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  1. #151
    enigma32's Avatar Legendary
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    Originally Posted by NoCopyPaste View Post
    Thanks for your help
    but its still not working...
    i tried to find a solution in Darthtons Framework, but his NavCell stuff seems to be outdated too(the map in his simpleClient doesnt show navcells...)
    has anyone managed to get the NavCells yet and would help me pls?

    NoCopyPaste
    How far down do you get and what are the values you're getting out? I guess getting to NavZoneDefinition shouldn't be an issue after fixing the offset issue in SnoDefinition, but after that you should use Count and Array pointers according to DarkD3. Something like this in NavZoneDefinition will probably work:
    Code:
    public NavCell[] GetNavCells()
    {
        int count = Field<int>(0x00);
        return Dereference<NavCell>(0x08, count);
    }
    Make sure you're filtering out SnoDefinitions with ID -1 (invalid) as those would probably give bad values and pointers. You might also want to have a look in "ProcessMemory.OnReadException", set a breakpoint or change behavior so it's easy to see when something reads badly. You're saying you always get the same values for vectors, if everything is 0 that could very well be the cause as I return default values in that case.

    [C#] Enigma.D3
  2. #152
    ileandros's Avatar Member
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    Hi enigma.

    I am really knew to this and wanted to give it a shot.
    I am an autoit user so this is kinda different to me.
    I created a console application, attached all the files(it gave me 15 warnings but not errors) and added the code on #post 126 you posted to see what it gives.
    However i got 3 errors.
    Code:
    Error	1	Expected class, delegate, enum, interface, or struct	D:\Users\4\Documents\Visual Studio 2013\Projects\enigma\enigma\Program.cs	7	9	enigma
    Error	2	Expected class, delegate, enum, interface, or struct	D:\Users\4\Documents\Visual Studio 2013\Projects\enigma\enigma\Program.cs	9	19	enigma
    Error	3	Type or namespace definition, or end-of-file expected	D:\Users\4\Documents\Visual Studio 2013\Projects\enigma\enigma\Program.cs	37	1	enigma
    Warning	4	Type parameter 'T' has the same name as the type parameter from outer type 'Enigma.D3.AllocatorData<T>'	D:\Users\4\Documents\Visual Studio 2013\Projects\enigma\enigma\AllocatorData`1.cs	18	33	enigma
    Can you actually post an original code that would work on my machine. I'm not used to this kind of programming so if you have some free time i would greatly appreciate

  3. #153
    enigma32's Avatar Legendary
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    Originally Posted by ileandros View Post
    Hi enigma.

    I am really knew to this and wanted to give it a shot.
    I am an autoit user so this is kinda different to me.
    I created a console application, attached all the files(it gave me 15 warnings but not errors) and added the code on #post 126 you posted to see what it gives.
    However i got 3 errors.
    Code:
    Error    1    Expected class, delegate, enum, interface, or struct    D:\Users\4\Documents\Visual Studio 2013\Projects\enigma\enigma\Program.cs    7    9    enigma
    Error    2    Expected class, delegate, enum, interface, or struct    D:\Users\4\Documents\Visual Studio 2013\Projects\enigma\enigma\Program.cs    9    19    enigma
    Error    3    Type or namespace definition, or end-of-file expected    D:\Users\4\Documents\Visual Studio 2013\Projects\enigma\enigma\Program.cs    37    1    enigma
    Warning    4    Type parameter 'T' has the same name as the type parameter from outer type 'Enigma.D3.AllocatorData<T>'    D:\Users\4\Documents\Visual Studio 2013\Projects\enigma\enigma\AllocatorData`1.cs    18    33    enigma
    Can you actually post an original code that would work on my machine. I'm not used to this kind of programming so if you have some free time i would greatly appreciate
    That's weird, cause another post you've written on this forum says that you have worked with C#/C++.. OK this is the level of spoon feeding I'll allow:

    1. Create new solution.
    2. In Solution Explorer: Add -> Existing Project, point to Enigma.D3
    3. Add reference to this in your own application (google it if you can't figure out how).
    4. Add the following usings:
    using Enigma.D3;
    using Enigma;
    using Enigma.D3.Helpers;
    using Enigma.D3.Enums;
    5. Now you can paste the methods, inside a class.

    For more help, search around for basic C# tutorials and spend at least a few hours or even days with them before even attempting to use this library.

  4. #154
    ileandros's Avatar Member
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    Maybe the real one yes but we share more than 4 this account. Anyway.

    It was me doing something wrong, and now im doing something else . I was missing a lot of files because i had the version 1.0.8 something from your old post.
    I used tortoise and got all the files. No more error as for the includes but when i try to run to enigma.d3 to check it, it throws me error that i am missing ...bin\Debug\Enigma.D3.dll and errors that the functions can't be called apparently.
    Where do i find the dll to add it manually?
    Sorry again but VB is new to me so i am a little bit lost. And of course thanks for the support.

  5. #155
    enigma32's Avatar Legendary
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    You'll have to build the dll yourself. Import existing project, link to that as reference, then Visual Studio takes care of the rest, building a dll. VB (Visual Basic) is something else btw

  6. #156
    ileandros's Avatar Member
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    I like the way you are helping me here
    So i created a new class library, added all the items exactly like you have in the Enigma.D3 and the tried to build it.
    However it throws me 2 errors and 1 warning while trying to build it and i cannot.
    Code:
    Error	1	The namespace 'Enigma.D3' already contains a definition for 'SnoGroup'	d:\users\4\documents\visual studio 2013\Projects\OurFirstDLL\OurFirstDLL\D3\SnoGroup`1.cs	8	15	OurFirstDLL
    Warning	2	Type parameter 'T' has the same name as the type parameter from outer type 'Enigma.D3.AllocatorData<T>'	d:\users\4\documents\visual studio 2013\Projects\OurFirstDLL\OurFirstDLL\D3\AllocatorData`1.cs	18	33	OurFirstDLL
    Error	3	Ambiguity between 'Enigma.D3.SnoGroup<T>.x1C_Name' and 'Enigma.D3.SnoGroup<T>.x1C_Name'	d:\users\4\documents\visual studio 2013\Projects\OurFirstDLL\OurFirstDLL\D3\SnoGroup`1.cs	42	11	OurFirstDLL
    Any ideas?!

    Edit: Btw if you have some free time to learn me something here and you don't get the thread full of silly questions we can go on pm.
    Thanks again

    Edit2: Since it is to become a dll and it will be used as a dll, can't you build it and send it to me? I am debugging it and have reduced from 70+ error to this now
    Code:
    Error	1	Inconsistent accessibility: property type 'Enigma.D3.x3C_SnoGroupType' is less accessible than property 'Enigma.D3.SnoGroup<T>.x3C_SnoGroupType'	D:\Users\4\Desktop\Enigma.D3\D3\SnoGroup.cs	67	33	Enigma.D3
    Last edited by ileandros; 06-09-2014 at 07:56 PM.

  7. #157
    enigma32's Avatar Legendary
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    You're making it to hard for yourself. Add -> Existing Project... and point to the already existing csproj file for Enigma.D3 I have no idea how you manage to get yourself all those errors.

    So, I just created a new console application. Added existing project (Enigma.D3). Referenced it from the console application project. It just works At the most I get 17 warnings but those are bullshit.

    Again if just this part is too hard for you, you're gonna need more experience with Visual Studio and C# before you're ready to do anything with Enigma.D3 tbh.
    Last edited by enigma32; 06-10-2014 at 12:01 AM.

  8. #158
    Thacai's Avatar Member
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    Hey, got a question since i'm new to the memory reading business, more into c# Web/core applications , did some basic PIC controller programming a couple years back, and have made a Custom class for honorbuddy when they were just starting out.

    question is, i've tried your api, and the helpers, i can get monster etc around me, but what about informations about the players active skills, and damage being dealt, can you give some pointers where i can extract this data? I'm sure the data is there somewhere, since the API itself looks very promising(GJ!)

    Reason i'm asking is now that turbohud is incompatible with newest patch, i'm looking into making an alternative,casual for the time being.

    Thanks.

  9. #159
    NoCopyPaste's Avatar Member
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    Hey,
    I tried finding the Scene SNOs, NavMesh etc. by looking at Darthtons Framework, but from what I unterstood, he builds a SNO Database from the mpq files, which provides him the information he needs from the Scenes. Am I right, that you don't use the mpq files and read the info (for the current Scenes) straight from the memory? My Problem with the your Framework is, that I do not even find Sno Definitions, that are Scenes, I search the following Container in Engine for Snos with the Type Scene, but there seems to be none:
    Code:
    public Container<SnoDefinition<MemoryObject>> GlobalDefinitionContainer { get { return Dereference<Container<SnoDefinition<MemoryObject>>>(0x01CEF94C); } }
    Could my Container offset be wrong or is this just not even the right idea to find the scenes?
    I think axlrose posted a Code, which he said, was working, but he deleted his post about it :/

    NoCopyPaste

  10. #160
    ileandros's Avatar Member
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    Originally Posted by enigma32 View Post
    You're making it to hard for yourself. Add -> Existing Project... and point to the already existing csproj file for Enigma.D3 I have no idea how you manage to get yourself all those errors.

    So, I just created a new console application. Added existing project (Enigma.D3). Referenced it from the console application project. It just works At the most I get 17 warnings but those are bullshit.

    Again if just this part is too hard for you, you're gonna need more experience with Visual Studio and C# before you're ready to do anything with Enigma.D3 tbh.
    All this shitty story was tortoise error while downloading. Apparently it hadn't download all the files. I just redownloaded all the files again. Created the dll, created a console app, added references to the dll, added the usings you told me and it works like a charm. Not even a single warning
    Now is the reading part I will have to read the functions to see how they work and what they return.

    If you have a simple example with a loop to return hero stats or items or whatever else i would love if you could share it just to have an idea of how it works
    Cheers and thank you for everything.

  11. #161
    enigma32's Avatar Legendary
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    Originally Posted by Thacai View Post
    question is, i've tried your api, and the helpers, i can get monster etc around me, but what about informations about the players active skills, and damage being dealt, can you give some pointers where i can extract this data? I'm sure the data is there somewhere, since the API itself looks very promising(GJ!)
    I think active skills are somewhere in PlayerData, but that is all info I have. By damage being dealt, I guess you want the DPS attribute. It's server generated and a bit wonky.

    Originally Posted by NoCopyPaste View Post
    Hey,
    I tried finding the Scene SNOs, NavMesh etc. by looking at Darthtons Framework, but from what I unterstood, he builds a SNO Database from the mpq files, which provides him the information he needs from the Scenes. Am I right, that you don't use the mpq files and read the info (for the current Scenes) straight from the memory? My Problem with the your Framework is, that I do not even find Sno Definitions, that are Scenes, I search the following Container in Engine for Snos with the Type Scene, but there seems to be none:
    Code:
    public Container<SnoDefinition<MemoryObject>> GlobalDefinitionContainer { get { return Dereference<Container<SnoDefinition<MemoryObject>>>(0x01CEF94C); } }
    Could my Container offset be wrong or is this just not even the right idea to find the scenes?
    When I tested it was directly on memory yes. I don't use it for anything so I can't confirm I'm getting proper data in the end. You're getting the container correctly. How are you filtering? ".Where(a => a.x08_SnoGroupId == SnoGroupId.Scene)" works fine for me.

    Originally Posted by ileandros View Post
    All this shitty story was tortoise error while downloading. Apparently it hadn't download all the files. I just redownloaded all the files again. Created the dll, created a console app, added references to the dll, added the usings you told me and it works like a charm. Not even a single warning
    Now is the reading part I will have to read the functions to see how they work and what they return.

    If you have a simple example with a loop to return hero stats or items or whatever else i would love if you could share it just to have an idea of how it works
    Cheers and thank you for everything.
    Oh, annoying...

    Code:
    Engine.Create(); // returns null if D3 not found
    while (!engine.Process.HasExited)
    {
       var player = ActorCommonDataHelper.GetLocalActor();
       if (player != null)
       {
          var strength = Attributes.Strength.GetValue(player);
          var hp = player.x188_Hitpoints;
          // TODO: do something with this crap
       }
       System.Threading.Thread.Sleep(10);
    }
    Look in ActorCommonDataHelper for various item filters.

  12. #162
    bitterbee's Avatar Member
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    Hey guys,

    The screenshots floating around with the improved minimap inspired me to try to make something similar

    I've been trying to narrowing down what exactly characterizes a killable opponent, however I am having some trouble in this regard. Currently, I'm filtering on ActorType should be monsters, hitpoints larger than 0, they should not be NPCs, untargetable and invulnerable. Still getting a few false positives, especially summoned pets. Is there an easier way to retrieve the list of killable monsters?

    -B
    Last edited by bitterbee; 06-10-2014 at 02:11 PM.

  13. #163
    enigma32's Avatar Legendary
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    Originally Posted by bitterbee View Post
    Hey guys,

    The screenshots floating around with the improved minimap inspired me to try to make something similar

    I've been trying to narrowing down what exactly identifies a killable opponent, however I am having some trouble in this regard. Currently, I'm filtering on ActorType should be monsters, hitpoints larger than 0, they should not be NPCs, untargetable and invulnerable. Still getting a few false positives, especially summoned pets. Is there an easier way to retrieve the list of killable monsters?

    -B
    This is what I used, not sure if it covers everything.
    Code:
    private static bool IsValidMonster(ActorCommonData acd)
    {
        return acd.x188_Hitpoints > 0.00001 && // seems to be lower limit for what D3 considers dead
            (acd.x194_Flags_Is_Trail_Proxy_Etc & 1) == 0 && // this removes most weird actors
            acd.x190_TeamId == 10; // = hostile
    }

  14. #164
    enigma32's Avatar Legendary
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    Updated for 2.0.6.24641 (US)
    Please let me know if something is broken.

  15. #165
    egris's Avatar Member
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    Originally Posted by enigma32 View Post
    Updated for 2.0.6.24641 (US)
    Please let me know if something is broken.
    Structs are the same, offsets changed though:
    Code:
    public AttributeDescriptor[] AttributeDescriptors { get { return Field<AttributeDescriptor>(0x01A85620, 1338); } }
    public SnoGroup[] SnoGroupsByCode { get { return Field<Pointer<SnoGroup>>(0x01CE36C8, 70).Select(a => a.Value).ToArray(); } }
    public SnoGroup[] SnoGroups { get { return Dereference<Pointer<SnoGroup>>(0x01CE37E4, 61).Select(a => a.Value).ToArray();
    public ObjectManager ObjectManager { get { return Dereference<ObjectManager>(0x01CE3814); } }
    public ObjectManager ObjectManagerPristine { get { return Dereference<ObjectManager>(0x01CE3818); } }
    public LocalData LocalData { get { return Field<LocalData>(0x01CE4AA8); } }
    public LevelArea LevelArea { get { return Dereference<LevelArea>(0x1C41420); } }
    public string LevelAreaName { get { return Field(0x1C41448, 128); } }
    public Container<SnoDefinition<MemoryObject>> GlobalDefinitionContainer { get { return Dereference<Container<SnoDefinition<MemoryObject>>>(0x1CF596C); } }

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