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  1. #31
    siruxx's Avatar Corporal
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    how do you select the repair tab? I cant find a ui element which is handling the tabs.

    New patch offsets (1.0.4)
  2. #32
    ValvePro's Avatar Sergeant
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    Originally Posted by siruxx View Post
    how do you select the repair tab? I cant find a ui element which is handling the tabs.
    UIElement => Root.NormalLayer.shop_dialog_mainPage.repair_dialog
    I think It's the 6. handler

  3. #33
    siruxx's Avatar Corporal
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    oh thanks. there are more handlers? I thought that every ui element only has one handler at 0x54C

  4. #34
    ValvePro's Avatar Sergeant
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    Originally Posted by siruxx View Post
    oh thanks. there are more handlers? I thought that every ui element only has one handler at 0x54C
    Jip there are more

  5. #35
    kingwa5's Avatar Private
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    Originally Posted by infotech1 View Post
    public static uint objectManager = 0x1543B9C;
    This is deffinatly ObjMan base, its refrenced from all the same functions as the old base, same goes for the other two i posted, xref to match up 100% on them.

    public const uint ObjManActorOffSet = 0x8b0;
    public const uint ObjManSceneOffset = 0x8f4;
    public const uint ObjManACDOffset = 0x850;
    These offsets from ObjMan Base.

    Scene and Actor work fine, am able to get name of the collection, max/current/dataptr etc. ACD is not working though it returns all invalid data and im unsure why, going thru D3::GetACDPtrFromGUID, it doesnt look like ACD has changed position at all, same offsets are used so i dont know whats wrong.


    pls tell the ObjManActorAtribOffset = ?

  6. #36
    infotech1's Avatar Member
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    private const uint ObjManAtribGrpCntOffset = 0x844;
    private const uint ObjManCutScenesOffset = 0x8A8;
    private const uint ObjManWorldsOffset = 0x92C;
    private const uint ObjManAtribContOffset = 0x70;
    Used like public static IntPtr AttribContainerBase { get { return (IntPtr)Readers.ReadMemoryAsUint(Game.D3Handle, Readers.ReadMemoryAsUint(Game.D3Handle, ObjectManagerBase + ObjManAtribGrpCntOffset) + ObjManAtribContOffset); } } to get you to the start of the proper container.

  7. #37
    kingwa5's Avatar Private
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    Originally Posted by infotech1 View Post
    private const uint ObjManAtribGrpCntOffset = 0x844;
    private const uint ObjManCutScenesOffset = 0x8A8;
    private const uint ObjManWorldsOffset = 0x92C;
    private const uint ObjManAtribContOffset = 0x70;
    Used like public static IntPtr AttribContainerBase { get { return (IntPtr)Readers.ReadMemoryAsUint(Game.D3Handle, Readers.ReadMemoryAsUint(Game.D3Handle, ObjectManagerBase + ObjManAtribGrpCntOffset) + ObjManAtribContOffset); } } to get you to the start of the proper container.
    thinks infotech1!!
    i want to know where come from the number 0x850 0x844....?

  8. #38
    loeal's Avatar Corporal
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    @infotech1
    thk y for the tips
    As kingwa5 where did u find those offsets ?

    (AttrubcontainerBase return 0 when i tried it )

  9. #39
    infotech1's Avatar Member
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    Using IDA and reversing the functions D3 uses. Belive D3::GetAttributefromFAG is what i read thru, to find 0x844 and 0x70 offsets.

    Can name your functions by starting with 1.0.3 and using the named list of functions posted in the 1.0.3 info thread, then patchdiff with latest and find the matching functions.
    Some of the ASM is way above my head but even as a beginner at asm/IDA its enough to be able to compare functions, then you find the same function in each, and check which pointers it uses,

    mov eax, D3_ObjManPtr_1543B9C
    mov ecx, [eax+8B0h]
    test ecx, ecx
    jz short loc_82A38B

    Sometimes code is nice and simple like above, takes the address at objmanBase, then adds 0x8B0 to get to ActorContainerBase

    mov ecx, [edx+148h]
    dec eax
    and eax, esi
    imul eax, 428h
    add eax, [ecx+ebx*4]
    xor ecx, ecx
    This section is later on, edx being the containerbase, 0x148 is added to get to start of data array. EAX is the GUID in this case but is converted down to an Index.
    Imul eax*0x428 takes index * size of actor struct, then does a bunch more stuff i dunno. Point being since you have data from 1.03 and older you know is correct you start from there, find it in 1.03 yourself, then compare to 1.04.

  10. #40
    xwind's Avatar Private
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    hi,botserver,new offset is this calculation?
    Global $ofs_MonsterDef = 0x015DCE00 - 0x5D050 = 0x0157FDB0
    Global $ofs_ActorDef = /0x015ED108 - 0x5D050 = 0x015900B8

  11. #41
    GnomBG's Avatar Corporal
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    im missing this offsets
    Global $ofs_MonsterDef = 0x15DBE00 ;0x015DCE00 ;0x15DBE00
    Global $ofs_StringListDef = 0x0158C240 ;0x015E8808 ;0x015E9808
    Global $ofs_ActorDef = 0x15EC108 ;0x015ED108 ;0x15EC108
    global $_MonsterNameStringListID = 0x0000CB35 ;We use this to get local Names on monsters and NPC's
    global $_GizmoNameStringListID = 0x0000CB23 ;We use this to get local Names on Gizmos

    do anyone know them?

  12. #42
    GnomBG's Avatar Corporal
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    Do anyone know how to get the item lvl?
    Atrib_Item_Quality_Level doesnt work anymore?
    New offset for him?

    what about the hp?

    Atrib_Hitpoints_Cur = ????
    Last edited by GnomBG; 08-29-2012 at 02:46 PM.

  13. #43
    infotech1's Avatar Member
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    Attribute ID's have changed, make sure your using a list from 1.04. List has been posted over at blizzhackers and its here somewhere i think, wont repost the whole list as im not the one who dumped.
    Hitpoints_Cur = new GameAttributeF(0x71
    Item_Quality_Level = new GameAttributeI(0x138

  14. #44
    GnomBG's Avatar Corporal
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    10x that relly helped me

  15. #45
    boredevil's Avatar Active Member Authenticator enabled
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    reading page 1 would also have helped

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