[C#] Enigma.D3 menu

Shout-Out

User Tag List

Page 37 of 63 FirstFirst ... 333435363738394041 ... LastLast
Results 541 to 555 of 940
  1. #541
    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)

    [C#] Enigma.D3
  2. Thanks CrEEzz, Ket, HI5 (3 members gave Thanks to bastiflew for this useful post)
  3. #542
    chillzilla's Avatar Member
    Reputation
    1
    Join Date
    Jun 2012
    Posts
    3
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I am having a bit of trouble getting to understand your framework completely.

    Starting from your MapHack example code, I have created my own project. I noticed you:
    - Iterate over every item in dump
    - First find out what the local player is
    - Iterate over all other items where actor ID != -1
    - Add these to the minimap

    So, is everything in the game considered an Actor? I noticed there is also an actor specifically for Gold. What's the difference between an Actor and a 'SNO' in your framework?

    How does it work with buffs, or powers? Could you give me a short code example on where to get or how to iterate over the active powers a (local) player has with their (remaining) time?

  4. #543
    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 chillzilla View Post
    I am having a bit of trouble getting to understand your framework completely.

    Starting from your MapHack example code, I have created my own project. I noticed you:
    - Iterate over every item in dump
    - First find out what the local player is
    - Iterate over all other items where actor ID != -1
    - Add these to the minimap

    So, is everything in the game considered an Actor? I noticed there is also an actor specifically for Gold. What's the difference between an Actor and a 'SNO' in your framework?

    How does it work with buffs, or powers? Could you give me a short code example on where to get or how to iterate over the active powers a (local) player has with their (remaining) time?
    Stuff moving around on screen are Actors and they are all backed by ACDs (ActorCommonData). An ACD does not always have an Actor, f.e. inventory items. ActorSNO is the asset data describing how to render the Actor. SNOs are stored in the game files and loaded into memory as needed.

    I hope someone else will post example of working with buffs. I do believe the subject has been touched already a few times, so search the thread.

  5. #544
    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)
    This should get you started

    // Untested, might misspelled a method / variable
    Code:
     ActorCommonData Player = ActorCommonData.Local;
    foreach (Buff Buff in Engine.Current.BuffManager.x1C_Buffs)
    {
        double EndTick = Player.TryGetAttribute(((AttributeId)((int)Enigma.D3.Enums.AttributeId.BuffIconEndTick0) + Buff.x004_Neg1), 
         Buff.x000_PowerSnoId);
    
        // Buff.x004_Neg1 = Position in BuffIcon where the Power is stored, please note that it can change. E.g Convention of Elements 
        rotate and changes the position (2,4,6,8 etc)
    
        double Cooldown = (EndTick - Engine.Current.ObjectManager.Storage.x118) / 60d;
    }
    Last edited by Dolphe; 10-09-2015 at 04:21 PM.

  6. Thanks Ket, HI5 (2 members gave Thanks to Dolphe for this useful post)
  7. #545
    Tannex's Avatar Member
    Reputation
    1
    Join Date
    Jul 2015
    Posts
    3
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Is there any way to get information about the menu buttons?
    I am trying to figure out how to best handle logging out, and i can't use constant position since i kinda want my project to work with any screen resolution.

    I was also looking for a way to list all characters on an account, kinda like THUD (but no display involved, only getting a list or something like that)

    I don't expect solutions, but hints are appreciated
    Last edited by Tannex; 10-14-2015 at 02:13 PM.

  8. #546
    betenner's Avatar Member
    Reputation
    1
    Join Date
    May 2014
    Posts
    18
    Thanks G/R
    4/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Hi, anyone know how to get the damage numbers (those pop up on top of the monsters)?

  9. #547
    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 betenner View Post
    Hi, anyone know how to get the damage numbers (those pop up on top of the monsters)?
    Check Player.FloatingNumbers

  10. Thanks HI5, betenner (2 members gave Thanks to Dolphe for this useful post)
  11. #548
    betenner's Avatar Member
    Reputation
    1
    Join Date
    May 2014
    Posts
    18
    Thanks G/R
    4/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Dolphe View Post
    Check Player.FloatingNumbers
    Thanks! Got it.

  12. #549
    betenner's Avatar Member
    Reputation
    1
    Join Date
    May 2014
    Posts
    18
    Thanks G/R
    4/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by Dolphe View Post
    Check Player.FloatingNumbers
    And how can I get some effects (most of them are set effects or triggered passive effects which are not displayed in the buff slot), I can't get them from buffs.
    i.e.
    I want to know whether the 4-Item effect from Monkey King's Garb is active.
    or
    Whether the Flying Dragon's special effect (doubling attack speed effect) is active.
    How should I do?
    Last edited by betenner; 10-18-2015 at 02:03 AM.

  13. #550
    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)
    Try dumping all player attributes when effect You are interested in is active. It will probably be listed as BuffIconCountX with modifier being effect's SNOPower.

  14. Thanks HI5 (1 members gave Thanks to CrEEzz for this useful post)
  15. #551
    betenner's Avatar Member
    Reputation
    1
    Join Date
    May 2014
    Posts
    18
    Thanks G/R
    4/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Then how to dump all attributes?

  16. #552
    betenner's Avatar Member
    Reputation
    1
    Join Date
    May 2014
    Posts
    18
    Thanks G/R
    4/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I tried to dump all attributes using playerAcd.EnumerateAttributes, then I got a lot of values, each of them contains an int key, an int value and a single value. What does the key and the values mean? How should I determine what they are stand for?

  17. #553
    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)
    Dump using this code:
    Code:
    var attribDescriptors = Engine.Current.AttributeDescriptors;
                var q = acd.EnumerateAttributes().Select(a => new { Id = a.x04_Key & 0xFFF, Key = a.x04_Key, Mod = (a.x04_Key >> 12), Value = a.x08_Value, Descriptor = attribDescriptors.Single(d => d.x00_Id == (a.x04_Key & 0xFFF)) });
                return string.Join(Environment.NewLine, q.Select(a => string.Join("\t",
                                                                                  a.Id.ToString().PadRight(5),
                                                                                  "0x" + a.Key.ToString("X8"),
                                                                                  (a.Mod == 0xFFFFF ? "-1" : a.Mod.ToString()).PadRight(5),
                                                                                  "0x" + a.Mod.ToString("X8").Substring(3),
                                                                                  a.Descriptor.x1C_Name,
                                                                                  a.Descriptor.x10_DataType == 1 ? a.Value.Int32 : a.Value.Single)));
    Example result line:

    1174 18 0x00012 Power_Damage_Percent_Bonus 0,13

    in order You get:
    attribute_id -> modifier -> modifier (hex) -> attribute -> value
    Last edited by CrEEzz; 10-21-2015 at 01:52 AM.

  18. Thanks HI5, Ket, betenner (3 members gave Thanks to CrEEzz for this useful post)
  19. #554
    betenner's Avatar Member
    Reputation
    1
    Join Date
    May 2014
    Posts
    18
    Thanks G/R
    4/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by CrEEzz View Post
    Dump using this code:
    Code:
    var attribDescriptors = Engine.Current.AttributeDescriptors;
    var q = acd.EnumerateAttributes().Select(a => new { Id = a.x04_Key & 0xFFF, Mod = a.x04_Key >> 12, Value = a.x08_Value, Descriptor = attribDescriptors.Single(d => d.x00_Id == (a.x04_Key & 0xFFF)) }).Where(a => a.Descriptor.x10_DataType == 1 ? (a.Value.Int32 == filter_value_int) : (Math.Abs(a.Value.Single - filter_value_float) < float_tolerance));
    string str = string.Join(Environment.NewLine, q.Select(a => string.Join("\t",
                                                                                        a.Id,
                                                                                        a.Mod == 0xFFFFF ? "-1" : a.Mod.ToString(),
                                                                                        "0x" + a.Mod.ToString("X8").Substring(3),
                                                                                        a.Descriptor.x1C_Name,
                                                                                        a.Descriptor.x10_DataType == 1 ? a.Value.Int32 : a.Value.Single)));
    Example result line:

    1174 18 0x00012 Power_Damage_Percent_Bonus 0,13

    in order You get:
    attribute_id -> modifier -> modifier (hex) -> attribute -> value
    Thanks! I'll try that!

  20. #555
    betenner's Avatar Member
    Reputation
    1
    Join Date
    May 2014
    Posts
    18
    Thanks G/R
    4/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by CrEEzz View Post
    Dump using this code:
    Code:
    var attribDescriptors = Engine.Current.AttributeDescriptors;
    var q = acd.EnumerateAttributes().Select(a => new { Id = a.x04_Key & 0xFFF, Mod = a.x04_Key >> 12, Value = a.x08_Value, Descriptor = attribDescriptors.Single(d => d.x00_Id == (a.x04_Key & 0xFFF)) }).Where(a => a.Descriptor.x10_DataType == 1 ? (a.Value.Int32 == filter_value_int) : (Math.Abs(a.Value.Single - filter_value_float) < float_tolerance));
    string str = string.Join(Environment.NewLine, q.Select(a => string.Join("\t",
                                                                                        a.Id,
                                                                                        a.Mod == 0xFFFFF ? "-1" : a.Mod.ToString(),
                                                                                        "0x" + a.Mod.ToString("X8").Substring(3),
                                                                                        a.Descriptor.x1C_Name,
                                                                                        a.Descriptor.x10_DataType == 1 ? a.Value.Int32 : a.Value.Single)));
    Example result line:

    1174 18 0x00012 Power_Damage_Percent_Bonus 0,13

    in order You get:
    attribute_id -> modifier -> modifier (hex) -> attribute -> value
    What's

    filter_value_int
    filter_value_float
    float_tolerance

    these?

Page 37 of 63 FirstFirst ... 333435363738394041 ... 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 08:45 PM. 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