[C#] Enigma.D3 menu

User Tag List

Page 24 of 63 FirstFirst ... 202122232425262728 ... LastLast
Results 346 to 360 of 940
  1. #346
    bastiflew's Avatar Active Member
    Reputation
    41
    Join Date
    Aug 2012
    Posts
    98
    Thanks G/R
    1/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    if I correctly understand your code, replace :

    Code:
    		public Container<SnoDefinition<T>> x10_Container { get { return Dereference<Container<SnoDefinition<T>>>(0x10); } }
    by

    Code:
    		public Container<SnoDefinition<T>> xC_Container { get { return Dereference<Container<SnoDefinition<T>>>(0x0C); } }
    And

    Code:
    	public class SnoDefinition<T> : MemoryObject
    	{
    		public const int SizeOf = 20;
    
    		public SnoDefinition(MemoryBase memory, int address)
    			: base(memory, address) { }
    
    		public int x00_Id { get { return Field<int>(0x00); } }
    		public int x04_CreationLoop { get { return Field<int>(0x04); } } // Value of "Application Loop Counter" when created.
    		public SnoGroupId x08_SnoGroupId { get { return (SnoGroupId)Field<int>(0x08); } }
    		public int x0C_Size { get { return Field<int>(0x0C); } }
    		public T x10_SnoItem { get { return Dereference<T>(0x10); } }
    by

    Code:
    	public class SnoDefinition<T> : MemoryObject
    	{
    		public const int SizeOf = 16;
    
    		public SnoDefinition(MemoryBase memory, int address)
    			: base(memory, address) { }
    
    		public int x00_Id { get { return Field<int>(0x00); } }
    ??
    		public T xC_SnoItem { get { return Dereference<T>(0xC); } }
    and yes GameBalance Item size = 0x528, my mistake
    Last edited by bastiflew; 09-03-2014 at 01:38 AM.

    [C#] Enigma.D3
  2. #347
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Ah the container moved, so I was looking inside another container now, evil geniuses xD Thanks!

  3. #348
    Dolphe's Avatar Contributor
    Reputation
    97
    Join Date
    Oct 2012
    Posts
    614
    Thanks G/R
    0/26
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by bastiflew View Post
    **Code***
    Thanks a lot

  4. #349
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by bastiflew View Post
    if I correctly understand your code, replace :

    Code:
            public Container<SnoDefinition<T>> x10_Container { get { return Dereference<Container<SnoDefinition<T>>>(0x10); } }
    by

    Code:
            public Container<SnoDefinition<T>> xC_Container { get { return Dereference<Container<SnoDefinition<T>>>(0x0C); } }
    OK you didn't understand it then it seems cause I was struggling with making the above fit, I wanted it to still be at 0x10, which turned out in the end was correct So, all in all, SnoDefinition shrunk by 4 bytes which moved the SNO pointer a tiny bit and that is all, FML (not checked yet but according to Dolphe that was enough to change). Expect updated version sometime tomorrow!

  5. #350
    XunTric's Avatar Site Donator
    Reputation
    63
    Join Date
    Nov 2006
    Posts
    65
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Hi. I'm new to C# and this library. I want to make a minimal program that combines my main spells into one hotkey, deciding what to cast by checking a few conditions. Maximize dps and allow me to pay less attention to the spellbar. I don't understand anything of enigmas code, but I know general programming principles from other languages. I was hoping someone could post a snippet of a check to see if a spell is ready to be cast (off spell cooldown/global cooldown, have resources, not disabled by crowd control etc) and if a buff is up or not. For example if(!BuffUp(SweepingWind) && SpellReady(SweepingWind)). With that I am able to put the rest of the program together myself. Thank you.
    Last edited by XunTric; 09-05-2014 at 01:01 PM.

  6. #351
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by XunTric View Post
    Hi. I'm new to C# and this library. I want to make a minimal program that combines my main spells into one hotkey, deciding what to cast by checking a few conditions. Maximize dps and allow me to pay less attention to the spellbar. I don't understand anything of enigmas code, but I know general programming principles from other languages. I was hoping someone could post a snippet of a check to see if a spell is ready to be cast (off spell cooldown/global cooldown, have resources, not disabled by crowd control etc) and if a buff is up or not. For example if(!BuffUp(SweepingWind) && SpellReady(SweepingWind)). With that I am able to put the rest of the program together myself. Thank you.
    I suppose it could be done fairly easy with "UI scraping" but first I need to fix the 2.1 update, something else keeps coming up all the time...

  7. #352
    bastiflew's Avatar Active Member
    Reputation
    41
    Join Date
    Aug 2012
    Posts
    98
    Thanks G/R
    1/4
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    No need to use UI, attributes works, like Cooldown attrib mixed with PowerId SweepingWind for an IsReady method
    For active buff, you have to check attrib Buff_Icon_Count0 to Buff_Icon_Count31 mixed with PowerId, if any of these are equals to 1 the buff is active
    But it doesn't works for zombie dogs, don't know why

  8. #353
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by bastiflew View Post
    No need to use UI, attributes works, like Cooldown attrib mixed with PowerId SweepingWind for an IsReady method
    For active buff, you have to check attrib Buff_Icon_Count0 to Buff_Icon_Count31 mixed with PowerId, if any of these are equals to 1 the buff is active
    But it doesn't works for zombie dogs, don't know why
    Ah, yea now I remember, thanks basti ^^ Was currently looking at BuffManager to see what could be read from that, but no remaining time. I even had this old snippet I forgot about:
    Code:
    AddView("PlayerSkills", new PollTextView(() => PlayerData.Local.GetActivePowerSnoIds().Concat(PlayerData.Local.GetPassivePowerSnoIds()).Select(powerSnoId => string.Join("\t",    powerSnoId,
        cooldownToString(Attributes.PowerCooldown.GetValue(ActorCommonData.Local, powerSnoId)),
        Attributes.PowerCooldownStart.GetValue(ActorCommonData.Local, powerSnoId),
        SnoHelper.GetSlug(SnoGroupId.Power, powerSnoId)
    ))));
    (broken atm)

  9. #354
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Aaaaaaaand it's updated for 2.1.0

  10. #355
    CrEEzz's Avatar Active Member
    Reputation
    66
    Join Date
    Jan 2014
    Posts
    153
    Thanks G/R
    10/40
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Great job enigma! Few questions:
    1. How can I obtain SNO group Id from SnoDefinition? Previously it was x08_SnoGroupId
    2. Is this proper method to obtain SNO item?
    Code:
    Enigma.D3.Sno.Scene sno_scene = sno_def.x0C_Ptr_SnoValue.Cast<Enigma.D3.Sno.Scene>().Dereference();
    3. Scenes list should be accessed using?
    Code:
    ObjectManager.x798_Storage.x1BC_Scenes
    4. Why Enigma.D3.Scene is marked as obsolete?

  11. #356
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks!
    1. They removed it so I will have to find an alternative way to enumerate based on group id.
    2. Yep!
    3. Nope, use x968_Scenes in ObjectManager.
    4. Because I have no idea if the offsets are correct and apparently too lazy to write that in the attribute. Major change in size btw.

  12. #357
    XunTric's Avatar Site Donator
    Reputation
    63
    Join Date
    Nov 2006
    Posts
    65
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by bastiflew View Post
    No need to use UI, attributes works, like Cooldown attrib mixed with PowerId SweepingWind for an IsReady method
    For active buff, you have to check attrib Buff_Icon_Count0 to Buff_Icon_Count31 mixed with PowerId, if any of these are equals to 1 the buff is active
    But it doesn't works for zombie dogs, don't know why
    Originally Posted by enigma32 View Post
    Ah, yea now I remember, thanks basti ^^ Was currently looking at BuffManager to see what could be read from that, but no remaining time. I even had this old snippet I forgot about:
    Code:
    AddView("PlayerSkills", new PollTextView(() =>   PlayerData.Local.GetActivePowerSnoIds().Concat(PlayerData.Local.GetPassivePowerSnoIds()).Select(powerSnoId   => string.Join("\t",    powerSnoId,
        cooldownToString(Attributes.PowerCooldown.GetValue(ActorCommonData.Local, powerSnoId)),
        Attributes.PowerCooldownStart.GetValue(ActorCommonData.Local, powerSnoId),
        SnoHelper.GetSlug(SnoGroupId.Power, powerSnoId)
    ))));
    (broken atm)
    Did some testing. AttributeHelper.GetAttributeValue(Player, AttributeId.PowerCooldownStart, SweepingWind) along with PowerCooldown, BuffIconStartTick0-31 and BuffIconEndTick0-31 works. Returns the gametick when it started/ends. Figured you do (End - Start) / 60 to get the total duration in seconds. Next question is how do I retrieve the current gametick for comparison? For example I want to cast Sweeping Wind not after it has expired, but when it's close to expire. Also, is there an easy way to check if I am currently executing a spell? Something that would return true for as long as the animation plays. One of my buffs, "gain 14 additional spirit from spirit generating attacks", would be best used exactly when I start hitting something.

  13. #358
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I just updated BuffManager so you can use that to tell if you have a certain buff or not, but it must be visible in the UI to work. Keep in mind some buffs might not be the same power SNO ID as the actual skill. I also updated UXIcon so that can be used to tell if a skill is disabled (not having enough resources, warping, cinematic, CCed etc.). Regarding skill casts there might be something in PlayerInput, but you will have to try to figure that one out yourself.

    Code:
    Func<int, string> cooldownToString = (ticks) =>{
        if (ticks == -1)
            return "N/A";
        return ((double)(ticks - Storage.Instance.GetGameTick()) / 60d).ToString("0.00s");
    };
    Func<int, bool> canUseSkillSlot = (index) =>
    {
        switch (index)
        {
            case 0:
                return UXControl.Get<UXIcon>("Root.NormalLayer.game_dialog_backgroundScreenPC.game_activeSkillLeft").x1568_IsDisabled == 0;
            case 1:
                return UXControl.Get<UXIcon>("Root.NormalLayer.game_dialog_backgroundScreenPC.game_activeSkillRight").x1568_IsDisabled == 0;
            case 2:
            case 3:
            case 4:
            case 5:
                return UXControl.Get<UXIcon>("Root.NormalLayer.game_dialog_backgroundScreenPC.game_skill_hotbar_" + (index - 1)).x1568_IsDisabled == 0; // hotbar_1 .. 4
            default:
                return false;
        }
    };
    AddView("PlayerSkills", new PollTextView(() => PlayerData.Local.GetActivePowerSnoIds().Concat(PlayerData.Local.GetPassivePowerSnoIds()).Select((powerSnoId, index) => string.Join("\t",
        powerSnoId,
        cooldownToString(Attributes.PowerCooldown.GetValue(ActorCommonData.Local, powerSnoId)),
        Attributes.PowerCooldownStart.GetValue(ActorCommonData.Local, powerSnoId),
        Attributes.PowerDisabled.GetValue(ActorCommonData.Local, powerSnoId),
        Attributes.PowerCooldown.GetValue(ActorCommonData.Local, powerSnoId),
        canUseSkillSlot(index),
        BuffManager.IsBuffActive(powerSnoId),
        SnoHelper.GetSlug(SnoGroupId.Power, powerSnoId)
    ))));
    Last edited by enigma32; 09-07-2014 at 11:34 AM.

  14. #359
    CrEEzz's Avatar Active Member
    Reputation
    66
    Join Date
    Jan 2014
    Posts
    153
    Thanks G/R
    10/40
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    1. They removed it so I will have to find an alternative way to enumerate based on group id.
    Thanks mate. This is the only thing missing to get Nav library working on 2.1.0 :/

  15. #360
    enigma32's Avatar Legendary
    Reputation
    912
    Join Date
    Jan 2013
    Posts
    551
    Thanks G/R
    4/738
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by CrEEzz View Post
    Thanks mate. This is the only thing missing to get Nav library working on 2.1.0 :/
    SnoHelper can now get value for specific SNO ID (fast), I guess this is good enough for you. Get all scenes from normal container, then the SNO scenes based on IDs from those.

Page 24 of 63 FirstFirst ... 202122232425262728 ... LastLast

Similar Threads

  1. [Hack] Enigma TriggerBot - AutoIT
    By Zolyrica in forum Overwatch Exploits|Hacks
    Replies: 9
    Last Post: 09-12-2016, 02:37 PM
  2. [Release] [C#] 1.0.8.16603 Enigma.D3
    By enigma32 in forum Diablo 3 Memory Editing
    Replies: 33
    Last Post: 05-16-2015, 01:40 PM
  3. Enigma's Smartcast Manager
    By da_bizkit in forum League of Legends
    Replies: 3
    Last Post: 10-22-2012, 02:11 PM
  4. request Blue suede boots -> enigma boots
    By Geico in forum WoW ME Questions and Requests
    Replies: 0
    Last Post: 12-27-2007, 05:40 AM
All times are GMT -5. The time now is 04:23 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search