[C#] Enigma.D3 menu

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  1. #226
    XiNiGaMi's Avatar Private
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    im using ILSpy to decompile, thats the problem, with "reflector" trial produce a good proyect.

    referent to the Achievement. thas is my research so far
    this is the variable names of Achievement Achievement Tags - Pastebin.com riped from Achievements.stl
    Code:
    variable,value
    Challenges_con,"Triumphs"
    Butcher_Challenges_Description_Tag_con,"Complete all the Butcher triumph challenges."
    Belial_Challenges_Description_Tag_con,"Complete all the Belial triumph challenges."
    KillButcherNormal_Title_Tag,"Butchered!"
    KillButcherNormal_Description_Tag,"Kill the Butcher on Normal difficulty."
    from this point i read memory with CheatEngine finding this:
    bnet use https://code.google.com/p/protobuf/ for the procol.
    the Achievements protocol i find:
    bnet.protocol.achievements.AchievementsUtils.GetAchievementStats

    and they call
    Achievements:Butcher_KillButcherNormal


    i thinks this is the UI component:
    Code:
    Root.NormalLayer.BattleNetAchievements_main.LayoutRoot.OverlayContainer.SummaryTab.CategoryContent.AchievementList._content._stackpanel._item13.Earned.Earned_Content.Earned_ContentList.Earned_Criteria.Earned_CriteriaList
    Root.NormalLayer.BattleNetAchievements_main.LayoutRoot.OverlayContainer.SummaryTab.CategoryContent.AchievementList._content._stackpanel._item13.Earned
    Root.NormalLayer.BattleNetAchievements_main.LayoutRoot.OverlayContainer.SummaryTab.CategoryContent.AchievementList._content._stackpanel._item13.Unearned
    and when search for date:
    Code:
    5/31/14.s  text should be replaced with game data
    now i making the complete list of Achievements.

    [C#] Enigma.D3
  2. #227
    egris's Avatar Member
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    If you just want a list of achievements, you can read the achu file the gets streamed to the client instead of reading memory. Current version is Here. It's still encoded in protobuf using bnet.protocol.achievements.AchievementFile.

  3. #228
    ileandros's Avatar Member
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    Why this: Engine.Current.ObjectManager.x984_UI.x0000_Controls.x10_Map["Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Menu.PlayGameButton"].Dereference<UIControl>();
    will throw me an error while in menu?

    Can someone help me create an array with all the ui of the map?

  4. #229
    tgo's Avatar Member
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    Originally Posted by ileandros View Post
    Why this: Engine.Current.ObjectManager.x984_UI.x0000_Controls.x10_Map["Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Menu.PlayGameButton"].Dereference<UIControl>();
    will throw me an error while in menu?

    Can someone help me create an array with all the ui of the map?
    Can you post a stack of your error?

  5. #230
    ileandros's Avatar Member
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    Here is my UI click function which click from a given UI.
    Code:
    class UIClick
        {
            [DllImport("user32.dll")]
            private static extern void mouse_event(int dwFlags, int dx, int dy, int dwData, int dwExtraInfo);
            public static void ClickUI(string name, int click = 1)
            {
                //var resaults = Engine.Current.ObjectManager.x984_UI.x0000_Controls.x10_Map[name].Dereference<UIControl>();
                var addpointX = 0;
                var addpointY = 0;
                var Point = GetUIPos.GetUIPosition(name);
                while (Point[0] == 0 && Point[1] == 0)
                {
                    Point = GetUIPos.GetUIPosition(name);
                    Thread.Sleep(250);
                }
                var Point2 = UIRectAngle.GetUIRectAngle((int)Point[0], (int)Point[1], (int)Point[2], (int)Point[3]);
                if (Point2[2] < 0)
                {
                    //Console.WriteLine(Point2[2]);
                    Point2[2] = 0;
                    addpointX = 20;
                }
                if (Point2[3] < 0)
                {
                    //Console.WriteLine(Point2[3]);
                    Point2[3] = 0;
                    addpointY = 20;
                }
                if (click == 0)
                {
                    Cursor.Position = new Point(((int)Point2[0] + (int)Point2[2] / 2) + addpointX, ((int)Point2[1] + (int)Point2[3] / 2) + addpointY);
                }
                else
                {
                    Cursor.Position = new Point(((int)Point2[0] + (int)Point2[2] / 2) + addpointX, ((int)Point2[1] + (int)Point2[3] / 2) + addpointY);
                    mouse_event((int)0x02 | 0x04, ((int)Point2[0] + (int)Point2[2] / 2) + addpointX, ((int)Point2[1] + (int)Point2[3] / 2) + addpointY, 0, 0);
                }
    
    
            }
        }

  6. #231
    bitterbee's Avatar Member
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    Can you paste the (stack trace) error that you get when running the code? It's hard to see what's causing it without it

  7. #232
    ileandros's Avatar Member
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    I don't have an error anymore. I found the reason.
    I just created this function and thought about sharing it

  8. #233
    azgul's Avatar Member
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    Can someone give me a pointer on how to offset a drawn map according to player position? I've just managed to stitch the NavMeshes together and have drawn the walkable NavCells.

    Last edited by azgul; 06-16-2014 at 04:13 PM.

  9. #234
    ileandros's Avatar Member
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    How to check if this ui :Engine.Current.ObjectManager.x984_UI.x0000_Controls.x10_Map["Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Menu.PlayGameButton"].Dereference<UIControl>());
    exists and if it is visible?!?

  10. #235
    Tn5989's Avatar Member
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    I just started to look into this library, and from what I've seen so far it looks amazing. Good job.

    I have a few question though. To get the quality of an item (legendary, rare, magic, set, etc.) I am using:
    Code:
    ItemQuality quality = (ItemQuality)Attributes.ItemQualityLevel.GetValue(Acd);
    This seems to return the proper value for legendary items, but set items are also listed as legendary. Is there a way to differentiate between the two?

    Also, is there any way in the api to get the actual name of an unidentified item on the ground?

  11. #236
    Sacred's Avatar Contributor
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    Originally Posted by azgul View Post
    Can someone give me a pointer on how to offset a drawn map according to player position? I've just managed to stitch the NavMeshes together and have drawn the walkable NavCells.
    Search for string "Root.NormalLayer.map_dialog_mainPage.localmap" in IDA and eventually you will find what are you looking for.


    Originally Posted by ileandros View Post
    How to check if this ui :Engine.Current.ObjectManager.x984_UI.x0000_Controls.x10_Map["Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Menu.PlayGameButton"].Dereference<UIControl>());
    exists and if it is visible?!?
    Haven't you looked in UIControl structure? There's a field called Visibility.
    Code:
    bool visible = ((VisibilityMask >> 2) & 1) == 1;
    Originally Posted by Tn5989 View Post
    This seems to return the proper value for legendary items, but set items are also listed as legendary. Is there a way to differentiate between the two?
    Yes, there's a way, it's called "you need to look in items gamebalance".


    Originally Posted by Tn5989 View Post
    Also, is there any way in the api to get the actual name of an unidentified item on the ground?
    No there's no working api, you need to figure out it by yourself, hint - sno stringlist.
    Last edited by Sacred; 06-17-2014 at 07:55 PM.

  12. #237
    ileandros's Avatar Member
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    [QUOTE=Sacred;3078880]
    Haven't you looked in UIControl structure? There's a field called Visibility.
    Code:
    bool visible = ((VisibilityMask >> 2) & 1) == 1;
    QUOTE]

    That much i know but this is not my problem. If i search for an UIControl that doesnt exists then i will take an error. In UIMaps the Pointer will throw new KeyNotFoundException();.
    What i did was to take all ui controls and put them in an array and then loop through the array and search for the specific one i want. This is a solution but the entire loop takes a lot of time.
    So is there a fast way to check for an uicontrol?

  13. #238
    enigma32's Avatar Legendary
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    Originally Posted by ileandros View Post
    [That much i know but this is not my problem. If i search for an UIControl that doesnt exists then i will take an error. In UIMaps the Pointer will throw new KeyNotFoundException();.
    What i did was to take all ui controls and put them in an array and then loop through the array and search for the specific one i want. This is a solution but the entire loop takes a lot of time.
    So is there a fast way to check for an uicontrol?
    Just place it inside a try catch where you handle KeyNotFoundException.

  14. #239
    Iceazuk's Avatar Member
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    Originally Posted by ileandros View Post
    Originally Posted by Sacred View Post
    Haven't you looked in UIControl structure? There's a field called Visibility.
    Code:
    bool visible = ((VisibilityMask >> 2) & 1) == 1;
    That much i know but this is not my problem. If i search for an UIControl that doesnt exists then i will take an error. In UIMaps the Pointer will throw new KeyNotFoundException();.
    What i did was to take all ui controls and put them in an array and then loop through the array and search for the specific one i want. This is a solution but the entire loop takes a lot of time.
    So is there a fast way to check for an uicontrol?
    Code:
    try
    {
    UIControl control;
    control = Engine.Current.ObjectManager.x984_UI.x0000_Controls.x10_Map["Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Menu.PlayGameButton"].Dereference<UIControl>(); if(control.x024_Visibility != null) Console.WriteLine("Visible");
    } catch(Exception ex){}
    I know its not pretty but it will directly find the menu item and as Enigma said put it in a try catch like my example since if you get the exception then it isn't visible. I used null since I wasn't sure what numbers represented visible or not.
    If you dont want to go the try catch route you can try this
    Code:
    List<UIMap.Pair> PlayButton = Engine.Current.ObjectManager.x984_UI.x0000_Controls.x10_Map.ToList();
    bool exists = PlayButton.Exists(a => a.x08_Hash == HashUtils.Fnv64(Encoding.ASCII.GetBytes("Root.NormalLayer.BattleNetCampaign_main.LayoutRoot.Menu.PlayGameButton".ToLower())));

  15. #240
    NoCopyPaste's Avatar Member
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    Originally Posted by azgul View Post
    Can someone give me a pointer on how to offset a drawn map according to player position? I've just managed to stitch the NavMeshes together and have drawn the walkable NavCells.

    Can't you just subtract the current players position from all your navcell coordinates? Or did I get your question wrong?

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