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  1. #391
    azgul's Avatar Member
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    If you read anything from the mpq files, you need to patch them first.

    [C#] Enigma.D3
  2. #392
    bastiflew's Avatar Active Member
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    How do you "patch" mpq files ?

  3. #393
    azgul's Avatar Member
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    You can do it manually with MPQ Editor or programmatically with crystalmpq

  4. #394
    bastiflew's Avatar Active Member
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    Azgul, there's something that I don't understand, let's take a sample :

    - in d3-update-base-21876.MPQ there's a scene file called x1_fortress_EW_02_B.scn (tag IsPatch to True)
    - if I use CrystalMPQ to extract this file, I have a FileNotFoundException
    - if I use MPQEditor, the file is properly extracted

    How can I get this file properly extracted with CrystalMPQ ?

    Thanks

  5. #395
    azgul's Avatar Member
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    You're doing it wrong, the d3-update-base-XXXX & d3-update-enUS-XXXX are patches. You should patch those onto the files in Data_D3\PC\MPQs (these are the base MPQs) depending on which data you need.

    With MPQ Editor you'd have to press File -> Open MPQ(s) -> Custom Open MPQ.

    So say you want to read all MPQs to apply the patches you should select all MPQs in Data_D3\PC\MPQs and then you will be met with the following dialogue: https://mediacru.sh/T60yxN5HKCRg
    Then you have to right click under 'Patches' to add the MPQ patch files.

    For examples of using crystalmpq I would look at mooege: https://github.com/DarkLotus/mooege/...ege/Common/MPQ

  6. #396
    CrEEzz's Avatar Active Member
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    Thanks for hints. After a while i managed to patch localized strings using MPQEditor. Here is complete list if anyone is interested xD Localized item names - Pastebin.com

  7. #397
    bastiflew's Avatar Active Member
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    @azgul : thanks a lot, my extraction was wrong since the beggining !
    Some scenes was weird sometime, it makes sense now

  8. #398
    axlrose's Avatar Member
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    Thanks a lot for all the input from everyone!

    I am trying to sell automatically and have a problem determining the size an ACD is occupying in the player inventory. In other words, how can I find out if a specific ACD takes 1x1 slots (e.g. a ring) or 1x2 slots (e.g. a weapon)?

    @Enigma: here a small patch for ProcessMemoryReader.cs
    _process = process;
    _minValidAddress = 0x00010000;
    - _maxValidAddress = process.IsLargeAddressAware() ? 0x7FFEFFFF : 0xBFFF0000;
    + _maxValidAddress = process.IsLargeAddressAware() ? 0xBFFF0000 : 0x7FFEFFFF;
    _pointerSize = process.Is64BitProcess() ? 8 : 4;
    }
    Last edited by axlrose; 10-08-2014 at 11:43 AM.

  9. #399
    enigma32's Avatar Legendary
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    Originally Posted by axlrose View Post
    @Enigma: here a small patch for ProcessMemoryReader.cs
    _process = process;
    _minValidAddress = 0x00010000;
    - _maxValidAddress = process.IsLargeAddressAware() ? 0x7FFEFFFF : 0xBFFF0000;
    + _maxValidAddress = process.IsLargeAddressAware() ? 0xBFFF0000 : 0x7FFEFFFF;
    _pointerSize = process.Is64BitProcess() ? 8 : 4;
    }
    Nice, thanks!

  10. #400
    CrEEzz's Avatar Active Member
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    Here is my code for selling (it doesn't matter how big item is):
    Code:
    int items_sold = 0;
    
    try
    {
    	IEnumerable<Enigma.D3.ActorCommonData> acds = Enigma.D3.Helpers.ActorCommonDataHelper.Enumerate();
    
    	foreach (Enigma.D3.ActorCommonData acd in acds)
    	{
    		if (acd.x114_ItemLocation == ItemLocation.PlayerBackpack)
    		{
    			if (!CanSellOrSalvage(acd))
    				continue;
    
    			int[] pos = new int[] { 535 + acd.x118_ItemSlotX * 28 + AutoIt.Random(-2, 2), 354 + acd.x11C_ItemSlotY * 27 + AutoIt.Random(-2, 2) };
    
    			AutoIt.MouseMove(pos[0], pos[1], 10);
    			AutoIt.Sleep(ITEM_HOVER_TIME + AutoIt.Random(0, 150));
    
    			AutoIt.MouseClick("right", pos[0], pos[1]);
    			++items_sold;
    		}
    	}
    }
    catch (Exception)
    {
    }
    I guess you can determine size based on item type.

  11. #401
    gottagofast's Avatar Member
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    How to read blood shards? I can't find this anywhere, only there seems to be DoubleBloodShards attribute which is about the bonus from bounty at some difficulty?

  12. #402
    CrEEzz's Avatar Active Member
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    Code:
    for (int i = 0; i < Enigma.D3.PlayerData.Local.xD36C_VendorTokenCount; ++i)
    {
    	if (Enigma.D3.PlayerData.Local.xCB6C_VendorTokens[i].x00_GameBalanceId == -1691237125)
    		return Enigma.D3.PlayerData.Local.xCB6C_VendorTokens[i].x04_Value;
    }

  13. #403
    gottagofast's Avatar Member
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    Thank you CrEEzz, that is very obscure I would have never figured it out.

  14. #404
    gottagofast's Avatar Member
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    Does anyone have code snippet to convert between world and screen coordinates? I can't get it to work properly because the camera has weird angle I don't know how to calculate it.

  15. #405
    azgul's Avatar Member
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    Originally Posted by raler View Post
    Sure! This is the code that I currently use. However, I've only been able to get it to work in WindowedFullscreen mode. It works perfectly for 1920x1080 resolution! I'm not sure about others, but I don't see why it wouldn't work for any resolution.

    Code:
            public static Point FromD3toScreenCoords(Vector3 objectGameLocation)
            {
                Vector3 currentCharGameLoc = Game.Me.Location;
    
                double xd = objectGameLocation.X - currentCharGameLoc.X;
                double yd = objectGameLocation.Y - currentCharGameLoc.Y;
                double zd = objectGameLocation.Z - currentCharGameLoc.Z;
    
                double w = -0.515 * xd + -0.514 * yd + -0.686 * zd + 97.985;
                double X = (-1.682 * xd + 1.683 * yd + 0 * zd + 7.045e-3) / w;
                double Y = (-1.54 * xd + -1.539 * yd + 2.307 * zd + 6.161) / w;
    
                double width = Engine.Current.VideoPreferences.x0C_DisplayMode.x20_Width;
                double height = Engine.Current.VideoPreferences.x0C_DisplayMode.x24_Height;
    
                double aspectChange = (double)((double)width / (double)height) / (double)(4.0f / 3.0f); // 4:3 = default aspect ratio
    
                X /= aspectChange;
    
                float rX = (float)((X + 1) / 2 * width);
                float rY = (float)((1 - Y) / 2 * height);
    
                return new Point((int)rX, (int)rY);
            }
    This works fine for me.

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