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  1. #436
    enigma32's Avatar Legendary
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    Originally Posted by Amadain View Post
    As you can see there is still a lot of work ahead of me.
    I'm trying to get the following features working before next season:

    - Avg /min of gold, Exp and Count of leg drops.
    - Being able to have a history of runned rifts.
    - A way of being able to display "Estimated Time till next level" ingame. (No research done yet or ideas on how to achieve this.)
    You sure have Just let me know if I can add stuff to make life easier for you.
    There might be ideas to get from FindersKeepers (can reflect it in ILSpy or something). For ETA I would record exp gained latest hour and use that as a base. Probably don't have to be harder. For getting it in-game you can see the OverlayWindow that my MapHack uses.

    [C#] Enigma.D3
  2. #437
    CrEEzz's Avatar Active Member
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    Anyone found a way to check if spell is inactive due to not enough resources (except for checking if we have enough resource to cast it) or charges (in case of new sentry)?

  3. #438
    rollypoly's Avatar Member
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    i was looking for a way to simplify my code a bit, and think i might have found some labels for you.

    i believe that the collision vec3, collision radius and bottom vec3 are also stored in ACD containers. i compared multiple Actors and ACDs and it all lined up.

    in ActorCommonData.cs

    Code:
    		public float _x0E0 { get { return Read<float>(0x0E0); } }
    		public float _x0E4 { get { return Read<float>(0x0E4); } }
    		public float _x0E8 { get { return Read<float>(0x0E8); } }
    		public float _x0EC { get { return Read<float>(0x0EC); } }
    		public float _x0F0 { get { return Read<float>(0x0F0); } }
    		public float _x0F4 { get { return Read<float>(0x0F4); } }
    		public float _x0F8 { get { return Read<float>(0x0F8); } }
    i maintained the naming convention from Actor and changed it to:

    Code:
    		public float x0E0_CollisionX { get { return Read<float>(0x0E0); } }
    		public float x0E4_CollisionY { get { return Read<float>(0x0E4); } }
    		public float x0E8_CollisionZ { get { return Read<float>(0x0E8); } }
    		public float x0EC_CollisionRadius { get { return Read<float>(0x0EC); } }
    		public float x0F0_BottomX { get { return Read<float>(0x0F0); } }
    		public float x0F4_BottomY { get { return Read<float>(0x0F4); } }
    		public float x0F8_BottomZ { get { return Read<float>(0x0F8); } }

  4. #439
    CKY's Avatar Member
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    @enigma32 I have 2 questions..
    1: Where did you pull the itemquality data from?
    2: Is the new ancient quality in the same area as the item quality level?
    Last edited by CKY; 01-19-2015 at 11:16 PM.

  5. #440
    CrEEzz's Avatar Active Member
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    Originally Posted by CKY View Post
    @enigma32 I have 2 questions..
    1: Where did you pull the itemquality data from?
    2: Is the new ancient quality in the same area as the item quality level?
    Ancient items are standard legendary/set quality but have additional attribute.

    Code:
    bool ancient = Attributes.AncientRank.GetValue(acd) > 0;
    ItemQuality quality = (ItemQuality)Enigma.D3.Helpers.Attributes.ItemQualityLevel.GetValue(acd);

  6. #441
    CKY's Avatar Member
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    Originally Posted by CrEEzz View Post
    Ancient items are standard legendary/set quality but have additional attribute.

    Code:
    bool ancient = Attributes.AncientRank.GetValue(acd) > 0;
    ItemQuality quality = (ItemQuality)Enigma.D3.Helpers.Attributes.ItemQualityLevel.GetValue(acd);
    Figures... I was hoping it was just an added INT value to the existing ItemQualityLevel.

    They couldn't make life easy for me could they...

  7. #442
    CKY's Avatar Member
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    Originally Posted by CrEEzz View Post
    Ancient items are standard legendary/set quality but have additional attribute.

    Code:
    bool ancient = Attributes.AncientRank.GetValue(acd) > 0;
    ItemQuality quality = (ItemQuality)Enigma.D3.Helpers.Attributes.ItemQualityLevel.GetValue(acd);
    This is odd the save file handler don't reflect a new byte of this manner..

    This is the new Generator message
    Code:
    message Generator {
    	required uint32 seed = 1 [default = 0];
    	required .D3.GameBalance.Handle gb_handle = 2;
    	repeated sfixed32 base_affixes = 3;
    	optional .D3.Items.RareItemName rare_item_name = 4;
    	optional sfixed32 enchant_affix = 5 [default = -1];
    	required uint32 flags = 6 [default = 0];
    	required uint32 durability = 7;
    	required uint64 stack_size = 8;
    	optional uint32 dye_type = 9 [default = 0];
    	optional sint32 item_quality_level = 10 [default = 1];
    	optional sint32 item_binding_level = 11 [default = 0];
    	optional uint32 max_durability = 12 [default = 0];
    	repeated .D3.Items.EmbeddedGenerator contents = 13;
    	optional uint64 item_unlock_timestamp = 14 [default = 0];
    	optional uint32 enchant_range_val = 15 [default = 0];
    	optional uint32 legendary_item_level = 16 [default = 0];
    	optional sfixed32 transmogrify_gbid = 17 [default = 0];
    	optional uint32 season_created = 18 [default = 0];
    	optional uint32 max_durability_original = 19 [default = 0];
    	optional sfixed32 enchanted_affix_old = 20 [default = 0];
    	optional sfixed32 enchanted_affix_new = 21 [default = 0];
            optional sfixed32 legendary_base_item_gbid = 22 [default = 0];
    	optional uint32 enchanted_affix_seed= 23 [default = 0];
    	optional uint32 enchanted_affix_count = 24 [default = 0];
    	optional uint64 trade_account_id = 25 [default = 0];
    	optional uint32 trade_ticks_left = 26 [default= 0];
    	optional uint32 jewel_rank = 27 [default = 0];
    	optional uint32 console_max_level = 28 [default = 0];
            optional bool console_promo_item = 29 [default = false];
    	optional bool hardcore = 30 [default = false];
    }
    This makes me wonder how the saving the Ancient value for items is done..

  8. #443
    CKY's Avatar Member
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    Thank you, CrEEzz You did kind point me in the right direction but as I figured it is in fact not a bool value. Instead it is a flagged value. I found what i was looking for none the less just took a little dinging and poking. The only thing I cant find now is the Values for the flags they don't seem to be in the MPQ files or the bin. but ill keep looking thank you kindly.

  9. #444
    enigma32's Avatar Legendary
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    Originally Posted by CKY View Post
    Thank you, CrEEzz You did kind point me in the right direction but as I figured it is in fact not a bool value. Instead it is a flagged value. I found what i was looking for none the less just took a little dinging and poking. The only thing I cant find now is the Values for the flags they don't seem to be in the MPQ files or the bin. but ill keep looking thank you kindly.
    If you're talking about "AncientRank" I expect that to be 1 for all ancient items now and when they decide we need better gear they will allow 2, then 3, 4 and so on.

  10. #445
    CKY's Avatar Member
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    Originally Posted by enigma32 View Post
    If you're talking about "AncientRank" I expect that to be 1 for all ancient items now and when they decide we need better gear they will allow 2, then 3, 4 and so on.
    @enigma32 I thought the same thing but flags don't follow standard logic.



    So fare here is a list of flags that have been found,
    Code:
    "265", "Enchantable"
                "4294967295", "Junk"
                "333", "Junk"
                "77", "Junk"
                "9", "Normal"
                "11", "Normal"
                "13", "Normal"
                "15", "Normal"
                "269", "Salvage"
                "393", "Salvage"
                "415", "Salvage"
                "395", "Salvage"
                "425", "Salvage"
                "445", "Salvage"
                "141", "Salvage"
                "249", "Salvage"
                "205", "Salvage"
                "245", "Salvage"
                "457", "Salvage"
                "455", "Salvage"
                "495", "Salvage"
                "465", "Salvage"
                "475", "Salvage"
                "485", "Salvage"
                "390", "Salvage"
                "430", "Salvage"
                "440", "Salvage"
                "460", "Salvage"
                "450", "Salvage"
                "480", "Salvage"
                "400", "Salvage"
                "490", "Salvage"
                "470", "Salvage"
                "410", "Salvage"
                "510", "Salvage"
                "540", "Salvage"
                "500", "Salvage"
                "250", "Salvage"
                "264", "Unidentified"
                "20", "Unidentified"
                "21", "Unidentified"
                "300", "Unidentified"
                "266", "Unidentified"
                "350", "Unidentified"
                "260", "Unidentified"
                "270", "Unidentified"
                "360", "Unidentified"
                "296", "Unidentified"
                "280", "Unidentified"
                "370", "Unidentified"
                "380", "Unidentified"
                "256", "Unidentified"
                "310", "Unidentified"
                "320", "Unidentified"
                "268", "Unidentified"
                "330", "Unidentified"
                "320", "Unidentified"
                "340", "Unidentified"
                "290", "Unidentified"
                "35", "Unidentified" "Junk"
                "222220", "Unidentified" "Acncient"

    the last item is ancient unidentified set or legendary so there will be one for junk as well and one that has been identified there are hundreds of the same flag that the RNG can use on any one item. and I haven't been able to find this pool in the the mpq files or the bin. It is in the packet info but not in the client data. was wondering if you had ran into any of this if not its cool and thanks for the reply...


    BTW nice work on your update it has need use full...

  11. #446
    enigma32's Avatar Legendary
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    Hm, I think what you're talking about is something that only exists on console. So no, I don't really know more than you do then.

  12. #447
    rollypoly's Avatar Member
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    problem enumerating UI controls

    i'm getting an exception now on code that worked prior to 2.1.2.

    the code i'm using:
    Code:
    Dim theArray = Helpers.UXHelper.Enumerate(Of UI.Controls.UXChatMessageList)().ToArray
    call stack:
    Code:
    >	Enigma.D3.dll!Enigma.D3.Helpers.UXHelper.GetControlTypeFromVTable(int vtable) Line 208	C#
     	Enigma.D3.dll!Enigma.D3.Helpers.UXHelper.EnumerateByVTable<Enigma.D3.UI.Controls.UXChatMessageList>(int vtable, bool checkBaseTypes) Line 167	C#
     	System.Core.dll!System.Linq.Buffer<Enigma.D3.UI.Controls.UXChatMessageList>.Buffer(System.Collections.Generic.IEnumerable<Enigma.D3.UI.Controls.UXChatMessageList> source)	Unknown
     	System.Core.dll!System.Linq.Enumerable.ToArray<Enigma.D3.UI.Controls.UXChatMessageList>(System.Collections.Generic.IEnumerable<Enigma.D3.UI.Controls.UXChatMessageList> source)	Unknown
     	Reaper.exe!Reaper.D3Bas.listChat() Line 777	Basic
    error description:
    Code:
    {"Sequence contains more than one matching element"}

  13. #448
    enigma32's Avatar Legendary
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    Thank you for reporting that Strange enough I ran into the same problem yesterday, so I already had a fix It has now been committed.

  14. #449
    rollypoly's Avatar Member
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    Originally Posted by enigma32 View Post
    Thank you for reporting that Strange enough I ran into the same problem yesterday, so I already had a fix It has now been committed.
    awesome i found it the first day and decided to give it a few days, but ran into it again enumerating *any* type of UI control. i'll be sure to post any issues once i'm fairly certain it's not just me.

    with that in mind... chat messages can exceed the maximum length of 256 set in RefString.x04_PtrText by quite a bit.

    it may not be the best approach, but i changed the max to "x00_Data.x08_MaxLength" and it now reads the complete string.

  15. #450
    snapple38's Avatar Member
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    Enigma can you help me? this program was based off your work, any idea to get it working for the current patch? thank you in advance.

    http://www.ownedcore.com/forums/diab...nds-pause.html (Autoit press key every x seconds with pause.)

    the link doesn't seem to work, I uploaded it to filedropper.

    http://www.filedropper.com/monkhelper141
    Last edited by snapple38; 02-09-2015 at 05:07 PM.

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