[AutoIt] Diablo 3 Click To Move, Interaction, Actor Handling. (Version 2) menu

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  1. #121
    ace1810's Avatar Private
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    I did using IterateActorAtribs($itemGuid, $Atrib_Intelligence_Item) for the find drop item intelligence option, but i can find that. also $Atrib_Vitality_Item. sometime $Atrib_Gold_Find is not find...
    these option($Atrib_Magic_Find, $Atrib_Strength_Item, $Atrib_Dexterity_Item) alway output. why this option($Atrib_Intelligence_Item, $Atrib_Vitality_Item) is always False..?
    plz , some one help how to get that value with item guid.

    [AutoIt] Diablo 3 Click To Move, Interaction, Actor Handling. (Version 2)
  2. #122
    GnomBG's Avatar Corporal
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    i dont understand why i get so nasty errors when i try to begin scripting...
    i just started your script and i get overwhelmed by errors.
    Is the script working properly? Or i just miss something to get it work?

    its is the errors i get http://img685.imageshack.us/img685/5286/74293738.png

  3. #123
    UnknOwned's Avatar Legendary
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    Originally Posted by Dosman8 View Post
    Im experienced with autoit but when i use the entire script from the front page 'as is', i see its riddled with scripting errors, why is this? why would is be called a release, im sorting through all the errors now, but its kinda silly like errors with missing "&" to combine strings and variables, and incorrect use of constants and declaring other variable the wrong way? am i looking at an old version or a draft? I would also recommend that OP/author write an actual UDF, and write a sample script separately

    Originally Posted by sunblood View Post
    I'd like to speak up about this too. A proper release should allow us to run a sample script immediately - I shouldn't have to bugfix an entire script before I can use it. Does someone have a proper, working version they can post that doesn't force us to find and fix bugs ourselves?

    I'm not against doing a little work and I'm a very experienced AI3 coder, but this is sloppy.



    Originally Posted by GnomBG View Post
    i dont understand why i get so nasty errors when i try to begin scripting...
    i just started your script and i get overwhelmed by errors.
    Is the script working properly? Or i just miss something to get it work?

    its is the errors i get http://img685.imageshack.us/img685/5286/74293738.png
    This code was written for 1.0.3.10235 and you need to update it yourself, please read thought the last few pages in this thread and you will get all the information you need to do so.

  4. #124
    Kizzarse's Avatar Corporal
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    Yes thanks for the awesome work Unkn0wned.

    A comment to some pretty unjust remarks about this piece of fine work. Memory reading is abit different from the other pixel reading scripts. Its pretty much a living thing cuz updates and patches to D3 will unsyn the whole script due to changes in the offsets.

    Ok that said, I found something strange, earlier I was asking IterateActorAtribs(0x77BC0000, $Atrib_Hitpoints_Cur) why it doesnt work. But than testing last night it worked.
    But this morning, after I relog, it doesnt work again. So it seems this is a moving target that gets changed intentionally! I am not able to understand this cuz I still got a clue how the offsets work.

    Anyways, if someone with a better understanding can help explain will be most appreciated.

    Thanks.

    I got this off By Opkllhibus, Leo11173, DH script but the offsets doesnt work too.

    ;;--------------------------------------------------------------------------------
    ;; GetLifep()
    ;;--------------------------------------------------------------------------------
    Func GetLifep()
    While 1
    $OBject = IterateObjectList(0)
    $foundlife = 0
    For $i = 0 To UBound($OBject, 1) - 1
    If StringInStr($OBject[$i][2], "HealthBall_liquid") Then
    $_LIFE = _MemoryRead($OBject[$i][9] + 0x408, $d3, 'float')[/U]
    $foundlife = 1
    ExitLoop 2
    EndIf
    Next
    If $foundlife = 0 Then
    $_LIFE = -1
    ExitLoop
    EndIf
    WEnd
    Return $_LIFE
    EndFunc ;==>GetLifep

  5. #125
    GnomBG's Avatar Corporal
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    so this works with the older version of diablo, not the newer

  6. #126
    shoanimal's Avatar Private
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    Originally Posted by GnomBG View Post
    so this works with the older version of diablo, not the newer
    Yes. If you look through past pages there are instructions on what values to change to get it working for the new patch.

  7. #127
    Thaelion's Avatar Member
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    Originally Posted by Kizzarse View Post
    Yes thanks for the awesome work Unkn0wned.

    A comment to some pretty unjust remarks about this piece of fine work. Memory reading is abit different from the other pixel reading scripts. Its pretty much a living thing cuz updates and patches to D3 will unsyn the whole script due to changes in the offsets.

    Ok that said, I found something strange, earlier I was asking IterateActorAtribs(0x77BC0000, $Atrib_Hitpoints_Cur) why it doesnt work. But than testing last night it worked.
    But this morning, after I relog, it doesnt work again. So it seems this is a moving target that gets changed intentionally! I am not able to understand this cuz I still got a clue how the offsets work.

    Anyways, if someone with a better understanding can help explain will be most appreciated.

    Thanks.

    I got this off By Opkllhibus, Leo11173, DH script but the offsets doesnt work too.

    ;;--------------------------------------------------------------------------------
    ;; GetLifep()
    ;;--------------------------------------------------------------------------------
    Func GetLifep()
    While 1
    $OBject = IterateObjectList(0)
    $foundlife = 0
    For $i = 0 To UBound($OBject, 1) - 1
    If StringInStr($OBject[$i][2], "HealthBall_liquid") Then
    $_LIFE = _MemoryRead($OBject[$i][9] + 0x408, $d3, 'float')[/U]
    $foundlife = 1
    ExitLoop 2
    EndIf
    Next
    If $foundlife = 0 Then
    $_LIFE = -1
    ExitLoop
    EndIf
    WEnd
    Return $_LIFE
    EndFunc ;==>GetLifep
    Code:
    IterateActorAtribs(0x77BC0000, $Hitpoints_Cur)
    Works fine for me every time.

  8. #128
    Swarn's Avatar Member
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    okay work for me now, but one question left, how can I find current hate or discipline or mana?
    is there I constant?

  9. #129
    Thaelion's Avatar Member
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    Originally Posted by Swarn View Post
    okay work for me now, but one question left, how can I find current hate or discipline or mana?
    is there I constant?
    Its a bit more complicated than, reading the health.
    You need to add the following mask to the attibute when you check it,
    Code:
    None = 0x0000
    ArcanePower = 0x1000
    Rage = 0x2000
    Spirit = 0x3000
    Mana = 0x4000
    Hatred = 0x5000
    Discipline = 0x6000

  10. #130
    Thaelion's Avatar Member
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    Originally Posted by shoanimal View Post
    does anyone know how to get at the items in the inventory... I took my first stab at using cheat engine, but it kinda like looking at another language.
    Read the ACD structure, its not included in this code, but its not hard to find offsets for it. then to code something that reads this, one of the fields in there related directly to where this items is, stash/inventory, equipped slot ect ect.

  11. #131
    Swarn's Avatar Member
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    So if a want arcan power I do so:
    IterateActorAtribs(0x77BC0000, $Atrib_Hitpoints_Cur + 0x1000)
    ?

  12. #132
    aj3423's Avatar Member
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    does the CRITICAL offsets work for you ? I tried this on a ring with 3.5% critical, and print out all the attributes between 0 and 100000 (both int and float)
    here's what i got,
    HTML Code:
    001  Attribute_Timer = 1
    005  DualWield_Hand_Next = 260
    00D  Vitality = 1919.000000
    00F  Dexterity_Total = 11.000000
    019  Vitality_Bonus_Percent = 1.000000
    01C  Intelligence_Reduction_Percent = 7.000000
    01F  Attack = 1.000000
    02F  Armor_Bonus_Percent = 55.000000
    033  Armor_Item_SubTotal = 128.000000
    047  Experience_Bonus = 43.000000
    051  Mana_Gained_From_Globes = 16.000000
    055  Resistance_All = 39.000000
    05E  Loading = 10
    060  Loading_Power_SNO = 34
    065  No_AutoPickup = 1
    066  Light_Radius_Percent_Bonus = 80.000000
    06A  Hitpoints_Total_From_Vitality = 1.000000
    085  Resource_Effective_Max = 96.000000
    08A  Running_Rate = 48.000000
    08B  Sprinting_Rate = 97.000000
    09C  Hit_Chance = 287.000000
    0A4  Attacks_Per_Second_Total = 7.000000
    0AD  Damage_Min_Subtotal = 9.000000
    0AE  Damage_Percent_All_From_Skills = 31.000000
    0B4  Damage_Weapon_Delta_Total = 1.000000
    0B5  Damage_Weapon_Delta_Total_All = 1.000000
    0BB  Damage_Weapon_Percent_Bonus = 40.000000
    0BC  Damage_Weapon_Percent_All = 1024.000000
    0D7  Block_Amount_Item_Bonus = 6.000000
    0DA  Dodge_Chance_Bonus_Ranged = 6.000000
    0E3  Get_Hit_Damage_Scalar = 7.000000
    0E4  Last_Damage_MainActor = 17
    0E7  Immunity = 17
    0E8  Untargetable = 138
    0EA  Immune_To_Knockback = 20
    0EE  Stun_Recovery = 15.000000
    0FB  FireAura = 120
    10A  Steal_Mana_Percent = 119.000000
    10C  Resource_On_Kill = 141.000000
    10E  Hitpoints_On_Hit = 1.000000
    111  Last_Proc_Time = 141
    113  Damage_Power_Min = 55.000000
    114  Rope_Overlay = 141
    11E  Act = 3
    122  Amplify_Damage_Type_Percent = 53.000000
    124  Durability_Cur = 456
    125  Durability_Max = 456
    127  Item_Quality_Level = 7
    137  IdentifyCost = 60
    14D  Quest_Monster_Effect = 48
    159  Gizmo_Charges = 55
    167  GrantsNoXP = 1
    16B  NPC_Is_Operatable = 24
    173  Is_Helper = 15352
    175  Axe2H = 77.000000
    181  MaceAny = 15.000000
    187  Wand = 260.000000
    189  FireStaff = 28.000000
    18D  Weapon1H = 912.000000
    1B3  Last_Damage_ACD = 49
    1B7  Damage_Type_Override = 1.000000
    1B9  Champion_Teleport_Next_Tick = 10
    1C2  Champion_Ghostly_Inactive_Time_Min_In_Seconds = 103.000000
    1C3  Champion_Ghostly_Inactive_Time_Delta_In_Seconds = 128.000000
    1C4  Champion_Ghostly_Active_Time_Min_In_Seconds = 3.000000
    1C8  Base_Element = 76
    1DC  Buff_Icon_End_Tick5 = 15352
    1E8  Frozen = 15
    1E9  Freeze_Damage_Percent_Bonus = 1.000000
    204  Rune_C = 120
    20C  Resistance_Freeze_Total = 2.000000
    215  Silenced = 369
    21A  Forced_Enemy_ACDID = 15
    21C  NPC_Conv_Target_ANN = 15
    228  Attachment_Handled_By_Client = 15
    25F  Last_Action_Timestamp = 2
    268  Skill_Override_Active = 31
    269  Skill_Override_Ended = 40
    26A  Skill_Override_Ended_Active = 56
    283  Power_Buff_3_Visual_Effect_B = 5
    289  Power_Buff_4_Visual_Effect_B = 4338
    28B  Power_Buff_4_Visual_Effect_D = 4338
    28D  Power_Buff_5_Visual_Effect_None = 2047
    298  Power_Buff_6_Visual_Effect_E = 4096
    29B  Power_Buff_7_Visual_Effect_B = 4
    29E  Power_Buff_7_Visual_Effect_E = 1919
    2A7  Damage_Done_Reduction_Percent = 11356.000000
    2A8  Set_Item_Count = 3
    2AA  Attack_Slow = 1
    2AC  Weapon_Effect_Override = 15866
    2BF  PVP_Current_Kill_Streak = 4
    2C4  Turn_Accel_Scalar = 64.000000
    2C6  No_Health_Drop = 2478
    2C8  IsContentRestrictedActor = 1
    2DF  On_Hit_Bleed_Proc_Damage_Base = 1.000000
    2EB  Last_ACD_Killed_Time = 1
    2F6  Weapon_On_Hit_Bleed_Proc_Damage_Base = 1.000000
    2FE  Weapon_On_Hit_Blind_Proc_Chance_MainHand = 48.000000
    300  Weapon_On_Hit_Blind_Proc_Chance_CurrentHand = 48.000000
    30F  Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand = 144.000000
    310  Weapon_On_Hit_Bleed_Proc_Chance_MainHand = 76.000000
    312  Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand = 7.000000
    323  Dexterity_Item = 45.000000
    32E  Power_Buff_0_Lockout_Time = 1
    335  Power_Buff_7_Lockout_Time = 6
    no critical attribute printed,
    and the ring has +34 intelligence, the Intelligence_Item(0x324) doesn't exist either. sometimes it works fine on some other items.
    anyone knows this?

    Thanks.
    Last edited by aj3423; 07-14-2012 at 08:51 AM.

  13. #133
    Thaelion's Avatar Member
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    Originally Posted by Swarn View Post
    So if a want arcan power I do so:
    IterateActorAtribs(0x77BC0000, $Atrib_Hitpoints_Cur + 0x1000)
    ?
    No, you do it by adding it to the mask, well, suppose that will work too kinda but you will need to alter the code in the UDF to make it work exactly like that.

  14. #134
    Thaelion's Avatar Member
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    Almost there, just need to look a little more, remember the attributes are not always what they seem to be.

  15. #135
    Chronos1337's Avatar Private
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    thank you Unknowned for all that you've given us

    i'm running into some issues with self buffs.... i know it's commented that there are issues was wondering if anyone knew the fix. ty for all the help.

    I first tried to use: to cast them on myself none of them worked.
    Code:
    	  ;cast Energy Armor
    	  PowerUseGUID(0x77BC0000,0x153CF)
    	  Sleep(100)
    	  ;cast Familiar
    	  PowerUseGUID(0x77BC0000,0x18330)
    	  Sleep(100)
    	  ;cast Magic Weapon
    	  PowerUseGUID(0x77BC0000,0x1294C)
    	  Sleep(100)
    	  ;cast Diamond Skin
    	  PowerUseGUID(0x77BC0000,0x1274F)
    	  Sleep(100)
    then tried to cast them on the monster i am hunting and Diamond Skin worked this way
    Code:
    	  ;cast Energy Armor
    	  PowerUseGUID($OBject[$MyIndex][1],0x153CF)
    	  Sleep(100)
    	  ;cast Familiar
    	  PowerUseGUID($OBject[$MyIndex][1],0x18330)
    	  Sleep(100)
    	  ;cast Magic Weapon
    	  PowerUseGUID($OBject[$MyIndex][1],0x1294C)
    	  Sleep(100)
    	  ;cast Diamond Skin
    	  PowerUseGUID($OBject[$MyIndex][1],0x1274F)
    	  Sleep(100)
    any help would be appreciated ty.

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