D,   // float
        Power_Buff_5_Visual_Effect_A = 0x28E,   // float
        Power_Buff_5_Visual_Effect_B = 0x28F,   // float
        Power_Buff_5_Visual_Effect_C = 0x290,   // float
        Power_Buff_5_Visual_Effect_D = 0x291,   // float
        Power_Buff_5_Visual_Effect_E = 0x292,   // float
        Power_Buff_6_Visual_Effect_None = 0x293,   // float
        Power_Buff_6_Visual_Effect_A = 0x294,   // float
        Power_Buff_6_Visual_Effect_B = 0x295,   // float
        Power_Buff_6_Visual_Effect_C = 0x296,   // float
        Power_Buff_6_Visual_Effect_D = 0x297,   // float
        Power_Buff_6_Visual_Effect_E = 0x298,   // float
        Power_Buff_7_Visual_Effect_None = 0x299,   // float
        Power_Buff_7_Visual_Effect_A = 0x29A,   // float
        Power_Buff_7_Visual_Effect_B = 0x29B,   // float
        Power_Buff_7_Visual_Effect_C = 0x29C,   // float
        Power_Buff_7_Visual_Effect_D = 0x29D,   // float
        Power_Buff_7_Visual_Effect_E = 0x29E,   // float
        Walk_Passability_Power_SNO = 0x29F,   // float
        Passability_Power_SNO = 0x2A0,   // float
        Flippy_ID = 0x2A1,   // float
        Summoning_Machine_Num_Casters = 0x2A2,   // float
        Summoning_Machine_Spawn_Count = 0x2A3,   // float
        Summoning_Machine_Next_Spawn_Ticks = 0x2A4,   // float
        Summoning_Machine_Spawn_Team = 0x2A5,   // float
        Screen_Attack_Radius_Constant = 0x2A6,   // int
        Damage_Done_Reduction_Percent = 0x2A7,   // int
        Set_Item_Count = 0x2A8,   // float
        Spawner_Countdown_Percent = 0x2A9,   // int
        Attack_Slow = 0x2AA,   // float
        Power_Disabled = 0x2AB,   // float
        Weapon_Effect_Override = 0x2AC,   // float
        Debuff_Duration_Reduction_Percent = 0x2AD,   // int
        Uses_PvP_Power_Tags = 0x2AE,   // float
        Trait = 0x2AF,   // float
        Last_ACD_Attacked_By = 0x2B0,   // float
        Gold_PickUp_Radius = 0x2B1,   // int
        Client_Only_Effect = 0x2B2,   // float
        Has_Doppelganger_Cloned = 0x2B3,   // float
        Resource_Gain_Bonus_Percent = 0x2B4,   // int
        Looping_Animation_Start_Time = 0x2B5,   // float
        Looping_Animation_End_Time = 0x2B6,   // float
        Looping_Animation_Suppress_Item_Tooltips = 0x2B7,   // float
        Heal_Effect_Last_Played_Tick = 0x2B8,   // float
        Resource_Effect_Last_Played_tick = 0x2B9,   // float
        Thorns_Effect_Last_Played_tick = 0x2BA,   // float
        PVP_Kills = 0x2BB,   // float
        PVP_Deaths = 0x2BC,   // float
        PVP_Assists = 0x2BD,   // float
        PVP_Progression_Points_Gained = 0x2BE,   // float
        PVP_Current_Kill_Streak = 0x2BF,   // float
        PVP_Current_Death_Streak = 0x2C0,   // float
        PVP_Longest_Kill_Streak = 0x2C1,   // float
        PVP_Longest_Death_Streak = 0x2C2,   // float
        Turn_Rate_Scalar = 0x2C3,   // int
        Turn_Accel_Scalar = 0x2C4,   // int
        Turn_Deccel_Scalar = 0x2C5,   // int
        No_Health_Drop = 0x2C6,   // float
        Leader = 0x2C7,   // float
        IsContentRestrictedActor = 0x2C8,   // float
        InBossEncounter = 0x2C9,   // float
        God = 0x2CA,   // float
        MinimapActive = 0x2CB,   // float
        MinimapIconOverride = 0x2CC,   // float
        MinimapDisableArrow = 0x2CD,   // float
        Last_Blocked_ACD = 0x2CE,   // float
        Last_Blocked_Time = 0x2CF,   // float
        Deactivate_Lure = 0x2D0,   // float
        Weapons_Hidden = 0x2D1,   // float
        Actor_Updates_Attributes_From_Owner = 0x2D2,   // float
        Taunt_Target_ACD = 0x2D3,   // float
        UI_Only_Percent_Damage_Increase = 0x2D4,   // int
        Projectile_Effect_SNO = 0x2D5,   // float
        On_Hit_Fear_Proc_Chance = 0x2D6,   // int
        On_Hit_Stun_Proc_Chance = 0x2D7,   // int
        On_Hit_Blind_Proc_Chance = 0x2D8,   // int
        On_Hit_Freeze_Proc_Chance = 0x2D9,   // int
        On_Hit_Chill_Proc_Chance = 0x2DA,   // int
        On_Hit_Slow_Proc_Chance = 0x2DB,   // int
        On_Hit_Immobilize_Proc_Chance = 0x2DC,   // int
        On_Hit_Knockback_Proc_Chance = 0x2DD,   // int
        On_Hit_Bleed_Proc_Chance = 0x2DE,   // int
        On_Hit_Bleed_Proc_Damage_Base = 0x2DF,   // int
        On_Hit_Bleed_Proc_Damage_Delta = 0x2E0,   // int
        Damage_Percent_Reduction_From_Ranged = 0x2E1,   // int
        Damage_Percent_Reduction_From_Melee = 0x2E2,   // int
        Damage_Percent_Reduction_Turns_Into_Heal = 0x2E3,   // int
        Damage_Percent_Reduction_From_Elites = 0x2E4,   // int
        Damage_Percent_Reduction_From_Type = 0x2E5,   // int
        Damage_Percent_Bonus_Vs_Monster_Type = 0x2E6,   // int
        Damage_Percent_Bonus_Vs_Elites = 0x2E7,   // int
        Item_Manipulation_Timeout = 0x2E8,   // float
        Picked_Up_Time = 0x2E9,   // float
        Unequipped_Time = 0x2EA,   // float
        Last_ACD_Killed_Time = 0x2EB,   // float
        CannotDieDuring = 0x2EC,   // float
        Weapon_On_Hit_Fear_Proc_Chance = 0x2ED,   // int
        Weapon_On_Hit_Stun_Proc_Chance = 0x2EE,   // int
        Weapon_On_Hit_Blind_Proc_Chance = 0x2EF,   // int
        Weapon_On_Hit_Freeze_Proc_Chance = 0x2F0,   // int
        Weapon_On_Hit_Chill_Proc_Chance = 0x2F1,   // int
        Weapon_On_Hit_Slow_Proc_Chance = 0x2F2,   // int
        Weapon_On_Hit_Immobilize_Proc_Chance = 0x2F3,   // int
        Weapon_On_Hit_Knockback_Proc_Chance = 0x2F4,   // int
        Weapon_On_Hit_Bleed_Proc_Chance = 0x2F5,   // int
        Weapon_On_Hit_Bleed_Proc_Damage_Base = 0x2F6,   // int
        Weapon_On_Hit_Bleed_Proc_Damage_Delta = 0x2F7,   // int
        Weapon_On_Hit_Fear_Proc_Chance_MainHand = 0x2F8,   // int
        Weapon_On_Hit_Fear_Proc_Chance_OffHand = 0x2F9,   // int
        Weapon_On_Hit_Fear_Proc_Chance_CurrentHand = 0x2FA,   // int
        Weapon_On_Hit_Stun_Proc_Chance_MainHand = 0x2FB,   // int
        Weapon_On_Hit_Stun_Proc_Chance_OffHand = 0x2FC,   // int
        Weapon_On_Hit_Stun_Proc_Chance_CurrentHand = 0x2FD,   // int
        Weapon_On_Hit_Blind_Proc_Chance_MainHand = 0x2FE,   // int
        Weapon_On_Hit_Blind_Proc_Chance_OffHand = 0x2FF,   // int
        Weapon_On_Hit_Blind_Proc_Chance_CurrentHand = 0x300,   // int
        Weapon_On_Hit_Freeze_Proc_Chance_MainHand = 0x301,   // int
        Weapon_On_Hit_Freeze_Proc_Chance_OffHand = 0x302,   // int
        Weapon_On_Hit_Freeze_Proc_Chance_CurrentHand = 0x303,   // int
        Weapon_On_Hit_Chill_Proc_Chance_MainHand = 0x304,   // int
        Weapon_On_Hit_Chill_Proc_Chance_OffHand = 0x305,   // int
        Weapon_On_Hit_Chill_Proc_Chance_CurrentHand = 0x306,   // int
        Weapon_On_Hit_Slow_Proc_Chance_MainHand = 0x307,   // int
        Weapon_On_Hit_Slow_Proc_Chance_OffHand = 0x308,   // int
        Weapon_On_Hit_Slow_Proc_Chance_CurrentHand = 0x309,   // int
        Weapon_On_Hit_Immobilize_Proc_Chance_MainHand = 0x30A,   // int
        Weapon_On_Hit_Immobilize_Proc_Chance_OffHand = 0x30B,   // int
        Weapon_On_Hit_Immobilize_Proc_Chance_CurrentHand = 0x30C,   // int
        Weapon_On_Hit_Knockback_Proc_Chance_MainHand = 0x30D,   // int
        Weapon_On_Hit_Knockback_Proc_Chance_OffHand = 0x30E,   // int
        Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand = 0x30F,   // int
        Weapon_On_Hit_Bleed_Proc_Chance_MainHand = 0x310,   // int
        Weapon_On_Hit_Bleed_Proc_Chance_OffHand = 0x311,   // int
        Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand = 0x312,   // int
        Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand = 0x313,   // int
        Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand = 0x314,   // int
        Weapon_On_Hit_Bleed_Proc_Damage_Base_CurrentHand = 0x315,   // int
        Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand = 0x316,   // int
        Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand = 0x317,   // int
        Weapon_On_Hit_Bleed_Proc_Damage_Delta_CurrentHand = 0x318,   // int
        Power_Damage_Percent_Bonus = 0x319,   // int
        Power_Resource_Reduction = 0x31A,   // int
        Power_Cooldown_Reduction = 0x31B,   // int
        Power_Duration_Increase = 0x31C,   // int
        Power_Crit_Percent_Bonus = 0x31D,   // int
        Weapon_Crit_Chance = 0x31E,   // int
        Weapon_Crit_Chance_MainHand = 0x31F,   // int
        Weapon_Crit_Chance_OffHand = 0x320,   // int
        Weapon_Crit_Chance_CurrentHand = 0x321,   // int
        Strength_Item = 0x322,   // int
        Dexterity_Item = 0x323,   // int
        Intelligence_Item = 0x324,   // int
        Vitality_Item = 0x325,   // int
        Item_Level_Requirement_Reduction = 0x326,   // float
        Item_Durability_Percent_Bonus = 0x327,   // int
        Item_Indestructible = 0x328,   // float
        Core_Attributes_From_Item_Bonus_Multiplier = 0x329,   // int
        Waiting_To_Accept_Resurrection = 0x32A,   // float
        Ghosted = 0x32B,   // float
        Special_Inventory_Has_Sold = 0x32C,   // float
        Power_Channel_Lockout_Time = 0x32D,   // float
        Power_Buff_0_Lockout_Time = 0x32E,   // float
        Power_Buff_1_Lockout_Time = 0x32F,   // float
        Power_Buff_2_Lockout_Time = 0x330,   // float
        Power_Buff_3_Lockout_Time = 0x331,   // float
        Power_Buff_4_Lockout_Time = 0x332,   // float
        Power_Buff_5_Lockout_Time = 0x333,   // float
        Power_Buff_6_Lockout_Time = 0x334,   // float
        Power_Buff_7_Lockout_Time = 0x335,   // float
        Known_By_Owner = 0x336,   // float
        Never_Deactivates = 0x337,   // float
        Account_Under_Review = 0x338,   // float
        Projectile_Detonate_Time = 0x339,   // float

  10. #70
    tfp's Avatar Member
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    I would take the first, it increases code readability.
    PS: awesome. Can't wait to see it

  11. #71
    UserNamex32's Avatar Member
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    This is worst than waiting for christmas xD

  12. #72
    MORlDlN's Avatar Private
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    Originally Posted by UnknOwned View Post
    100% nailed down the actor atribute structure now.
    Not sure how i will structure the function nam and parameters but i guess im going to do something like picking a name from the following list and a GUID and it will return the data.

    Code:
    RequestActorData(" Item_Quality_Level",$GUID)
    So yeah, the following data will be at your fingertips:

    Code:
        
    Item_Quality_Level = 0x127,   // float
    I have been working with your code since I found your post 2 weeks ago. I could not alter it to make ActorAtributs work as needed, so I had to resort to pixelcheck to avoid picking up random white drops. With this I can change to this much more effective way. I will study every bit of your code to learn as much as I can.
    I have been lurking for a long time but never made an account, the need to thank you finally made me create one.

  13. #73
    un4given2's Avatar Corporal
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    Thx Unknowned and voxatu from blizzhackers for their sample codes. I used their functions to create a sample code and some UDF for autoit which I would like to share.
    https://dl.dropbox.com/u/64269435/Funcs.rar
    UDFs include some tools to create all possible routes between starting node and ending node in a given nodePool while traversing each node only once and choose a path among generated paths based on some criteria.
    sample code is to create a node pool from character position in the game and move along the generated route by mouse clicking with out any need to write in game memory.
    Atm I am looking for a way to generate waypoints(x,y,z) ,automatically, in the randomly created game maps. one possible method can be to find a way by minimap image processing but its not very practical.
    I wonder what approach Bots currently use to find their way in random created game maps. any help in this matter appreciated.
    btw this codes are only samples and may or may not work for you.(tested with 1600/900 res.)

  14. #74
    UnknOwned's Avatar Legendary
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    Working on the last thing right now. I haven't yet figured how to know what atributes are available without reading all 800(something) adresses, and since that would cause quite some request times i have to find a solution to this. There got to be a bit mask or so somewhere.

  15. #75
    tfp's Avatar Member
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    Don't know if it helps for the problem you're having.
    But there is code that suggests, that is indeed possible to calculate the exact position of an item with the guid and some information from the containerstruct it is in.

    Code:
    CAttribGroup *pGroup = GetAttribGroup(pACD->id_attrib);
    
    [...]
    
    CAttribGroup *CGame::GetAttribGroup(ULONG guid) 
    { 
        return GetListItem<CAttribGroup>(m_Engine.ObMan->Ptr->Storage.AttribGroups->FastAttribGroups, guid); 
    }
    
    [...]
    
    template<class TC> 
    TC* GetListItem(tContainer<TC>* pct, ULONG guid) 
    { 
        if(guid == ~0) 
            return 0; 
    
        if(!pct) 
            return 0; 
    
        USHORT id = (guid & 0xFFFF); 
        if(id > pct->Limit) 
            return 0; 
    
        USHORT l = (id >> pct->Bits); 
        USHORT e = id & ((1 << pct->Bits) - 1); 
    
        TC *Ret = (TC *)((ULONG_PTR)&pct->List[l][0] + pct->SizeOf * e); 
        return (*(PULONG)Ret == guid) ? Ret : 0; 
    }
    All credits to dogmatt from UnKnoWnCheaTs - Multiplayer Game Hacks and Cheats.
    The structs he is using are incredible stacked into each other, but he seems to have the most complete memory layout.
    I'm still investigating this and have little clue how to convert it to C# without the possibility to defer unsafe structs.
    Here the link: [Coding] d3 base structs

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