New patch offsets (1.0.4) menu

User Tag List

Page 1 of 4 1234 LastLast
Results 1 to 15 of 46
  1. #1
    nexusbr's Avatar Private
    Reputation
    1
    Join Date
    Jun 2012
    Posts
    7
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    New patch offsets (1.0.4)

    Does anyone have the updated offsets for this new patch?

    Thanks alot!!

    New patch offsets (1.0.4)
  2. #2
    zdud's Avatar Sergeant
    Reputation
    7
    Join Date
    Aug 2011
    Posts
    37
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    errr.... is it out already?

  3. #3
    boredevil's Avatar Active Member Authenticator enabled
    Reputation
    46
    Join Date
    Feb 2008
    Posts
    166
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    http://www.ownedcore.com/forums/diab...e-posting.html (Memory Editing Section rules! (READ BEFORE POSTING))
    3. DO NOT REQUEST UPDATED OFFSETS!

    learn to use ida + patchdiff or wait till somebody is in spoonfeed mood and posts em.

  4. #4
    shoanimal's Avatar Private
    Reputation
    3
    Join Date
    Jul 2012
    Posts
    14
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by boredevil View Post
    http://www.ownedcore.com/forums/diab...e-posting.html (Memory Editing Section rules! (READ BEFORE POSTING))
    3. DO NOT REQUEST UPDATED OFFSETS!

    learn to use ida + patchdiff or wait till somebody is in spoonfeed mood and posts em.
    Any advice on where to go to learn how to use IDA + patchdiff, also i was unable to find patchdiff anywhere if someone could point me to that i would appreciate it.

  5. #5
    infotech1's Avatar Member
    Reputation
    3
    Join Date
    Jan 2007
    Posts
    43
    Thanks G/R
    0/2
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    public static uint ofs_ActorAtrib_Base = 0x1544E54;//0x15A1EA4;
    public static uint objectManager = 0x1543B9C;//0x15A0BEC;
    public static uint interact = 0x1543B84;//0x15A0BD4;
    Only tested long enough to see ACD's itterate fine.

    @shoanimal i suggest Google, id never used ida or read/wrote asm till 2 weeks ago. Picking up the basics just fine.

  6. #6
    nexusbr's Avatar Private
    Reputation
    1
    Join Date
    Jun 2012
    Posts
    7
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks very much..

    could you please share the url of the tutorial you used?

    thanks again

    Originally Posted by infotech1 View Post
    public static uint ofs_ActorAtrib_Base = 0x1544E54;//0x15A1EA4;

    public static uint objectManager = 0x1543B9C;//0x15A0BEC;
    public static uint interact = 0x1543B84;//0x15A0BD4;
    Only tested long enough to see ACD's itterate fine.

    @shoanimal i suggest Google, id never used ida or read/wrote asm till 2 weeks ago. Picking up the basics just fine.

  7. #7
    infotech1's Avatar Member
    Reputation
    3
    Join Date
    Jan 2007
    Posts
    43
    Thanks G/R
    0/2
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    i didnt use any one tutorial, i probably had 20+ tabs open. i googled a bunch of intro to assembly stuff, to understand the basics, then i wrote a assembly dll with just a Sum Divide etc functions to understand stack/registers/calling conventions a bit better. Once you understand whats basically going on, the IDA interface is pretty easy to work out, find your offsets in old patch, name them, open your new exe, patchdiff it against the old exe, functions should mostly pop up under exact match. Your ptrs in the text section will have moved as well, so find a function that refrences them, then match the function in the new exe.

  8. #8
    kingwa5's Avatar Private
    Reputation
    1
    Join Date
    Aug 2012
    Posts
    9
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    thinks infotech1!!!!

    can you tell the offset of [ofs_MonsterDef and ofs_ActorDef] ?
    Last edited by kingwa5; 08-21-2012 at 11:17 PM.

  9. #9
    boredevil's Avatar Active Member Authenticator enabled
    Reputation
    46
    Join Date
    Feb 2008
    Posts
    166
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    k. so install ida. google for patchdiff2 you should find it on googlecode. put it in ida´s plugin folder

    open ida. open new binary, wait till autoanalysis finished. save the database.
    open old binary in ida, wait for autoanalysis to finish label the functions you are looking for. start patchdiff2. select the idb you want to diff against.
    wait a few minutes.
    win. you should have 3 new tabs now. identical, matched and unmatched functions.

    to make the output prettier and import stuff to the new db: "pd2sanitizer.py" and "renamefuncs.idc"

  10. #10
    LookingAtTheApple's Avatar Private
    Reputation
    10
    Join Date
    Jun 2012
    Posts
    12
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    This is what i have:
    Code:
    	
    Engine Function 1                           Function 2                         Addr 1     Addr 2
    1      D3::ACD::CanSellItem                sub_852640                          852900    852640    -   48A77856 48A77856
    2      D3::ACD::CanUseItem                 sub_859600                          8597A0    859600    +   458195E0 2F6FC3D5
    2      D3::ACD::GetGBValueByGBId           sub_84E090                          84E4F0    84E090    +   136345E0 374C65B7
    2      D3::ACD::GetGold                    sub_864A00                          8648E0    864A00    +   D3BECC76 E0F2F315
    1      D3::ACD::GetItemIdentified          sub_84DF60                          84E3C0    84DF60    -   40D57F5D 40D57F5D
    2      D3::ACD::InventoryGetGoldACD        sub_85DA40                          85DCD0    85DA40    +   73ED3DBB AE46838C
    1      D3::ACD::IsMonster                  sub_863A60                          863A10    863A60    -   3700A5AB 3700A5AB
    2      D3::ACD::IsSkillReady               sub_8D05E0                          8CFA60    8D05E0    +   25F4ACF2 D5AA3B  
    1      D3::ACD::Iterate                    sub_866FB0                          866F40    866FB0    -   10F246C9 10F246C9
    1      D3::ACD::UseItem                    sub_B98040                          BB4610    B98040    -   DF4F5893 DF4F5893
    1      D3::ACDActor::GetGizmoGroup         sub_8E87E0                          8E7760    8E87E0    -   14A0C81F 14A0C81F
    1      D3::ACDActor::IsGizmo               sub_8E8930                          8E78B0    8E8930    -   931ABBFD 931ABBFD
    2      D3::Chat         				   sub_A56610                          A63F30    A56610    +   9AEABDA0 E2F44701
    1      D3::DecreaseRefCount                sub_8A2F90                          8A2590    8A2F90    -   70B38D47 70B38D47
    1      D3::DrawRectangle                   sub_9D4FE0                          9D8B20    9D4FE0    -   F41D360E F41D360E
    1      D3::FastAttribs::Iterate            sub_86D930                          86D710    86D930    -   B5E954A7 B5E954A7
    1      D3::GetACDByACDId                   sub_811D10                          811D10    811D10    -   259A140C 259A140C
    1      D3::GetACDIdByANN                   sub_868120                          868130    868120    -   CA46C15A CA46C15A
    1      D3::GetACDPtrFromGUID               sub_817390                          8170B0    817390    -   67739883 67739883
    1      D3::GetAct                          sub_82B1F0                          82AE30    82B1F0    -   6B221AC9 6B221AC9
    1      D3::GetActorPtrFromGUID             sub_82A380                          82A000    82A380    -   4914172F 4914172F
    1      D3::GetAttributeFromFAG             sub_871440                          870F60    871440    -   560AEF3  560AEF3 
    1      D3::GetDouble                       sub_8C81B0                          8C7640    8C81B0    -   93E43BB9 93E43BB9
    1      D3::GetFloat                        sub_8715F0                          871110    8715F0    -   CF9E5EEA CF9E5EEA
    1      D3::GetInt                          sub_8C8270                          8C7700    8C8270    -   93E43BB9 93E43BB9
    2      D3::GetItemQualityLevel             sub_84CCD0                          84D0D0    84CCD0    +   CE55B1E9 9E15829D
    1      D3::GetLevelAreaByActorId           sub_9E8290                          9EC290    9E8290    -   FE87EC36 FE87EC36
    2      D3::GetPlayerByACDId                sub_8B1340                          8B0920    8B1340    +   97CF46C3 737838E9
    2      D3::GetPlayerByIndex                sub_8B14E0                          8B0AC0    8B14E0    +   F76C3A5  76D5BB27
    2      D3::GetPlayerGUID                   sub_9815E0                          97EBF0    9815E0    +   51848511 AF5DD7A7
    1      D3::GetQuestPtr                     sub_879CF0                          879630    879CF0    -   2B1B1E81 2B1B1E81
    1      D3::GetSceneById                    sub_8B60D0                          8B5600    8B60D0    -   699E1C14 699E1C14
    1      D3::GetSceneIdByXY                  sub_8DA630                          8D9A20    8DA630    -   1D178DE6 1D178DE6
    1      D3::GetScreenNameByActorId          sub_9E7B50                          9EBB50    9E7B50    -   F35EE7E4 F35EE7E4
    1      D3::GetScreenRect                   sub_94FDE0                          94E5F0    94FDE0    -   9C0857C8 9C0857C8
    2      D3::GetSellValue                    sub_852760                          852A20    852760    +   36B00870 5C9595E4
    1      D3::GetSnoInfoFromSnoId             sub_8A7FE0                          8A7550    8A7FE0    -   186E0A73 186E0A73
    2      D3::GetUIElementByHash              sub_940D50                          93F470    940D50    +   BE6876C  440619BD
    1      D3::GetUIManager                    sub_93D740                          93BE50    93D740    -   E601B27D E601B27D
    1      D3::GetWorldById                    sub_A13FF0                          A1D790    A13FF0    -   A506C5E  A506C5E 
    1      D3::Item::Iterate                   sub_85BE70                          85C170    85BE70    -   541E63D4 541E63D4
    1      D3::ItemDescription::Ctor           sub_810FC0                          810FC0    810FC0    -   9841F924 9841F924
    1      D3::ItemDescription::Dtor           sub_80FEA0                          80FEA0    80FEA0    -   A5D2463C A5D2463C
    2      D3::ItemDescription::FillDescriptionText              sub_9791C0                          976310    9791C0    +   5B3A3DFB A8E52DE6
    1      D3::IterateScenes                   sub_814D30                          814D20    814D30    -   2AC18F3  2AC18F3 
    1      D3::IterateUI                       sub_A79960                          A89870    A79960    -   35372979 35372979
    1      D3::IterateWorlds                   sub_8B4C20                          8B4130    8B4C20    -   ADB325B  ADB325B 
    1      D3::NavMesh::GetFlags               sub_8EBC30                          8EAB20    8EBC30    -   1BA1550A 1BA1550A
    2      D3::Player::GetLocalPlayer          sub_9815A0                          97EBB0    9815A0    +   C477236C D7B1DDE7
    1      D3::PrintChat                       sub_93D700                          93BE10    93D700    -   BDE063D7 BDE063D7
    1      D3::UIElement::Unk1                 sub_A7AA40                          A8A950    A7AA40    -   9B5F9CA7 9B5F9CA7
    1      D3::UIElement::Unk2                 sub_A7B5F0                          A8B5B0    A7B5F0    -   60D4654C 60D4654C
    1      D3::UIManager::HasUIElement         sub_940CE0                          93F400    940CE0    -   CF4FB45F CF4FB45F
    1      D3::UIManager::IsInitialized                          sub_95F9C0                          95E1C0    95F9C0    -   DED927A9 DED927A9
    2      D3::UsePowerToActor                 sub_97F1C0                          97CA50    97F1C0    +   40E1BA4B BF00DFA4
    2      D3::UsePowerToLocation              sub_97EF80                          97C810    97EF80    +   A7524C2  512E15CC

  11. #11
    botserver's Avatar Member
    Reputation
    6
    Join Date
    Jun 2012
    Posts
    9
    Thanks G/R
    1/1
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by kingwa5 View Post
    thinks infotech1!!!!

    can you tell the offset of [ofs_MonsterDef and ofs_ActorDef] ?
    Just Try This

    Old Offsset - 5D050

  12. #12
    kingwa5's Avatar Private
    Reputation
    1
    Join Date
    Aug 2012
    Posts
    9
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Originally Posted by infotech1 View Post
    public static uint ofs_ActorAtrib_Base = 0x1544E54;//0x15A1EA4;
    public static uint objectManager = 0x1543B9C;//0x15A0BEC;
    public static uint interact = 0x1543B84;//0x15A0BD4;
    Only tested long enough to see ACD's itterate fine.

    @shoanimal i suggest Google, id never used ida or read/wrote asm till 2 weeks ago. Picking up the basics just fine.

    ofs_ActorAtrib_Base same is error ? pls check it!

  13. #13
    nexusbr's Avatar Private
    Reputation
    1
    Join Date
    Jun 2012
    Posts
    7
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Yes, actor attributes are still not working..

    i'm looking on that, not sure if i can get that working, but i'm trying =D

    i guess the problem are those offsets:
    Public ofs_ActorAtrib_ofs1 As UInteger = &H390 '&H390
    Public ofs_ActorAtrib_ofs2 As UInteger = &H2E8 '&H2E8
    Public ofs_ActorAtrib_ofs3 As UInteger = &H148 '&H148
    Public ofs_ActorAtrib_Count As UInteger = &H108

    trying to figure out how it works to check if it changed on new version..


    Originally Posted by kingwa5 View Post
    ofs_ActorAtrib_Base same is error ? pls check it!

  14. #14
    DarthTon's Avatar Contributor
    Reputation
    171
    Join Date
    Apr 2010
    Posts
    108
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Here are some SNO group offsets:

    PHP Code:
    SNOGroup_Scene_Addr 0x01595BC8,
    SNOGroup_StringList_Addr 0x0158C240,
    SNOGroup_GameBalance_Addr 0x01549A40 

  15. #15
    DarthTon's Avatar Contributor
    Reputation
    171
    Join Date
    Apr 2010
    Posts
    108
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    And new values for Attributes ID

    PHP Code:
    Axe_Bad_Data 0x0// float
    Attribute_Timer 0x1// int
    Attribute_Pool 0x2// int
    Death_Count 0x3// int
    DualWield_Hand 0x4// int
    DualWield_Hand_Next 0x5// int
    DualWield_Hands_Swapped 0x6// int
    Respawn_Game_Time 0x7// int
    Backpack_Slots 0x8// int
    Shared_Stash_Slots 0x9// int
    Strength 0xa// float
    Dexterity 0xb// float
    Intelligence 0xc// float
    Vitality 0xd// float
    Strength_Total 0xe// float
    Dexterity_Total 0xf// float
    Intelligence_Total 0x10// float
    Vitality_Total 0x11// float
    Strength_Bonus 0x12// float
    Dexterity_Bonus 0x13// float
    Intelligence_Bonus 0x14// float
    Vitality_Bonus 0x15// float
    Strength_Bonus_Percent 0x16// float
    Dexterity_Bonus_Percent 0x17// float
    Intelligence_Bonus_Percent 0x18// float
    Vitality_Bonus_Percent 0x19// float
    Strength_Reduction_Percent 0x1a// float
    Dexterity_Reduction_Percent 0x1b// float
    Intelligence_Reduction_Percent 0x1c// float
    Vitality_Reduction_Percent 0x1d// float
    Primary_Damage_Attribute 0x1e// int
    Attack 0x1f// float
    Precision 0x20// float
    Defense 0x21// float
    Attack_Total 0x22// float
    Precision_Total 0x23// float
    Defense_Total 0x24// float
    Attack_Bonus 0x25// float
    Precision_Bonus 0x26// float
    Defense_Bonus 0x27// float
    Attack_Bonus_Percent 0x28// float
    Precision_Bonus_Percent 0x29// float
    Defense_Bonus_Percent 0x2a// float
    Attack_Reduction_Percent 0x2b// float
    Precision_Reduction_Percent 0x2c// float
    Defense_Reduction_Percent 0x2d// float
    Armor 0x2e// float
    Armor_Bonus_Percent 0x2f// float
    Armor_Item 0x30// float
    Armor_Bonus_Item 0x31// float
    Armor_Item_Percent 0x32// float
    Armor_Item_SubTotal 0x33// float
    Armor_Item_Total 0x34// float
    Armor_Total 0x35// float
    Experience_Granted 0x36// int
    Experience_Next 0x37// int
    Alt_Experience_Next 0x38// int
    Gold_Granted 0x39// int
    Gold 0x3a// int
    Gold_Find 0x3b// float
    Gold_Find_Uncapped 0x3c// float
    Gold_Find_Alt_Levels_Total 0x3d// float
    Gold_Find_Capped_Subtotal 0x3e// float
    Gold_Find_Total 0x3f// float
    Level 0x40// int
    Level_Cap 0x41// int
    Alt_Level 0x42// int
    Magic_Find 0x43// float
    Magic_Find_Uncapped 0x44// float
    Magic_Find_Alt_Levels_Total 0x45// float
    Magic_Find_Capped_Subtotal 0x46// float
    Magic_Find_Total 0x47// float
    Magic_And_Gold_Find_Suppressed 0x48// int
    Treasure_Find 0x49// float
    Resource_Cost_Reduction_Amount 0x4a// int
    Resource_Cost_Reduction_Total 0x4b// float
    Resource_Set_Point_Bonus 0x4c// float
    Faster_Healing_Percent 0x4d// float
    Spending_Resource_Heals_Percent 0x4e// float
    Bonus_Healing_Received_Percent 0x4f// float
    Reduced_Healing_Received_Percent 0x50// float
    Experience_Bonus 0x51// float
    Experience_Bonus_Percent 0x52// float
    Health_Globe_Bonus_Chance 0x53// float
    Health_Globe_Bonus_Mult_Chance 0x54// float
    Health_Globe_Bonus_Health 0x55// float
    Increased_Health_From_Globes_Percent 0x56// float
    Increased_Health_From_Globes_Percent_Total 0x57// float
    Bonus_Health_Percent_Per_Second_From_Globes 0x58// float
    Bonus_Health_Percent_Per_Second_From_Globes_Total 0x59// float
    Mana_Gained_From_Globes_Percent 0x5a// float
    Mana_Gained_From_Globes 0x5b// float
    Resistance 0x5c// float
    Resistance_Percent 0x5d// float
    Resistance_Total 0x5e// float
    Resistance_All 0x5f// float
    Resistance_Percent_All 0x60// float
    Resistance_From_Intelligence 0x61// float
    Class_Damage_Reduction_Percent 0x62// float
    Skill 0x63// int
    Skill_Total 0x64// int
    TeamID 0x65// int
    Team_Override 0x66// int
    Invulnerable 0x67// int
    Loading 0x68// int
    Loading_Player_ACD 0x69// int
    Loading_Power_SNO 0x6a// int
    Loading_Anim_Tag 0x6b// int
    Loading_NewGame 0x6c// int
    Auto_Porting_To_Save_Point 0x6d// int
    No_Damage 0x6e// int
    No_AutoPickup 0x6f// int
    Light_Radius_Percent_Bonus 0x70// float
    Hitpoints_Cur 0x71// float
    Hitpoints_Factor_Level 0x72// float
    Hitpoints_Factor_Vitality 0x73// float
    Hitpoints_Total_From_Vitality 0x74// float
    Hitpoints_Total_From_Level 0x75// float
    Hitpoints_Granted 0x76// float
    Hitpoints_Granted_Duration 0x77// int
    Hitpoints_Max 0x78// float
    Hitpoints_Max_Bonus 0x79// float
    Hitpoints_Max_Total 0x7a// float
    Hitpoints_Percent 0x7b// float
    Hitpoints_Regen_Per_Second 0x7c// float
    Hitpoints_Max_Percent_Bonus 0x7d// float
    Hitpoints_Max_Percent_Bonus_Item 0x7e// float
    Hitpoints_Healed_Target 0x7f// float
    Resource_Type_Primary 0x80// int
    Resource_Type_Secondary 0x81// int
    Resource_Cur 0x82// float
    Resource_Max 0x83// float
    Resource_Max_Bonus 0x84// float
    Resource_Max_Total 0x85// float
    Resource_Factor_Level 0x86// float
    Resource_Granted 0x87// float
    Resource_Granted_Duration 0x88// int
    Resource_Percent 0x89// float
    Resource_Regen_Per_Second 0x8a// float
    Resource_Regen_Bonus_Percent 0x8b// float
    Resource_Regen_Total 0x8c// float
    Resource_Max_Percent_Bonus 0x8d// float
    Resource_Capacity_Used 0x8e// float
    Resource_Effective_Max 0x8f// float
    Resource_Regen_Percent_Per_Second 0x90// float
    Resource_Degeneration_Stop_Point 0x91// float
    Movement_Scalar 0x92// float
    Walking_Rate 0x93// float
    Running_Rate 0x94// float
    Sprinting_Rate 0x95// float
    Strafing_Rate 0x96// float
    Walking_Rate_Total 0x97// float
    Running_Rate_Total 0x98// float
    Last_Running_Rate 0x99// float
    Sprinting_Rate_Total 0x9a// float
    Strafing_Rate_Total 0x9b// float
    Movement_Bonus_Total 0x9c// float
    Movement_Scalar_Subtotal 0x9d// float
    Movement_Scalar_Capped_Total 0x9e// float
    Movement_Scalar_Uncapped_Bonus 0x9f// float
    Movement_Scalar_Total 0xa0// float
    Movement_Bonus_Run_Speed 0xa1// float
    Casting_Speed 0xa2// float
    Casting_Speed_Bonus 0xa3// float
    Casting_Speed_Total 0xa4// float
    Always_Hits 0xa5// int
    Hit_Chance 0xa6// float
    Attacks_Per_Second_Item 0xa7// float
    Attacks_Per_Second_Item_Percent 0xa8// float
    Attacks_Per_Second_Item_Subtotal 0xa9// float
    Attacks_Per_Second_Item_Bonus 0xaa// float
    Attacks_Per_Second_Item_Total 0xab// float
    Attacks_Per_Second 0xac// float
    Attacks_Per_Second_Bonus 0xad// float
    Attacks_Per_Second_Total 0xae// float
    Attacks_Per_Second_Percent 0xaf// float
    AI_Cooldown_Reduction_Percent 0xb0// float
    Power_Cooldown_Reduction_Percent 0xb1// float
    Damage_Delta 0xb2// float
    Damage_Delta_Total 0xb3// float
    Damage_Min 0xb4// float
    Damage_Bonus_Min 0xb5// float
    Damage_Min_Total 0xb6// float
    Damage_Delta_Total_All 0xb7// float
    Damage_Min_Total_All 0xb8// float
    Damage_Average_Total_All 0xb9// float
    Damage_Min_Subtotal 0xba// float
    Damage_Percent_All_From_Skills 0xbb// float
    Damage_Weapon_Delta 0xbc// float
    Damage_Weapon_Delta_SubTotal 0xbd// float
    Damage_Weapon_Max 0xbe// float
    Damage_Weapon_Max_Total 0xbf// float
    Damage_Weapon_Max_Total_All 0xc0// float
    Damage_Weapon_Delta_Total 0xc1// float
    Damage_Weapon_Delta_Total_All 0xc2// float
    Damage_Weapon_Bonus_Delta 0xc3// float
    Damage_Weapon_Min 0xc4// float
    Damage_Weapon_Min_Total 0xc5// float
    Damage_Weapon_Min_Total_All 0xc6// float
    Damage_Weapon_Average 0xc7// float
    Damage_Weapon_Average_Total 0xc8// float
    Damage_Weapon_Average_Total_All 0xc9// float
    Damage_Weapon_Bonus_Min 0xca// float
    Damage_Weapon_Percent_Bonus 0xcb// float
    Damage_Weapon_Percent_All 0xcc// float
    Damage_Weapon_Percent_Total 0xcd// float
    Damage_Type_Percent_Bonus 0xce// float
    Damage_Dealt_Percent_Bonus 0xcf// float
    Damage_Percent_Bonus_Witchdoctor 0xd0// float
    Damage_Percent_Bonus_Wizard 0xd1// float
    Crit_Percent_Base 0xd2// float
    Crit_Percent_Bonus_Capped 0xd3// float
    Crit_Percent_Bonus_Uncapped 0xd4// float
    Crit_Percent_Cap 0xd5// float
    Crit_Damage_Percent 0xd6// float
    Crit_Effect_Time 0xd7// int
    Pierce_Chance 0xd8// float
    Damage_Absorb_Percent 0xd9// float
    Damage_Reduction_Total 0xda// float
    Damage_Reduction_Current 0xdb// float
    Damage_Reduction_Last_Tick 0xdc// int
    Block_Chance 0xdd// float
    Block_Chance_Total 0xde// float
    Block_Chance_Bonus_Item 0xdf// float
    Block_Chance_Item 0xe0// float
    Block_Chance_Item_Total 0xe1// float
    Block_Amount 0xe2// float
    Block_Amount_Bonus_Percent 0xe3// float
    Block_Amount_Total_Min 0xe4// float
    Block_Amount_Total_Max 0xe5// float
    Block_Amount_Item_Min 0xe6// float
    Block_Amount_Item_Delta 0xe7// float
    Block_Amount_Item_Bonus 0xe8// float
    Dodge_Chance_Bonus 0xe9// float
    Dodge_Chance_Bonus_Melee 0xea// float
    Dodge_Chance_Bonus_Ranged 0xeb// float
    Get_Hit_Current 0xec// float
    Get_Hit_Max_Base 0xed// float
    Get_Hit_Max_Per_Level 0xee// float
    Get_Hit_Max 0xef// float
    Get_Hit_Recovery_Base 0xf0// float
    Get_Hit_Recovery_Per_Level 0xf1// float
    Get_Hit_Recovery 0xf2// float
    Get_Hit_Damage 0xf3// float
    Get_Hit_Damage_Scalar 0xf4// float
    Last_Damage_MainActor 0xf5// int
    Last_ACD_Attacked 0xf6// int
    Ignores_Critical_Hits 0xf7// int
    Immunity 0xf8// int
    Untargetable 0xf9// int
    Immobolize 0xfa// int
    Immune_To_Knockback 0xfb// int
    Power_Immobilize 0xfc// int
    Stun_Chance 0xfd// float
    Stun_Length 0xfe// float
    Stun_Recovery 0xff// float
    Stun_Recovery_Speed 0x100// float
    Stunned 0x101// int
    Stun_Immune 0x102// int
    Poison_Length_Reduction 0x103// float
    Poisoned 0x104// int
    Bleeding 0x105// int
    Bleed_Duration 0x106// float
    Chilled 0x107// int
    Freeze_Length_Reduction 0x108// float
    Freeze_Immune 0x109// int
    Webbed 0x10a// int
    Slow 0x10b// int
    FireAura 0x10c// int
    LightningAura 0x10d// int
    ColdAura 0x10e// int
    PoisonAura 0x10f// int
    Blind 0x110// int
    Enraged 0x111// int
    Slowdown_Immune 0x112// int
    Gethit_Immune 0x113// int
    Suffocation_Per_Second 0x114// float
    Suffocation_Unit_Value 0x115// float
    Thorns_Percent 0x116// float
    Thorns_Percent_All 0x117// float
    Thorns_Percent_Total 0x118// float
    Thorns_Fixed 0x119// float
    Steal_Health_Percent 0x11a// float
    Steal_Mana_Percent 0x11b// float
    Resource_On_Hit 0x11c// float
    Resource_On_Kill 0x11d// float
    Resource_On_Crit 0x11e// float
    Hitpoints_On_Hit 0x11f// float
    Hitpoints_On_Kill 0x120// float
    Damage_To_Mana 0x121// float
    Last_Proc_Time 0x122// int
    Damage_Power_Delta 0x123// float
    Damage_Power_Min 0x124// float
    Rope_Overlay 0x125// int
    General_Cooldown 0x126// int
    Power_Cooldown 0x127// int
    Power_Cooldown_Start 0x128// int
    Proc_Cooldown 0x129// int
    Emote_Cooldown 0x12a// int
    Projectile_Speed 0x12b// float
    Projectile_Speed_Increase_Percent 0x12c// float
    Destroy When Path Blocked 0x12d// int
    Skill_Toggled_State 0x12e// int
    Act 0x12f// int
    Difficulty 0x130// int
    Last_Damage_Amount 0x131// float
    In_Knockback 0x132// int
    Amplify_Damage_Type_Percent 0x133// float
    Amplify_Damage_Percent 0x134// float
    Durability_Cur 0x135// int
    Durability_Max 0x136// int
    Durability_Last_Damage 0x137// int
    Item_Quality_Level 0x138// int
    Item_Quality_Level_Identified 0x139// int
    Item_Cost_Percent_Bonus 0x13a// float
    Item_Equipped 0x13b// int
    Requirement 0x13c// float
    Requirements_Ease_Percent 0x13d// float
    Requirement_When_Equipped 0x13e// float
    Sockets 0x13f// int
    Sockets_Filled 0x140// int
    Stats_All_Bonus 0x141// float
    Item_Bound_To_ACD 0x142// int
    Item_Locked_To_ACD 0x143// int
    Item_Binding_Level_Override 0x144// int
    ItemStackQuantityHi 0x145// int
    ItemStackQuantityLo 0x146// int
    Run_Speed_Granted 0x147// float
    Run_Speed_Duration 0x148// int
    IdentifyCost 0x149// int
    Seed 0x14a// int
    IsCrafted 0x14b// int
    DyeType 0x14c// int
    EnchantAffix 0x14d// int
    EnchantRangeVal 0x14e// int
    HighlySalvageable 0x14f// int
    ItemUnlockTimeHi 0x150// int
    ItemUnlockTimeLo 0x151// int
    Always_Plays_GetHit 0x152// int
    Hidden 0x153// int
    RActor_Fade_Group 0x154// int
    Quest Range 0x155// int
    Attack_Cooldown_Min 0x156// int
    Attack_Cooldown_Delta 0x157// int
    InitialCooldownMinTotal 0x158// int
    InitialCooldownDeltaTotal 0x159// int
    Attack_Cooldown_Min_Total 0x15a// int
    Attack_Cooldown_Delta_Total 0x15b// int
    Closing_Cooldown_Min_Total 0x15c// int
    Closing_Cooldown_Delta_Total 0x15d// int
    Quest_Monster 0x15e// int
    Quest_Monster Effect 0x15f// int
    Treasure_Class 0x160// int
    Removes_Body_On_Death 0x161// int
    InitialCooldownMin 0x162// int
    InitialCooldownDelta 0x163// int
    Knockback_Weight 0x164// float
    UntargetableByPets 0x165// int
    Damage_State_Current 0x166// int
    Damage_State_Max 0x167// int
    Is_Player_Decoy 0x168// int
    Custom_Target_Weight 0x169// float
    Gizmo_State 0x16a// int
    Gizmo_Charges 0x16b// int
    Chest_Open 0x16c// int
    Door_Locked 0x16d// int
    Door_Timer 0x16e// int
    Gizmo_Disabled_By_Script 0x16f// int
    Gizmo_Operator_ACDID 0x170// int
    Triggering_Count 0x171// int
    Gate_Position 0x172// float
    Gate_Velocity 0x173// float
    Gizmo_Has_Been_Operated 0x174// int
    Pet_Owner 0x175// int
    Pet_Creator 0x176// int
    Pet_Type 0x177// int
    DropsNoLoot 0x178// int
    GrantsNoXP 0x179// int
    Hireling_Class 0x17a// int
    Summoned_By_SNO 0x17b// int
    Is_NPC 0x17c// int
    NPC_Is_Operatable 0x17d// int
    NPC_Is_Escorting 0x17e// int
    NPC_Has_Interact_Options 0x17f// int
    Conversation_Icon 0x180// int
    Callout_Cooldown 0x181// int
    Banter_Cooldown 0x182// int
    Conversation_Heard_Count 0x183// int
    Last_Tick_Shop_Entered 0x184// int
    Is_Helper 0x185// int
    Axe 0x186// float
    Axe2H 0x187// float
    ThrowingAxe 0x188// float
    AxeAny 0x189// float
    Bow 0x18a// float
    Crossbow 0x18b// float
    BowAny 0x18c// float
    Club 0x18d// float
    Club2H 0x18e// float
    ClubAny 0x18f// float
    Dagger 0x190// float
    Mace 0x191// float
    Mace2H 0x192// float
    MaceAny 0x193// float
    Sword 0x194// float
    Sword2H 0x195// float
    SwordAny 0x196// float
    Polearm 0x197// float
    Spear 0x198// float
    Wand 0x199// float
    ColdStaff 0x19a// float
    FireStaff 0x19b// float
    LightningStaff 0x19c// float
    PoisonStaff 0x19d// float
    StaffAny 0x19e// float
    Weapon1H 0x19f// float
    Weapon2H 0x1a0// float
    WeaponMelee 0x1a1// float
    WeaponRanged 0x1a2// float
    Quiver 0x1a3// float
    Reincarnation_Buff 0x1a4// int
    Dead_Body_AnimTag 0x1a5// int
    Spawned_by_ACDID 0x1a6// int
    Summoned_By_ACDID 0x1a7// int
    Summoner_ID 0x1a8// int
    Banner_ACDID 0x1a9// int
    Breakable_Shield_HP 0x1aa// float
    Current_WeaponClass 0x1ab// int
    Weapons_Sheathed 0x1ac// int
    Held_In_OffHand 0x1ad// int
    Attacks_Per_Second_Item_MainHand 0x1ae// float
    Attacks_Per_Second_Item_OffHand 0x1af// float
    Attacks_Per_Second_Item_Total_MainHand 0x1b0// float
    Attacks_Per_Second_Item_Total_OffHand 0x1b1// float
    Damage_Weapon_Min_Total_MainHand 0x1b2// float
    Damage_Weapon_Min_Total_OffHand 0x1b3// float
    Damage_Weapon_Delta_Total_MainHand 0x1b4// float
    Damage_Weapon_Delta_Total_OffHand 0x1b5// float
    Attacks_Per_Second_Item_CurrentHand 0x1b6// float
    Damage_Weapon_Min_Total_CurrentHand 0x1b7// float
    Damage_Weapon_Delta_Total_CurrentHand 0x1b8// float
    Has_Special_Death_AnimTag 0x1b9// int
    Death_Type_Override 0x1ba// int
    In_Combat 0x1bb// int
    In_Conversation 0x1bc// int
    Last_Tick_Potion_Used 0x1bd// int
    Potion_Dilution_Percent 0x1be// float
    Out_Of_Combat_Health_Regen_Percent 0x1bf// float
    Out_Of_Combat_Mana_Regen_Percent 0x1c0// float
    Potion_Dilution_Duration 0x1c1// int
    Potion_Dilution_Scalar 0x1c2// float
    Feared 0x1c3// int
    Fear_Immune 0x1c4// int
    Last_Damage_ACD 0x1c5// int
    Attached_To_ACD 0x1c6// int
    Attachment_ACD 0x1c7// int
    Normal_Attack_Replacement_Power_SNO 0x1c8// int
    Damage_Type_Override 0x1c9// float
    Minion_Count_Bonus_Percent 0x1ca// float
    Champion_Teleport_Next_Tick 0x1cb// int
    Champion_Teleport_Time_Min_In_Seconds 0x1cc// float
    Champion_Teleport_Time_Delta_In_Seconds 0x1cd// float
    Champion_Clone_Next_Tick 0x1ce// int
    Champion_Clone_Time_Min_In_Seconds 0x1cf// float
    Champion_Clone_Time_Delta_In_Seconds 0x1d0// float
    Champion_Clone_Hitpoint_Bonus_Percent 0x1d1// float
    Champion_Clone_Damage_Bonus_Percent 0x1d2// float
    Champion_Ghostly_Next_Tick 0x1d3// int
    Champion_Ghostly_Inactive_Time_Min_In_Seconds 0x1d4// float
    Champion_Ghostly_Inactive_Time_Delta_In_Seconds 0x1d5// float
    Champion_Ghostly_Active_Time_Min_In_Seconds 0x1d6// float
    Champion_Ghostly_Active_Time_Delta_In_Seconds 0x1d7// float
    Champion_Ghostly_Saved_Dodge_Chance 0x1d8// float
    Champion_Ghostly 0x1d9// int
    Base_Element 0x1da// int
    Projectile_Amount_Bonus_Percent 0x1db// float
    Projectile_Reflect_Chance 0x1dc// float
    Attack_Fear_Chance 0x1dd// float
    Attack_Fear_Time_Min 0x1de// float
    Attack_Fear_Time_Delta 0x1df// float
    Buff_Visual_Effect 0x1e0// int
    Buff_Icon_Start_Tick0 0x1e1// int
    Buff_Icon_Start_Tick1 0x1e2// int
    Buff_Icon_Start_Tick2 0x1e3// int
    Buff_Icon_Start_Tick3 0x1e4// int
    Buff_Icon_Start_Tick4 0x1e5// int
    Buff_Icon_Start_Tick5 0x1e6// int
    Buff_Icon_Start_Tick6 0x1e7// int
    Buff_Icon_Start_Tick7 0x1e8// int
    Buff_Icon_End_Tick0 0x1e9// int
    Buff_Icon_End_Tick1 0x1ea// int
    Buff_Icon_End_Tick2 0x1eb// int
    Buff_Icon_End_Tick3 0x1ec// int
    Buff_Icon_End_Tick4 0x1ed// int
    Buff_Icon_End_Tick5 0x1ee// int
    Buff_Icon_End_Tick6 0x1ef// int
    Buff_Icon_End_Tick7 0x1f0// int
    Could_Have_Ragdolled 0x1f1// int
    Ambient_Damage_Effect_Last_Time 0x1f2// int
    Scale_Bonus 0x1f3// float
    Deleted_On_Server 0x1f4// int
    Scripted_Fade_Time 0x1f5// int
    Does_No_Damage 0x1f6// int
    Does_Fake_Damage 0x1f7// int
    SlowTime_Debuff 0x1f8// float
    Blocks_Projectiles 0x1f9// int
    Frozen 0x1fa// int
    Freeze_Damage_Percent_Bonus 0x1fb// float
    Buff_Active 0x1fc// int
    DualWield_BothAttack_Chance 0x1fd// float
    Summon_Expiration_Tick 0x1fe// int
    Summon_Count 0x1ff// int
    Uninterruptible 0x200// int
    Queue Death 0x201// int
    CantStartDisplayedPowers 0x202// int
    Wizard_Slowtime_Proxy_ACD 0x203// int
    DPS 0x204// float
    Resurrection_Power 0x205// int
    Freeze_Damage 0x206// float
    Freeze_Capacity 0x207// float
    Thaw_Rate 0x208// float
    Chilled_Dur_Bonus_Percent 0x209// float
    DOT_DPS 0x20a// float
    DamageCap_Percent 0x20b// float
    Item_Time_Sold 0x20c// int
    Forced_Hireling_Power 0x20d// int
    IsRooted 0x20e// int
    RootTargetACD 0x20f// int
    RootAutoDecayPerSecond 0x210// float
    RootUnitValue 0x211// float
    RootTotalTicks 0x212// int
    Hide_Affixes 0x213// int
    Rune_A 0x214// int
    Rune_B 0x215// int
    Rune_C 0x216// int
    Rune_D 0x217// int
    Rune_E 0x218// int
    Resistance_Stun 0x219// float
    Resistance_Stun_Total 0x21a// float
    Resistance_Root 0x21b// float
    Resistance_Root_Total 0x21c// float
    Resistance_Freeze 0x21d// float
    Resistance_Freeze_Total 0x21e// float
    Resistance_StunRootFreeze 0x21f// float
    CrowdControl_Reduction 0x220// float
    Displays_Team_Effect 0x221// int
    Cannot_Be_Added_To_AI_Target_List 0x222// int
    SkillKit 0x223// int
    Immune_To_Charm 0x224// int
    Immune_To_Blind 0x225// int
    Damage_Shield 0x226// int
    Silenced 0x227// int
    Diseased 0x228// int
    Guard_Object_ACDID 0x229// int
    Follow_Target_ACDID 0x22a// int
    Follow_Target_Type 0x22b// int
    Forced_Enemy_ACDID 0x22c// int
    NPC_Talk_Target_ANN 0x22d// int
    NPC_Conv_Target_ANN 0x22e// int
    Script_Target_ACDID 0x22f// int
    Look_Target_Server_ANN 0x230// int
    Look_Target_Broadcast_Intensity 0x231// float
    Look_Target_Broadcast_Radius 0x232// float
    Stealthed 0x233// int
    GemQuality 0x234// int
    ItemBuffIcon 0x235// int
    ScrollDuration 0x236// float
    Gizmo_Actor_SNO_To_Spawn 0x237// int
    Gizmo_Actor_To_Spawn_Scale 0x238// float
    Death_Replacement_Power_SNO 0x239// int
    Attachment_Handled_By_Client 0x23a// int
    AI_In_Special_State 0x23b// int
    AI_Used_Scripted_Spawn_Anim 0x23c// int
    AI_Spawned_By_Inactive_Marker 0x23d// int
    Headstone_Player_ANN 0x23e// int
    Resource_Cost_Reduction_Percent 0x23f// float
    Resistance_Penetration 0x240// float
    Resistance_Penetration_Total 0x241// float
    Resistance_Penetration_All 0x242// float
    Resistance_Penetration_Percent_All 0x243// float
    Fury_Effect_Level 0x244// int
    Health_Potion_Bonus_Heal_Percent 0x245// float
    Free_Cast 0x246// int
    Free_Cast_All 0x247// int
    Movement_Scalar_Reduction_Percent 0x248// float
    Movement_Scalar_Reduction_Resistance 0x249// float
    Damage_Absorb_Percent_All 0x24a// float
    World_Seed 0x24b// int
    Kill_Count_Record 0x24c// int
    Object_Destruction_Record 0x24d// int
    Single_Attack_Record 0x24e// int
    Environment_Attack_Record 0x24f// int
    Root_Immune 0x250// int
    Monster_Play_Get_Hit_Bonus 0x251// float
    Stored_Contact_Frame 0x252// int
    Buff_Icon_Count0 0x253// int
    Buff_Icon_Count1 0x254// int
    Buff_Icon_Count2 0x255// int
    Buff_Icon_Count3 0x256// int
    Buff_Icon_Count4 0x257// int
    Buff_Icon_Count5 0x258// int
    Buff_Icon_Count6 0x259// int
    Buff_Icon_Count7 0x25a// int
    Observer 0x25b// int
    Resurrect_As_Observer 0x25c// int
    Combo_Level 0x25d// int
    Combo_Time_Last_Move 0x25e// int
    Burrowed 0x25f// int
    Death_Replacement_Effect_Group_SNO 0x260// int
    Checkpoint_Resurrection_Allowed_Game_Time 0x261// int
    Checkpoint_Resurrection_Forced_Game_Time 0x262// int
    Controlling_TimedEvent_SNO 0x263// int
    Casting_Speed_Percent 0x264// float
    Using_Bossbar 0x265// int
    Power_Buff_0_Visual_Effect 0x266// int
    Power_Buff_1_Visual_Effect 0x267// int
    Power_Buff_2_Visual_Effect 0x268// int
    Power_Buff_3_Visual_Effect 0x269// int
    Power_Buff_4_Visual_Effect 0x26a// int
    Power_Buff_5_Visual_Effect 0x26b// int
    Power_Buff_6_Visual_Effect 0x26c// int
    Power_Buff_7_Visual_Effect 0x26d// int
    Store SNO 0x26e// int
    Busy 0x26f// int
    Afk 0x270// int
    Last Action Timestamp 0x271// int
    Portal Next Time 0x272// int
    Repair_Discount_Percent 0x273// float
    Resource_Degeneration_Prevented 0x274// int
    Operatable 0x275// int
    Look_Override 0x276// int
    Spawner_Concurrent_Count_ID 0x277// int
    Disabled 0x278// int
    Skill_Override 0x279// int
    Skill_Override_Active 0x27a// int
    Skill_Override_Ended 0x27b// int
    Skill_Override_Ended_Active 0x27c// int
    Is_Power_Proxy 0x27d// int
    Force_No_Death_Animation 0x27e// int
    Player_WeaponClass_Anim_Override 0x27f// int
    Operatable_Story_Gizmo 0x280// int
    Power_Buff_0_Visual_Effect_None 0x281// int
    Power_Buff_0_Visual_Effect_A 0x282// int
    Power_Buff_0_Visual_Effect_B 0x283// int
    Power_Buff_0_Visual_Effect_C 0x284// int
    Power_Buff_0_Visual_Effect_D 0x285// int
    Power_Buff_0_Visual_Effect_E 0x286// int
    Power_Buff_1_Visual_Effect_None 0x287// int
    Power_Buff_1_Visual_Effect_A 0x288// int
    Power_Buff_1_Visual_Effect_B 0x289// int
    Power_Buff_1_Visual_Effect_C 0x28a// int
    Power_Buff_1_Visual_Effect_D 0x28b// int
    Power_Buff_1_Visual_Effect_E 0x28c// int
    Power_Buff_2_Visual_Effect_None 0x28d// int
    Power_Buff_2_Visual_Effect_A 0x28e// int
    Power_Buff_2_Visual_Effect_B 0x28f// int
    Power_Buff_2_Visual_Effect_C 0x290// int
    Power_Buff_2_Visual_Effect_D 0x291// int
    Power_Buff_2_Visual_Effect_E 0x292// int
    Power_Buff_3_Visual_Effect_None 0x293// int
    Power_Buff_3_Visual_Effect_A 0x294// int
    Power_Buff_3_Visual_Effect_B 0x295// int
    Power_Buff_3_Visual_Effect_C 0x296// int
    Power_Buff_3_Visual_Effect_D 0x297// int
    Power_Buff_3_Visual_Effect_E 0x298// int
    Power_Buff_4_Visual_Effect_None 0x299// int
    Power_Buff_4_Visual_Effect_A 0x29a// int
    Power_Buff_4_Visual_Effect_B 0x29b// int
    Power_Buff_4_Visual_Effect_C 0x29c// int
    Power_Buff_4_Visual_Effect_D 0x29d// int
    Power_Buff_4_Visual_Effect_E 0x29e// int
    Power_Buff_5_Visual_Effect_None 0x29f// int
    Power_Buff_5_Visual_Effect_A 0x2a0// int
    Power_Buff_5_Visual_Effect_B 0x2a1// int
    Power_Buff_5_Visual_Effect_C 0x2a2// int
    Power_Buff_5_Visual_Effect_D 0x2a3// int
    Power_Buff_5_Visual_Effect_E 0x2a4// int
    Power_Buff_6_Visual_Effect_None 0x2a5// int
    Power_Buff_6_Visual_Effect_A 0x2a6// int
    Power_Buff_6_Visual_Effect_B 0x2a7// int
    Power_Buff_6_Visual_Effect_C 0x2a8// int
    Power_Buff_6_Visual_Effect_D 0x2a9// int
    Power_Buff_6_Visual_Effect_E 0x2aa// int
    Power_Buff_7_Visual_Effect_None 0x2ab// int
    Power_Buff_7_Visual_Effect_A 0x2ac// int
    Power_Buff_7_Visual_Effect_B 0x2ad// int
    Power_Buff_7_Visual_Effect_C 0x2ae// int
    Power_Buff_7_Visual_Effect_D 0x2af// int
    Power_Buff_7_Visual_Effect_E 0x2b0// int
    Walk_Passability_Power_SNO 0x2b1// int
    Passability_Power_SNO 0x2b2// int
    Flippy_ID 0x2b3// int
    Summoning_Machine_Num_Casters 0x2b4// int
    Summoning_Machine_Spawn_Count 0x2b5// int
    Summoning_Machine_Next_Spawn_Ticks 0x2b6// int
    Summoning_Machine_Spawn_Team 0x2b7// int
    Screen_Attack_Radius_Constant 0x2b8// float
    Damage_Done_Reduction_Percent 0x2b9// float
    Set_Item_Count 0x2ba// int
    Spawner_Countdown_Percent 0x2bb// float
    Attack_Slow 0x2bc// int
    Power_Disabled 0x2bd// int
    Weapon_Effect_Override 0x2be// int
    Debuff_Duration_Reduction_Percent 0x2bf// float
    Uses_PvP_Power_Tags 0x2c0// int
    Trait = 0x2c1// int
    Last_ACD_Attacked_By 0x2c2// int
    Gold_PickUp_Radius 0x2c3// float
    Client Only Effect 0x2c4// int
    Has_Doppelganger_Cloned 0x2c5// int
    Resource_Gain_Bonus_Percent 0x2c6// float
    Looping_Animation_Start_Time 0x2c7// int
    Looping_Animation_End_Time 0x2c8// int
    Looping_Animation_Suppress_Item_Tooltips 0x2c9// int
    Heal_Effect_Last_Played_Tick 0x2ca// int
    Resource_Effect_Last_Played_tick 0x2cb// int
    Thorns_Effect_Last_Played_tick 0x2cc// int
    PVP_Kills 0x2cd// int
    PVP_Deaths 0x2ce// int
    PVP_Assists 0x2cf// int
    PVP_Progression_Points_Gained 0x2d0// int
    PVP_Current_Kill_Streak 0x2d1// int
    PVP_Current_Death_Streak 0x2d2// int
    PVP_Longest_Kill_Streak 0x2d3// int
    PVP_Longest_Death_Streak 0x2d4// int
    Turn_Rate_Scalar 0x2d5// float
    Turn_Accel_Scalar 0x2d6// float
    Turn_Deccel_Scalar 0x2d7// float
    No_Health_Drop 0x2d8// int
    Leader 0x2d9// int
    IsContentRestrictedActor 0x2da// int
    InBossEncounter 0x2db// int
    God 0x2dc// int
    MinimapActive 0x2dd// int
    MinimapIconOverride 0x2de// int
    MinimapDisableArrow 0x2df// int
    Last_Blocked_ACD 0x2e0// int
    Last_Blocked_Time 0x2e1// int
    Deactivate Lure 0x2e2// int
    Weapons_Hidden 0x2e3// int
    Actor_Updates_Attributes_From_Owner 0x2e4// int
    Taunt_Target_ACD 0x2e5// int
    UI_Only_Percent_Damage_Increase 0x2e6// float
    Projectile_Effect_SNO 0x2e7// int
    On_Hit_Fear_Proc_Chance 0x2e8// float
    On_Hit_Stun_Proc_Chance 0x2e9// float
    On_Hit_Blind_Proc_Chance 0x2ea// float
    On_Hit_Freeze_Proc_Chance 0x2eb// float
    On_Hit_Chill_Proc_Chance 0x2ec// float
    On_Hit_Slow_Proc_Chance 0x2ed// float
    On_Hit_Immobilize_Proc_Chance 0x2ee// float
    On_Hit_Knockback_Proc_Chance 0x2ef// float
    On_Hit_Bleed_Proc_Chance 0x2f0// float
    On_Hit_Bleed_Proc_Damage_Base 0x2f1// float
    On_Hit_Bleed_Proc_Damage_Delta 0x2f2// float
    Damage_Percent_Reduction_From_Ranged 0x2f3// float
    Damage_Percent_Reduction_From_Melee 0x2f4// float
    Damage_Percent_Reduction_Turns_Into_Heal 0x2f5// float
    Damage_Percent_Reduction_From_Elites 0x2f6// float
    Damage_Percent_Reduction_From_Type 0x2f7// float
    Damage_Percent_Bonus_Vs_Monster_Type 0x2f8// float
    Damage_Percent_Bonus_Vs_Elites 0x2f9// float
    Item_Manipulation_Timeout 0x2fa// int
    Picked_Up_Time 0x2fb// int
    Unequipped Time 0x2fc// int
    Last_ACD_Killed_Time 0x2fd// int
    CannotDieDuring 0x2fe// int
    Weapon_On_Hit_Fear_Proc_Chance 0x2ff// float
    Weapon_On_Hit_Stun_Proc_Chance 0x300// float
    Weapon_On_Hit_Blind_Proc_Chance 0x301// float
    Weapon_On_Hit_Freeze_Proc_Chance 0x302// float
    Weapon_On_Hit_Chill_Proc_Chance 0x303// float
    Weapon_On_Hit_Slow_Proc_Chance 0x304// float
    Weapon_On_Hit_Immobilize_Proc_Chance 0x305// float
    Weapon_On_Hit_Knockback_Proc_Chance 0x306// float
    Weapon_On_Hit_Bleed_Proc_Chance 0x307// float
    Weapon_On_Hit_Bleed_Proc_Damage_Base 0x308// float
    Weapon_On_Hit_Bleed_Proc_Damage_Delta 0x309// float
    Weapon_On_Hit_Fear_Proc_Chance_MainHand 0x30a// float
    Weapon_On_Hit_Fear_Proc_Chance_OffHand 0x30b// float
    Weapon_On_Hit_Fear_Proc_Chance_CurrentHand 0x30c// float
    Weapon_On_Hit_Stun_Proc_Chance_MainHand 0x30d// float
    Weapon_On_Hit_Stun_Proc_Chance_OffHand 0x30e// float
    Weapon_On_Hit_Stun_Proc_Chance_CurrentHand 0x30f// float
    Weapon_On_Hit_Blind_Proc_Chance_MainHand 0x310// float
    Weapon_On_Hit_Blind_Proc_Chance_OffHand 0x311// float
    Weapon_On_Hit_Blind_Proc_Chance_CurrentHand 0x312// float
    Weapon_On_Hit_Freeze_Proc_Chance_MainHand 0x313// float
    Weapon_On_Hit_Freeze_Proc_Chance_OffHand 0x314// float
    Weapon_On_Hit_Freeze_Proc_Chance_CurrentHand 0x315// float
    Weapon_On_Hit_Chill_Proc_Chance_MainHand 0x316// float
    Weapon_On_Hit_Chill_Proc_Chance_OffHand 0x317// float
    Weapon_On_Hit_Chill_Proc_Chance_CurrentHand 0x318// float
    Weapon_On_Hit_Slow_Proc_Chance_MainHand 0x319// float
    Weapon_On_Hit_Slow_Proc_Chance_OffHand 0x31a// float
    Weapon_On_Hit_Slow_Proc_Chance_CurrentHand 0x31b// float
    Weapon_On_Hit_Immobilize_Proc_Chance_MainHand 0x31c// float
    Weapon_On_Hit_Immobilize_Proc_Chance_OffHand 0x31d// float
    Weapon_On_Hit_Immobilize_Proc_Chance_CurrentHand 0x31e// float
    Weapon_On_Hit_Knockback_Proc_Chance_MainHand 0x31f// float
    Weapon_On_Hit_Knockback_Proc_Chance_OffHand 0x320// float
    Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand 0x321// float
    Weapon_On_Hit_Bleed_Proc_Chance_MainHand 0x322// float
    Weapon_On_Hit_Bleed_Proc_Chance_OffHand 0x323// float
    Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand 0x324// float
    Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand 0x325// float
    Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand 0x326// float
    Weapon_On_Hit_Bleed_Proc_Damage_Base_CurrentHand 0x327// float
    Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand 0x328// float
    Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand 0x329// float
    Weapon_On_Hit_Bleed_Proc_Damage_Delta_CurrentHand 0x32a// float
    Power_Damage_Percent_Bonus 0x32b// float
    Power_Resource_Reduction 0x32c// float
    Power_Cooldown_Reduction 0x32d// float
    Power_Duration_Increase 0x32e// float
    Power_Crit_Percent_Bonus 0x32f// float
    Weapon_Crit_Chance 0x330// float
    Weapon_Crit_Chance_MainHand 0x331// float
    Weapon_Crit_Chance_OffHand 0x332// float
    Weapon_Crit_Chance_CurrentHand 0x333// float
    Strength_Item 0x334// float
    Dexterity_Item 0x335// float
    Intelligence_Item 0x336// float
    Vitality_Item 0x337// float
    Item_Level_Requirement_Reduction 0x338// int
    Item_Durability_Percent_Bonus 0x339// float
    Item_Indestructible 0x33a// int
    Core_Attributes_From_Item_Bonus_Multiplier 0x33b// float
    Waiting_To_Accept_Resurrection 0x33c// int
    Ghosted 0x33d// int
    Special_Inventory_Has_Sold 0x33e// int
    IGR_Buff_Poll_Next_Time 0x33f// int
    Power_Channel_Lockout_Time 0x340// int
    Power_Buff_0_Lockout_Time 0x341// int
    Power_Buff_1_Lockout_Time 0x342// int
    Power_Buff_2_Lockout_Time 0x343// int
    Power_Buff_3_Lockout_Time 0x344// int
    Power_Buff_4_Lockout_Time 0x345// int
    Power_Buff_5_Lockout_Time 0x346// int
    Power_Buff_6_Lockout_Time 0x347// int
    Power_Buff_7_Lockout_Time 0x348// int
    Known_By_Owner 0x349// int
    Never_Deactivates 0x34a// int
    Account_Under_Review 0x34b// int
    Projectile_Detonate_Time 0x34c// int
    Item_Power_Passive 0x34d// float
    Last_Health_Drop_Interval 0x34e// int 

Page 1 of 4 1234 LastLast

Similar Threads

  1. new offsets for new patch today???
    By frenchtwist1 in forum WoW Bot Maps And Profiles
    Replies: 1
    Last Post: 05-21-2013, 02:36 PM
  2. Wall walking back in the new patch?!
    By Kimpie in forum World of Warcraft Exploits
    Replies: 30
    Last Post: 12-14-2006, 08:12 PM
  3. New patch (2.01) PLEASE READ
    By Marlo in forum World of Warcraft Exploits
    Replies: 7
    Last Post: 12-08-2006, 08:27 AM
  4. The new patch?
    By Dajoker in forum World of Warcraft General
    Replies: 8
    Last Post: 12-05-2006, 07:26 PM
  5. new patch? HELP PLZ!
    By a7x-synister in forum World of Warcraft General
    Replies: 7
    Last Post: 06-20-2006, 06:44 PM
All times are GMT -5. The time now is 06:35 PM. Powered by vBulletin® Version 4.2.3
Copyright © 2024 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search