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Active Member
Originally Posted by
prrovoss
are the offsets of the two functions you posted still up-to-date? and how would the GetMeshMaxX and GetMeshMaxY look like?
yes they will not change so fast
Code:
public static float GetMeshMinX(this Enigma.D3.MemoryModel.Core.Scene scene)
{
return scene.PlatformRead<float>(0x0FC, 0x0FC + 4);
}
public static float GetMeshMinY(this Enigma.D3.MemoryModel.Core.Scene scene)
{
return scene.PlatformRead<float>(0x100, 0x100 + 4);
}
public static float GetMeshMaxX(this Enigma.D3.MemoryModel.Core.Scene scene)
{
return scene.PlatformRead<float>(0x174, 0x174 + 4);
}
public static float GetMeshMaxY(this Enigma.D3.MemoryModel.Core.Scene scene)
{
return scene.PlatformRead<float>(0x178, 0x178 + 4);
}
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prrovoss (1 members gave Thanks to d2k2 for this useful post)
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Member
Im trying to find a way to identify the NPC with the quest icon above him. I've tried comparing different ACD attributes but there either the same as the other NPCs or inconsistent between runs. I have also tried comparing fastAttribuGroupIDs to AttributeID enums which also failed. If anybody has any advise on where I should be looking I would really appreciate it, thanks.
Last edited by perp|ex; 12-28-2017 at 06:06 AM.
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Member
Originally Posted by
perp|ex
Im trying to find a way to identify the NPC with the quest icon above him. I've tried comparing different ACD attributes but there either the same as the other NPCs or inconsistent between runs. I have also tried comparing fastAttribuGroupIDs to AttributeID enums which also failed. If anybody has any advise on where I should be looking I would really appreciate it, thanks.
Does it not have a unique ActorSNO ?
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Member
Originally Posted by
Adam2132
Does it not have a unique ActorSNO ?
Unfortunately this is the same for all npcs in the area.
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Member
Is his position always the same? Maybe you could look for a npc close enough to the location.
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perp|ex (1 members gave Thanks to ZenDraL for this useful post)
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Member
His position is static but it would mean searching from a hard coded position and I want to avoid hard coding as much as possible. I'm trying to find this npc as soon as I enter the area or as soon as he is loaded into memory. If this turns into an impossible task then I'll go with this suggestion, thank you.
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Contributor
If I am not mistaken "Quest" has a ACDId property which should point to the ACD Actor ( Not sure if it points to the ACD (player) that started it or the ACD Id for the NPC).
Otherwise the ACD should have a flag / property in Actor or ACDActor indication a QuestSno or something ( or SnoId for the NPC that has a Quest Sno linked )
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Member
I was able to confirm that something is added to "Quest" once I accept the quest from the quest giver, but I am not sure if this is relates to the npc. Before I accept the quest there are 8 items in questmanager and after I accept it there are 9, but it remains nine throughout the run even past the npc the I wish to find. Also if I leave the quest area it still remains nine. I would like to able to check this additional quest but I cant seem to find a break down of the Quest objects attributes. If anybody could provide a link or some resource, even if its old, detailing how the quest object is structured it would be very helpful. In the mean time I will try looking into Dolphes second suggestion of a flag/property in Actor or ACDActor.
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Member
Last edited by ZenDraL; 01-11-2018 at 12:06 AM.
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Member
Thank you this is very helpful. I was able to see the values of all the quests in the Questmanger but only the first quest had values the rest were filled with zeros. The first quest has a -1 at 0xC which doesn't appear to equate to anything so Im not sure as to what it is.
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Contributor
Originally Posted by
perp|ex
Thank you this is very helpful. I was able to see the values of all the quests in the Questmanger but only the first quest had values the rest were filled with zeros. The first quest has a -1 at 0xC which doesn't appear to equate to anything so Im not sure as to what it is.
QuestStates
Code:
public enum QuestState : short
{
NotStarted = -1, // QuestStep = -1, rest QS = 1
Started = 1,
KillBoss = 3,
KilledBoss = 10,
ClosingRift = 5 // QuestStep = 2
}
If you didn't find anything in Quests or ACD ( of the NPC ) . I think you need to read the SNO files and get the ActorId from the QuestSNO and map it to the ACD actor / Actor.
Last edited by Dolphe; 01-11-2018 at 01:19 PM.
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Member
It looks like the the Quest is always -1. I'm assuming this relates to the main quest line as the npc exists in a Templar side quest. I'll try looking into the SNO files next.
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Member
My recent find for x64 D3 (2.6.1.48432) holds the ActorID of the clickable object that's currently under cursor; -1 when none.
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Guys, can you actually get fast attributes of a shrine or a pool? To, say, define if it was taken or not. I'm doing it all low-level without using a framework and when I get to a FastAttribGroup that belongs to a shrine or pool, the PtrMap is always 0.
Last edited by Sorco; 02-11-2018 at 07:16 PM.
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Contributor
Bad news
PTR based encryption, and can not debug
Do you have a way of doing it?
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Originally Posted by
SeaDragon
Bad news
PTR based encryption, and can not debug
Do you have a way of doing it?
we would need addresses or some patterns of those encryption methods so we can patch it
OR just some other ways to get the base pointers we need ^^