[C#] Enigma.D3 menu

User Tag List

Page 49 of 63 FirstFirst ... 454647484950515253 ... LastLast
Results 721 to 735 of 940
  1. #721
    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 garfild View Post
    Hello guys, sorry to interupt you in here, but I would like to ask you how or where to get actual x64 offsets... I tried Enigma files, but there is only x32 offsets. Could you please tell me the method, how to find offsets by myself? Tomorrow is the Necro and I can not play without zoomhack anymore. Very appreciated, thanks!
    You can find 64-bit offsets in the MemoryModel project (Enigma.D3.Memory going obsolete)
    Enigma.D3/SymbolTable.X64.cs at master * Enigma32/Enigma.D3 * GitHub

    32-bit symbols updated for new patch but my (private) generator didn't handle 64-bit as well as it did 32-bit so I'll need to load up IDA for this one.

    [C#] Enigma.D3
  2. Thanks johnbl (1 members gave Thanks to enigma32 for this useful post)
  3. #722
    garfild's Avatar Active Member
    Reputation
    23
    Join Date
    Jul 2012
    Posts
    71
    Thanks G/R
    1/10
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    thanks guys for offsets,, Diablo is playable again!

  4. #723
    owen654321's Avatar Member
    Reputation
    9
    Join Date
    Mar 2017
    Posts
    39
    Thanks G/R
    4/8
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    So now that we can't get the hotbar button data to see which SnoPowerId is assigned to which slot (and the rune), how do we determine this information? I'm really sad to see this all zero'd out, along with ActiveSkillSavedData.... Is there another way to do this that I'm missing?

  5. #724
    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)
    Enigma.D3.Memory is going obsolete!
    This means updates and fixes to it are low priority and might stop at any time!
    It covers way too many structures and is a pain in the ass to update after patches. Also, it only works with 32-bit unless I also write a 64-bit version of the library.

    Enigma.D3.MemoryModel will replace it. The way it's built (by using a static SymbolTable instance), it can support both 32-bit and 64-bit version of D3. There are pros and cons compared to the Memory project, but what matters is that it's easier to maintain as it only exposes an API for things I know someone actually use. If something has been removed that you need and it worked using Memory, please let me know so I can evaluate if it's something I can add back and support in MemoryModel, alternatively ApplicationModel. There I intend to have utility classes and a simplified API (former helpers) so you don't have to read data from exact memory paths.

    Converting from Memory to MemoryModel might not be a straightforward task. I've done so with my "MapHack" and it took some rewrite to make it work. But it resulted in less and cleaner application code



    Originally Posted by owen654321 View Post
    So now that we can't get the hotbar button data to see which SnoPowerId is assigned to which slot (and the rune), how do we determine this information? I'm really sad to see this all zero'd out, along with ActiveSkillSavedData.... Is there another way to do this that I'm missing?
    I'll look into this. I can probably get ActiveSkillSavedData added and flesh out HotkeyPreferences with some members.

  6. Thanks d2k2 (1 members gave Thanks to enigma32 for this useful post)
  7. #725
    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 owen654321 View Post
    So now that we can't get the hotbar button data to see which SnoPowerId is assigned to which slot (and the rune), how do we determine this information? I'm really sad to see this all zero'd out, along with ActiveSkillSavedData.... Is there another way to do this that I'm missing?
    Thats because the offset has shifted ( another memory address ). In X64 the new offset is 0x124 ( from X00A0 ). I haven't updated 32 bit, so not sure about its offset.

  8. #726
    SeaDragon's Avatar Contributor
    Reputation
    322
    Join Date
    Aug 2016
    Posts
    1,041
    Thanks G/R
    140/300
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Great project

  9. #727
    d2k2's Avatar Active Member
    Reputation
    32
    Join Date
    Jul 2015
    Posts
    133
    Thanks G/R
    58/24
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by enigma32 View Post
    Enigma.D3.Memory is going obsolete!
    This means updates and fixes to it are low priority and might stop at any time!
    It covers way too many structures and is a pain in the ass to update after patches. Also, it only works with 32-bit unless I also write a 64-bit version of the library.

    Enigma.D3.MemoryModel will replace it. The way it's built (by using a static SymbolTable instance), it can support both 32-bit and 64-bit version of D3. There are pros and cons compared to the Memory project, but what matters is that it's easier to maintain as it only exposes an API for things I know someone actually use. If something has been removed that you need and it worked using Memory, please let me know so I can evaluate if it's something I can add back and support in MemoryModel, alternatively ApplicationModel. There I intend to have utility classes and a simplified API (former helpers) so you don't have to read data from exact memory paths.

    Converting from Memory to MemoryModel might not be a straightforward task. I've done so with my "MapHack" and it took some rewrite to make it work. But it resulted in less and cleaner application code



    I'll look into this. I can probably get ActiveSkillSavedData added and flesh out HotkeyPreferences with some members.

    i would a appreciate a small documentation or example how to port to the new MemoryModel drom D3.Memory. I am already lost in the current framework structure.
    At least some explainations for the "straight forwards" parts.

  10. #728
    owen654321's Avatar Member
    Reputation
    9
    Join Date
    Mar 2017
    Posts
    39
    Thanks G/R
    4/8
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    For those holdouts:

    public ServerData x00A0_ServerData { get { return Read<ServerData>(0x0104); } }

    [ArraySize(6)]
    public HotbarButtonData[] x0000_HotbarButtonData { get { return Read<HotbarButtonData>(0x0008, 6); } } // was 0x0000

  11. #729
    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 owen654321 View Post
    For those holdouts:

    public ServerData x00A0_ServerData { get { return Read<ServerData>(0x0104); } }

    [ArraySize(6)]
    public HotbarButtonData[] x0000_HotbarButtonData { get { return Read<HotbarButtonData>(0x0008, 6); } } // was 0x0000
    Is there a benefit to using HotbarButtonData instead of ActiveSkillSavedData? Offset to ServerData updated Update ServerData offset * Enigma32/Enigma.D3@6b8aeb4 * GitHub

  12. #730
    d2k2's Avatar Active Member
    Reputation
    32
    Join Date
    Jul 2015
    Posts
    133
    Thanks G/R
    58/24
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by enigma32 View Post
    Is there a benefit to using HotbarButtonData instead of ActiveSkillSavedData? Offset to ServerData updated Update ServerData offset * Enigma32/Enigma.D3@6b8aeb4 * GitHub
    its important for the order of the skills. d3helper currently using a workaround(which doesnt work anymore) to read the PowerSnoId from the UXIcon of the Hotbar. Otherwise d3helper would press the wrong buttons.

    it would be nice if there would be a way doing it with the Framework

    see UXIcon:
    public int x1464_PowerSnoId { get { return Read<int>(0x1464); } } //seems to be outdated for a long time. was 0x166C in patch <= 2.5.0
    Last edited by d2k2; 07-02-2017 at 04:10 AM.

  13. #731
    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 d2k2 View Post
    its important for the order of the skills. d3helper currently using a workaround(which doesnt work anymore) to read the PowerSnoId from the UXIcon of the Hotbar. Otherwise d3helper would press the wrong buttons.

    it would be nice if there would be a way doing it with the Framework

    see UXIcon:
    public int x1464_PowerSnoId { get { return Read<int>(0x1464); } } //seems to be outdated for a long time. was 0x166C in patch <= 2.5.0
    I assumed the array of ActiveSkillData was in the order they were displayed on action bar.. guess it's the HotbarButtonData[] they use for the UI. I'll get that added, and I'll add basic UI lookup to MemoryModel (like just getting the control address).

  14. #732
    d2k2's Avatar Active Member
    Reputation
    32
    Join Date
    Jul 2015
    Posts
    133
    Thanks G/R
    58/24
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    public long GetCurrency(CurrencyType type)
    {
    const int size = 24; // { int index, int 0, long value, int 0, int 0 }
    const int offset = 8;
    return Read<long>(0x8D18 + size * (int)type + offset); //edit: 0x9D08 for Patch 2.6.0
    }
    anyone knows the offsets for patch 2.6.0 to read the Bloodshards and Gold amount?

    edit:
    0x9D08 for patch 2.6.0
    Last edited by d2k2; 07-03-2017 at 11:51 AM.

  15. #733
    d2k2's Avatar Active Member
    Reputation
    32
    Join Date
    Jul 2015
    Posts
    133
    Thanks G/R
    58/24
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    i started to check if i can replace D3.Memory by D3.MemoryModel in d3helper project ( here is the MemoryModel Branch : GitHub - d2k2-git/D3Helper.Public at MemoryModel)

    seems to be a lot of work.

    how to translate this?
    int video_width = Engine.Current.VideoPreferences.x0C_DisplayMode.x20_Width;
    int video_height = Engine.Current.VideoPreferences.x0C_DisplayMode.x24_Height;
    with
    MemoryContext.Current.DataSegment.VideoPreferences...?
    ----
    how to translate this to D3.MemoryModel ?
    UIManager.Instance.x0A30_MouseOver.x008_Name
    ---
    i have no idea how to replace this with MemoryModel. This seems to be need to get selectedAttackableAcd

    var ListB = Engine.Current.ObjectManager.xA30_PlayerInput.Dereference().x00_ListB_Of_ActorId .ToList();
    var selectedtype = Engine.Current.ObjectManager.xA30_PlayerInput.Dereference().x14_StructStart_Min5 6Bytes;
    ---
    how to translate this to MemoryModell?
    ObjectManager.Instance.x038_Counter_CurrentFrame;
    ---
    Translate to MemoryModel?
    Enigma.D3.PlayerData.GetHeroId();
    ---
    Translate to MemoryModel?
    Enigma.D3.PlayerData.GetPowerUse();
    ---
    How to replace Enigma.D3.PlayerData.GetActiveSkills() with MemoryModel?

    Is "Enigma.D3.PlayerData.ActiveSkillSavedData[].x00_PowerSnoId" same as "Enigma.D3.MemoryModel.Core.ActiveSkillSavedData[].PowerSNO" ?
    Is "Enigma.D3.PlayerData.ActiveSkillSavedData[].x04_RuneId" same as "Enigma.D3.MemoryModel.Core.ActiveSkillSavedData[].Modifier" ?
    --
    How to replace "Enigma.D3.PlayerData.GetPassivePowerSnoIds()" with MemoryModel?
    --
    Last edited by d2k2; 07-03-2017 at 10:03 AM.

  16. Thanks johnbl (1 members gave Thanks to d2k2 for this useful post)
  17. #734
    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 d2k2 View Post
    i started to check if i can replace D3.Memory by D3.MemoryModel in d3helper project ( here is the MemoryModel Branch : GitHub - d2k2-git/D3Helper.Public at MemoryModel)

    seems to be a lot of work.
    Thanks, now I have an "interface" that I can implement

    Window/Client size is better retrieved using Win32 API (example Enigma.D3/OverlayWindow.cs at 926b157bccae5f6cc2f809f336db034aa2dd40e7 * Enigma32/Enigma.D3 * GitHub).


    UI MouseOver not implemented yet.

    Targeted ACD not implemented yet.

    CurrentFrame replaced by
    RenderTick when needing a counter that ticks as long as rendering does something
    Enigma.D3/ObjectManager.cs at 926b157bccae5f6cc2f809f336db034aa2dd40e7 * Enigma32/Enigma.D3 * GitHub
    GameTick when needing a counter that's updated based on game logic updates, controlled by server
    Enigma.D3/ObjectManager.cs at 926b157bccae5f6cc2f809f336db034aa2dd40e7 * Enigma32/Enigma.D3 * GitHub

    HeroID not implemented yet.

    Currently used Power not implemented yet.

    Active and Passive Skills can be retrieved from PlayerSavedData Enigma.D3/PlayerSavedData.cs at 746735e9a000b1138b85e91febdddcfb393efd99 * Enigma32/Enigma.D3 * GitHub
    Yes,
    PowerSNO == PowerSnoId
    Modifier == RuneId

  18. Thanks d2k2, johnbl (2 members gave Thanks to enigma32 for this useful post)
  19. #735
    d2k2's Avatar Active Member
    Reputation
    32
    Join Date
    Jul 2015
    Posts
    133
    Thanks G/R
    58/24
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thank you for your Help Enigma. I made some Progress (Commits * d2k2-git/D3Helper.Public * GitHub) But still a lot to do i guess

    I need more Information. How to replace this parts with MemoryModel?

    var PlayerDataCollection = PlayerDataManager.Instance.x0038_Items;
    var acdcontainer = ActorCommonData.Container.ToList();
    is ActorCommonData.x0D0_WorldPosX same as ACD.Position.X ?
    what is ActorCommonData.x114_ItemLocation in MemoryModel?
    acd.x190_Flags_Is_Trail_Proxy_Etc
    GetAttributeValue for ACD seems to be very important.
    public static bool IsAncient(ActorCommonData acd)
    {
    return (int) acd.GetAttributeValue(AttributeId.AncientRank) == 1;
    }
    Last edited by d2k2; 07-04-2017 at 07:14 AM.

Page 49 of 63 FirstFirst ... 454647484950515253 ... 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 08:52 AM. 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