Updated for 2.2.1.31666 (minimal)
Hello, thank you for update. I can't read chat anymore:
Says that cast is not valid? msgListRef is not null.Code:UIReference msgListRef = en.UIReferences.FirstOrDefault(q => q.x008_Name == "Root.NormalLayer.chatoutput_dialog_backgroundScreen.chat_content.MessageListContainer.chat_messagelist"); UXChatMessageList msgList = UXHelper.GetControl<UXChatMessageList>(msgListRef);
Everything else seems to be working.![]()
Ok thank you.I think this happened in anohter patch too :P but I forgot what I was supposed to do.
Edit: I had crash here:
x0004_AcdId was -1, I think this happened when loading screen.Code:return ActorCommonData.Container[(short)PlayerData.Local.x0004_AcdId];
Nevermind problem is something else now it says "NullReferenceException":
None of these things is null. Forgot to say this is all in GetLocalAcd()Code:int id = PlayerData.Local.x0004_AcdId;
Last edited by gottagofast; 05-28-2015 at 05:18 AM.
Hey, does anyone know how projectile collisions are calculated?
I assume it has to do with actor collision data, but I can't quite figure out the details.
Where do I get things like Magic Missile radius, or Disintegrate width? And the actual character sizes?
I.e. Wizard_Female has an axial cylinder in the collision data with (0,0,0) origin and 6,1.5 size (not sure which one is which, though). Is it the one that is used to check for projectile collisions?
@Enigma32 I know you are busy but I was wondering if you have seen in your endeavors the function formula for calculating the affix value that will be on the items card?
Example:
If an item is dropped that has 15 [10 - 20] lightning damage, 7% [5% - 10%] gold from monsters, 1 socket, and 12 [10 - 15] intelligence. There is a formula used to set each line to a value. I'm wording if anyone has found how the game figures this.
@Enigma or anyone in this thread:
How do you guys transfer your struct and function argument information from one d3 version to the next (assuming you are using ida)? Diaphora by joxeankoret seems be to very slow during my tests. I have not found any really robust and quick plugin for doing this...
Last edited by axlrose; 05-31-2015 at 02:05 PM.
I use "IDA2PAT Reloaded" to create the PAT file, then using the tools from IDA to generate the SIG file. It's shitty because it looses the function declarations, I only get names in the next exe. Structs I transfer by saving a "C header file" and importing that. That's also shitty because IDA isn't very good at importing header files with many many types unless they're in an optimized order. Doesn't even help with forward declaration, so that's fun, reordering types until it's finally able to load everything... Can't remember if it was solved in latest version, I'm still at 6.1 for reasons I can't quite remember.
Thanks for the framework. I used it to make an overlay app for myself (mostly for a DPS and rift progress monitor). I put the code on github in case anyone else wants to use it.
https://github.com/rashime/diablostats
Hi enigma32,
I'm a totally new newbie to memory reading, and these days are trying to search the base address+offsets.
For example, I tried to search the base address+offsets of monk spirit by CheatEngine, but always trapped in a dead loop after 1-2 levels points...hmm, so what's the proper way to find a static address of the attribute you need, for example monk's spirit?
Or may I just read the base address+offsets from your code? I've checked the code in D3/engine.cs, but still puzzled...
Appreciate for any helps![]()
Is the maphack still working or any reason why it doesn't draw anything ?
The overlay is created and ControlHelper.CreateCircle is executed in MapMarkerAcdMonster.cs but I can't see any dots and I don't really know how to debug that. :confused: