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    [AutoIT] Another A3Q4 LevelBot 800x600

    Hello, after reading few threads about botting this quest i've decided to make my own version of bot doing this quest.

    Most code taken from Ruffbot (RuffBot - Farms arreat core no memory editing (and best of all with SOURCE CODE)).

    Monk version thanks to raidenn ( included break every 15 mins for 2.5 min )

    Make sure you're actually at part 2 of the quest, talked to the guard and have go to armory point!!! Just talk to the guard and exit game then start script

    HotKeys :

    HOME - Start/Pause
    END - Quit

    How it works:

    - Version for DH ( build http://us.battle.net/d3/en/calculato.....l!bed!.a...Z)

    - Version for MONK ( build http://eu.battle.net/d3/en/calculato....gQ!dXU!Y.b.Yc )

    - Automatically resizes D3 window to 800x600 and puts it in upper left corner

    - Starts only from main menu

    - Moves to Armory using simple mouse clicks and delays

    - Skips the cutscene

    - Waits few seconds then starts killing

    - Sequence and skills: One time click 4 - Rain of Vengeance with Beastly Bombs, then RightClicks Multishot with Fire at Will 2 times each direction - right, mid, left ( don't really bother that's actually character sides, not what we see :P ) Also before nuking should put few traps from Caltrops with Jagged Spikes.

    - Leaves game directly after killing ( after 80 runs 100% accurate )

    ATM Running Nightmare with ~1200 dps 10k hp without any problems. Times can be adjusted to run faster but don't be too greedy ^^.

    - Included function that allow you to choose time at which script will turn off diablo and turn off pc Modify CheckTime() and Quit1() for own purposes.

    Remember to change $Hour and $Min to -1 if you dont want to turn your PC off at unspecified your

    Download:

    1. DH file: tremors.au3

    2. Monk file: tremors_monk.au3

    3. Include file ( kinda modified by me for another bot but few things are used here ): dctm.au3

    4. Include file ( modded by me - few new offsets ): nomadmemory.au3

    Source Code:

    tremors.au3:

    Code:
     ;;===================================================================================================
    ;;	A3 Q4 Tremors in the Stone Leveling Script, optimized for DH should work for all classes
    ;;  
    ;;  =================================================================================================
    #include <dctm.au3>
    
    HotKeySet('{END}', 'Quit')
    HotKeySet('{HOME}', 'Pause')
    
    Opt('MouseCoordMode', 0)
    Opt('PixelCoordMode', 0)
    Opt('SendKeyDelay', 50)
    
    ;;Config time to turn off 
    ;;This is experimental, use at own risk
    ;;If you want to turn it off set both vars to -1
    ;;Example: Setting $Hour to 12 and $Min to 30 will make script turn off diablo and pc at 12:30, format should be 24 but im not sure about it ^^
    $Hour = -1
    $Min = -1
    
    ;--- Tooltip (DEBUG) setting ---------
    $DebugOn = True           ;show Tooltip (DEBUG)? "True" to turn on, "False" to turn off
    $DebugX = 805              ;location X on screen
    $DebugY = 0              ;location Y on screen
    $showStatus = True        ;display farming status (shows debug messages)
    
    
    Global $Paused 
    Global $Totalruns = -1
    Global $Timerstarted = 0
    Global $Elapsedtime = 0
    Global $MovetoArmory = 1
    Global $InArmory = 0
    
    ;--- Spell Config --------------------
    $Spell_1 = '1'            
    $Spell_2 = '2'            
    $Spell_3 = '3'            
    $Spell_4 = '4'   
    $ShootCount = 0
    
    ;;--------------------------------------------------------------------------------
    ;;	Open the process (you can't base your pid on window title)
    ;;--------------------------------------------------------------------------------
    Opt("WinTitleMatchMode", -1)
    SetPrivilege("SeDebugPrivilege", 1)
    $D3Exefile = "Diablo III.exe"
    $list = ProcessList()
    for $i = 1 to $list[0][0]
    	if $list[$i][0] = $D3Exefile Then
    		Global $ProcessID = $list[$i][1]
    		ExitLoop
    	EndIf
    next
    Local $d3 = _MemoryOpen($ProcessID)
    If @Error Then
    	MsgBox(4096, "ERROR", "Failed to open memory for process;" & $ProcessID)
        Exit
    EndIf
    
    Func _WinWaitActivate($title,$text,$timeout=0)
       WinWait($title,$text,$timeout)
       If Not WinActive($title,$text) Then WinActivate($title,$text)
       WinWaitActive($title,$text,$timeout)
       WinMove("Diablo III", "", 0, 0, 800, 600)
    EndFunc
    
    ;--- Other Setting -------------------
    $logFile = 'tremor.log'     ;provide a file name for log file. Log file generated in same folder as script.
    ;------------------------------------- End of configuration ----------------------------------
    
    ;; Run program paused
    Pause()
    
    ;;=============================================
    ;; 		Main Sequence start
    ;;=============================================
    
    While 1
    	_WinWaitActivate("Diablo III","")
    	BannerClear()
    	CheckTime()
    	;; Check whether we are in the Main Menu
    	if CheckMenu() = 1	then 
    		;; If we are the menu, then click the resume button
    		ClickResume()
    		;; Now wait until we are in a game
    		While 1
    			if CheckInGame() = 1 then 
    				$MoveToArmory = 1
    				ExitLoop
    			else
    				sleep(random(100,500))
    			endif
    		wend
    		$Totalruns = $Totalruns + 1
    		UpdateStats()
    		$MoveToArmory = 1
    		IF $MoveToArmory = 1 then
    			Debug("Moving to armory")
    			MoveArmory()
    			Else
    			Debug("Error something is wrong with $MoveToArmory noob")
    		EndIF
    		Sleep(1500)
    		IF $InArmory = 1 then
    			Debug("Fighting in armory")
    			Armory()
    			Else
    			Debug("Something wrong with $InArmory man")
    		EndIf
    		Menuleave()
    		While 1
            If CheckMenu() = 1 Then
                Sleep (Random(1000,1500))
    			ExitLoop
    	    Else
    			;; Check whether we got disconnected
    			
    			Sleep(Random(100,500))
    		EndIf
        WEnd
    		
    	else
    		;; If we are not in the Main Menu then check if we are in a game
    		if CheckInGame() = 1 then 
    			$Totalruns = $Totalruns + 1
    		UpdateStats()
    						
    		While 1
            If CheckMenu() = 1 Then
                Sleep (Random(1000,1500))
    			ExitLoop
    	    Else
    			;; Check whether we got disconnected
    			;;CheckNet()
    			Sleep(Random(100,500))
    		EndIf	
    		wend
    		;; We are probably still loading the menu so wait then try checking the menu again
    		else 
    			sleep(random(100,500))
    		endif
    			
    	EndIf
    Wend
    
    
    ;;============================================
    ;;    main seq end
    ;;=============================================
    
    ;Exit the program
    Func Quit()
    	Exit
    EndFunc
    
    ;;Turn off diablo and shutdown pc
    Func Quit1()
    	FileWrite($logFile, @Hour & ":" & @Min & ":" & @SEC & " " & "Job Finished, Closing Diablo, shutdowning pc" & @CRLF)
    	ProcessClose("Diablo III.exe")
    	Run("shutdown -s -t 5")
    	ProcessClose("Autoit.exe")
    	Exit
    EndFunc
    
    ;Pause the program
    Func Pause()
       $Paused = Not $Paused
       While $Paused
          Sleep(1000)
    	  FileWrite($logFile, @MON & ". " & @Hour & ":" & @Min & ":" & @SEC & " " & "Paused by user" & @CRLF)
    	  
          ToolTip('Paused... Press HOME to Start. END to Exit.', $DebugX, $DebugY)
       WEnd
       ToolTip('Level Farmer v0.1', 0, 0)
    EndFunc  
    
    ;Leave game directly
    Func MenuLeave()
       Sleep(Random(1800,2500))
       Send("{space}")
       sleep(150)
       Send("{ESCAPE}") ;opens menu
       Sleep(Random(1000,1200))
       MouseClick("left", 407, 345) ;leave
       Sleep(Random(2500,3000))
       DEBUG("Next Game...")
    EndFunc
    
    ;Clear any pesky banners
    Func BannerClear()  
          Send("{Space}")
            Send("{Space}")
    EndFunc
    
    Func CheckMenu()
    	$resume = PixelSearch(63, 255, 83, 269, 0x220400,10)
    	If Not @error Then
    		Return(1)
    	Else
    		Return(0)
    	EndIf
    EndFunc
    
    ;;--------------------------------------------------------------------------------
    ;;	ClickResume()
    ;;	Clicks the Resume Game button in the Main Menu
    ;;--------------------------------------------------------------------------------
    Func ClickResume()
        Sleep(Random(2500,3500))
        MouseClick("left", 134, 255) ;click resume button
    	DEBUG("Entering Game!")
    EndFunc
    
    ;;--------------------------------------------------------------------------------
    ;;	CheckInGame()
    ;;	Returns 1 if a player is inside an active game 0 othewise
    ;;--------------------------------------------  ------------------------------------
    Func CheckInGame()
    	$inGame = PixelSearch(591, 587, 593, 620, 0x296D21 , 10)
    	If Not @error Then
    		DEBUG("You've Got Game")
    		Return(1)
    	Else
    		Return(0)
    	EndIf
    EndFunc 
    
    ;;--------------------------------------------------------------------------------
    ;;   DEBUG($MESSAGE)
    ;;   Adds the $MESSAGE to the logs and updates the tooltip
    ;;--------------------------------------------------------------------------------
    Func DEBUG($MESSAGE)
    	If $DebugOn Then
    		If $showStatus Then
    			$DebugMessage = "¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤" & @CRLF
    			$DebugMessage = $DebugMessage & "-----Level Farmer-----" & @CRLF
    			$DebugMessage = $DebugMessage & "¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤" & @CRLF
    			$DebugMessage = $DebugMessage & "Total Runs: " & $Totalruns & @CRLF & @CRLF
    			$DebugMessage = $DebugMessage & "Time Farmed: " & floor($Elapsedtime/60000) & " min " & round(($Elapsedtime - (floor($Elapsedtime/60000)*60000))/1000, 0) & " sec" & @CRLF & @CRLF
    			$DebugMessage = $DebugMessage & "¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤" & @CRLF
    			If $logFile <> "" Then
    				FileWrite($logFile, @Hour & ":" & @Min & ":" & @SEC & " " & $MESSAGE & @CRLF)
    			EndIf
    			$MESSAGE = $DebugMessage & @CRLF & @CRLF & "[ " & $MESSAGE & " ]"
    		EndIf
    		ToolTip($MESSAGE, $DebugX, $DebugY)
    	EndIf
    EndFunc
    
    Func UpdateStats() ;; update time
    			if ($Timerstarted = 0) then
    			Global $Starttime = TimerInit()
    			$Timerstarted = 1
    			DEBUG("Timing Started")
    		endif
    				Global $Elapsedtime = TimerDiff($Starttime)
    		DEBUG("Stats Updated")
    EndFunc   ;==> Update Stats
    
    Func MoveArmory()
    	MouseClick("Left" , 627, 251) ;; first move
    	sleep(800)
    	MouseClick("left", 766, 367) ;; second move
    	Sleep(1500)
    	MouseClick("left", 672, 300) ;; move in front of armory
    	Sleep(1500)
    	MouseClick("left", 289, 208) ;; click to enter armory
    	$MoveToArmory = 0
    	$InArmory = 1
    EndFunc
    
    Func Armory()
    	$shootcount = 0
    	Sleep(1000)
    	Send("{Space}")
    	Sleep(600)
    	MouseClick("left", 341, 238) ;; click OK to interrupt cutscene
    	Sleep(1500)
    	Send('1')
    	Sleep(300)
    	Send('1')
    	Sleep(4600)
    	Send('4')
    	Sleep(1500)
    	While 1
    		IF $shootcount <= 3 then
    			MouseClick("Right", 256, 428) ;; multishot into right
    			Sleep(200)
    			$shootcount = $shootcount + 1
    			Else
    			exitloop
    		EndIf
    	WEnd
    	$shootcount = 0 ;; reset shootcount
    	While 1
    		If $shootcount <=3 then
    		MouseClick("Right", 407, 455) ;; 1st multishot into mid
    			Sleep(200)
    			$shootcount = $shootcount + 1
    			else 
    			exitloop
    		EndIF
    	WEnd
    	$shootcount = 0 ;; reset shootcount
    	While 1
    		If $shootcount <=3 then
    		MouseClick("Right", 584, 375) ;; multishot into left
    			Sleep(200)
    			$shootcount = $shootcount + 1
    			else
    			exitloop
    		EndIF
    	WEnd
    	$shootcount = 0
    	$InArmory = 0
    	$MoveToArmory = 1
    EndFunc
    
     ;;=======================================;;
     ;; Timed off based on hour				  ;;
     ;; Experimental						  ;;
     ;;=======================================;;
     
     Func CheckTime()
     If @HOUR = $Hour AND @MIN >= $Min Then
     Quit1()
     EndIf
     EndFunc
    dctm.au3:

    Code:
    ;;================================================================================
    ;;================================================================================
    ;;	Diablo 3 Memory UDF - Retriving data and interacting with Diablo 3
    ;;		Made to better understand diablo 3's actor structure.
    ;;  	-For personal study purposes only.
    ;;
    ;;	Version 2.1
    ;;
    ;;  Written By UnknOwned 2012
    ;;================================================================================
    ;;================================================================================
      
    ;;--------------------------------------------------------------------------------
    ;;	Includes
    ;;--------------------------------------------------------------------------------
    #include <nomadmemory.au3> ;THIS IS EXTERNAL, GET IT AT THE AUTOIT WEBSITE
    #Include <math.au3>
    #Include <String.au3>
    #Include <Array.au3>
    ;#Include <WinAPI.au3>
    
    ;;================================================================================
    ;; FUNCTIONS
    ;;================================================================================
    
    ;;================================================================================
    ; Function:			GetDistance($_x,$_y,$_z)
    ; Description:		Check distance between you and a desired position.
    ; Parameter(s):		$_x,$_y and $_z - the target position
    ;								 
    ; Note(s):			Returns a distance in float
    ;==================================================================================
    func GetDistance($_x,$_y,$_z)
    	$CurrentLoc = GetCurrentPos()
    	$xd = $_x-$CurrentLoc[0]
    	$yd = $_y-$CurrentLoc[1]
    	$zd = $_z-$CurrentLoc[2]
    	$Distance = Sqrt($xd*$xd + $yd*$yd + $zd*$zd)	
    	Return $Distance
    EndFunc
    
    ;;================================================================================
    ; Function:			GetCurrentPos($_offset)
    ; Description:		Returns your current offset in a array
    ; Parameter(s):		none
    ;								 
    ; Note(s):			This will return your current position as a array.
    ;					[0] = X, [1] = Y, [2] = Z
    ;==================================================================================
    Func GetCurrentPos()
    	dim $return[3]
    	$return[0] = _MemoryRead($ClickToMoveCurX, $d3, 'float')
    	$return[1] = _MemoryRead($ClickToMoveCurY, $d3, 'float')
    	$return[2] = _MemoryRead($ClickToMoveCurZ, $d3, 'float')
    	return $return
    EndFunc
    
    ;;================================================================================
    ; Function:			MoveToPos($_x,$_y,$_z[,$neardist = 2])
    ; Description:		Move to a desired position.
    ; Parameter(s):		$_x,$_y and $_z - the target position
    ;					$neardist - the distance from the target position
    ;								that the move function will stop
    ;								 
    ; Note(s):			You can use $neardist to make the movement more fluid.
    ;					If the function stop before the desired position
    ;						is reached it won't stop between each point,
    ;						this is why the default $neardist is 2
    ;==================================================================================
    func MoveToPos($_x,$_y,$_z,$neardist = 2)
    	_MemoryWrite($ClickToMoveToX , $d3,$_x, 'float')
    	_MemoryWrite($ClickToMoveToY , $d3,$_y, 'float')
    	_MemoryWrite($ClickToMoveToZ , $d3,$_z, 'float')
    	_MemoryWrite($ClickToMoveToggle , $d3,1, 'int')
    	_MemoryWrite($ClickToMoveFix , $d3,69736, 'int')
    	while 1
    		$CurrentLoc = GetCurrentPos()
    		$xd = $_x-$CurrentLoc[0]
    		$yd = $_y-$CurrentLoc[1]
    		$zd = $_z-$CurrentLoc[2]
    		$Distance = Sqrt($xd*$xd + $yd*$yd + $zd*$zd)	
    		if $Distance < $neardist then ExitLoop
    		if _MemoryRead($ClickToMoveToggle, $d3, 'float') = 0 then ExitLoop
    		sleep(10)
    	WEnd
    EndFunc						
    
    ;;================================================================================
    ; Function:			PowerUseGUID($_guid,$_snoPower)
    ; Description:		Use a Power on a GUID
    ; Parameter(s):		$_guid - GUID you want to use the power on.
    ;					$_snoPower - the ID of the power you want to use
    ;								 
    ; Note(s):			To interact with NPC's use $_snoPower = 7546
    ;					To Pick up loot use $_snoPower = 7545
    ;					To cast a townportal use $_snoPower = 02EC66 and your GUID
    ;==================================================================================
    func PowerUseGUID($_guid,$_snoPower)
    		$CurrentLocX = _MemoryRead($ClickToMoveCurX, $d3, 'float')
    		$CurrentLocY = _MemoryRead($ClickToMoveCurY, $d3, 'float')
    		$CurrentLocZ = _MemoryRead($ClickToMoveCurZ, $d3, 'float')
    	_MemoryWrite($_itrInteractE+$ofs__InteractOffsetUNK1 , $d3, 0x777C, 'ptr')
    	_MemoryWrite($_itrInteractE+$ofs__InteractOffsetUNK2 , $d3, 0x1, 'ptr')
    	_MemoryWrite($_itrInteractE+$ofs__InteractOffsetUNK3 , $d3, $_snoPower, 'ptr')
    	_MemoryWrite($_itrInteractE+$ofs__InteractOffsetUNK4 , $d3, $_snoPower, 'ptr')
    	_MemoryWrite($_itrInteractE+$ofs__InteractOffsetMousestate , $d3, 0x1, 'ptr')
    	_MemoryWrite($_itrInteractE+$ofs__InteractOffsetGUID , $d3, $_guid, 'ptr')	
    		_MemoryWrite($ClickToMoveToX , $d3,$CurrentLocX+1, 'float')
    		_MemoryWrite($ClickToMoveToY , $d3,$CurrentLocY, 'float')
    		_MemoryWrite($ClickToMoveToZ , $d3,$CurrentLocZ, 'float')
    		_MemoryWrite($ClickToMoveToggle , $d3,1, 'int')
    		_MemoryWrite($ClickToMoveFix , $d3,69736, 'int')	
    	$tempvalue = _MemoryRead($_itrInteractE+$ofs__InteractOffsetUNK2, $d3, 'int')
    	while $tempvalue = 1
    		$tempvalue = _MemoryRead($_itrInteractE+$ofs__InteractOffsetUNK2, $d3, 'int')
    		sleep(10)
    	WEnd
    EndFunc
    
    ;;================================================================================
    ; Function:			LinkActors
    ; Note(s):			This function is used by the OffsetList to 
    ;						get the current player data.
    ;==================================================================================
    func LocateMyToon()
    	$_CurOffset = $_itrObjectManagerD
    	$_Count = _MemoryRead($_itrObjectManagerCount, $d3, 'int')
    	for $i = 0 to $_Count step +1 
    		$_GUID = _MemoryRead($_CurOffset+0x4, $d3, 'ptr')
    		$_NAME = _MemoryRead($_CurOffset+0x8, $d3, 'char[64]')
    		if $_GUID = 0x77BC0000 Then
    			global $_Myoffset = $_CurOffset
    			return True
    			ExitLoop
    		EndIf
    		$_CurOffset = $_CurOffset + $_ObjmanagerStrucSize
    	Next
    	return False
    EndFunc	
    
    ;;================================================================================
    ; Function:			IterateLocalActor
    ; Note(s):			Iterates through all the local actors.
    ;						Used by IterateActorAtribs
    ;					This is bad use of variables, should be fixed!
    ;==================================================================================
    func IterateLocalActor()
    	$_Count = _MemoryRead($_LocalActor_Count, $d3, 'int')
    	$CurrentOffset = $_LocalActor_3
    	Global $__ACTOR[$_Count+1][4]
    	for $i = 0 to $_Count
    		$__ACTOR[$i][1] = _MemoryRead($CurrentOffset, $d3, 'ptr')
    		$__ACTOR[$i][2] = _MemoryRead($CurrentOffset+0x4, $d3, 'char[64]')
    		$__ACTOR[$i][3] = _MemoryRead($CurrentOffset+$ofs_LocalActor_atribGUID, $d3, 'ptr')
    		$CurrentOffset = $CurrentOffset + $ofs_LocalActor_StrucSize
    	Next
    EndFunc
    
    ;;================================================================================
    ; Function:			IterateActorAtribs($_GUID,$_REQ)
    ; Description:		Read the requested attribute data from a actor defined by GUID
    ; Parameter(s):		$_GUID - The GUID of the object you want the data from
    ;					$_REQ - The data you want to request (the variable)
    ;
    ; Note(s):			You can find a list of all the $_REQ variables in the Constants() function
    ;					It should be noted that i have not checked them all through 
    ;						so the type ("float" or "int") might be wrong.
    ;					This function will always return "false" if the requested atribute does not exsist
    ;==================================================================================
    func IterateActorAtribs($_GUID,$_REQ)
    	IterateLocalActor()
    	$ACDIndex = _ArraySearch($__ACTOR,"0x"&hex($_GUID), 0 , 0 , 0 , 1 , 1 , 1)	;this bitch is slow as hell
    
    	$_Count = _MemoryRead($_ActorAtrib_Count, $d3, 'int')
    	$CurrentOffset = $_ActorAtrib_4
    	dim $ACTORatrib
    	for $i = 0 to $_Count
    		$ACTORatrib = _MemoryRead($CurrentOffset, $d3, 'ptr')
    		if $ACTORatrib = $__ACTOR[$ACDIndex][3] Then
    				$test = _MemoryRead($CurrentOffset+0x10, $d3, 'ptr')
    				$CurretOffset = $test
    				for $i = 0 to 825
    					$data = _MemoryRead($CurretOffset, $d3, 'ptr')
    					$CurretOffset = $CurretOffset +0x4
    					if $data <> 0x0 Then
    						$AtribData =_MemoryRead($data+0x4, $d3, 'ptr')
    						if StringLeft($AtribData,7)="0xFFFFF" Then
    							;ConsoleWrite("Debug :" &$data+0x4 & " : " & _MemoryRead($data+0x4, $d3, 'ptr') &@crlf) ;FOR DEBUGGING
    							if "0x"&stringright($AtribData,3) = $_REQ[0] Then
    								return _MemoryRead($data+0x8, $d3, $_REQ[1])
    							EndIf
    						EndIf
    					EndIf
    				Next
    			return False	
    		EndIf
    		$CurrentOffset = $CurrentOffset + $ofs_ActorAtrib_StrucSize
    	Next
    	return False
    EndFunc
    
    ;;================================================================================
    ; Function:			LinkActors
    ; Description:		Read and index data from the specified offset
    ; Parameter(s):		$_offset - The offset linking to the file def
    ;								be in hex format (0x00000000).
    ;					$_displayInfo - Setting this to 1 will make the function spit 
    ;								out the results while running
    ; Note(s):			This function is used to index data from the MPQ files that 
    ;					that have been loaded into memory.
    ;					Im not sure why the count doesnt go beyond 256.
    ;					So for the time being if the count goes beyond 256 the size
    ;					is set to a specified count and then the array will be scaled
    ;					after when data will stop being available.
    ;==================================================================================
    func LinkActors($Object, $_displayInfo = 0)
    	global $OBject_Mem_Actor = 			$Object
    	global $Object_File_Actor = 		IndexSNO($ofs_ActorDef,0)	
    	global $Object_File_Monster = 		IndexSNO($ofs_MonsterDef,0)
    	dim $__outputdata[ubound($OBject_Mem_Actor,1)-1][2]
    	for $i = 0 to ubound($OBject_Mem_Actor,1)-1
    		if $OBject_Mem_Actor[$i][9] <> -1 Then
    			$ItemIndex = _ArraySearch($Object_File_Actor,$OBject_Mem_Actor[$i][9], 0 , 0 , 0 , 1 , 1 , 1)
    			if $ItemIndex > 0 then 
    				$MonsterID = _MemoryRead($Object_File_Actor[$ItemIndex][0] + 0x6c, $d3, 'ptr')
    				$ItemIndex = _ArraySearch($Object_File_Monster,$MonsterID, 0 , 0 , 0 , 1 , 1 , 1)
    				if $ItemIndex > 0 then 
    					$Type =  _MemoryRead($Object_File_Monster[$ItemIndex][0] + $_ofs_FileMonster_MonsterType, $d3, 'int')
    					$MonsterType = $_Const_MonsterType[$Type+1]
    					$Race =  _MemoryRead($Object_File_Monster[$ItemIndex][0] + $_ofs_FileMonster_MonsterRace, $d3, 'int')
    					$MonsterRace = $_Const_MonsterRace[$Race+1]
    				
    					;$LevelNormal =  _MemoryRead($Object_File_Monster[$ItemIndex][0] + $_ofs_FileMonster_LevelNormal, $d3, 'int')			;//Here are some data you can use if you want, 
    					;$LevelNightmare =  _MemoryRead($Object_File_Monster[$ItemIndex][0] + $_ofs_FileMonster_LevelNightmare, $d3, 'int')		;//...it gives info about levels based on dificulty
    					;$LevelHell =  _MemoryRead($Object_File_Monster[$ItemIndex][0] + $_ofs_FileMonster_LevelHell, $d3, 'int')
    					;$LevelInferno =  _MemoryRead($Object_File_Monster[$ItemIndex][0] + $_ofs_FileMonster_LevelInferno, $d3, 'int')			
    
    					$OBject_Mem_Actor[$i][11] = $Type
    					$OBject_Mem_Actor[$i][12] = $Race
    					if $_displayInfo = 1 Then ConsoleWrite($i & " " & $Object_File_Actor[$ItemIndex][0] & @tab & " " &$MonsterType &@tab & " " & $MonsterRace &@tab & " Level Normal:" $LevelNormal &@tab & " " & $StringListDB[$Name][1] &" " & @TAB & &$OBject_Mem_Actor[$i][2] &@crlf) 
    				EndIf
    			EndIf	
    		EndIf
    	Next
    	return $OBject_Mem_Actor
    EndFunc
    
    ;;================================================================================
    ; Function:			IndexSNO($_offset[,$_displayInfo = 0])
    ; Description:		Read and index data from the specified offset
    ; Parameter(s):		$_offset - The offset linking to the file def
    ;								be in hex format (0x00000000).
    ;					$_displayInfo - Setting this to 1 will make the function spit 
    ;								out the results while running
    ; Note(s):			This function is used to index data from the MPQ files that 
    ;					that have been loaded into memory.
    ;					Im not sure why the count doesnt go beyond 256.
    ;					So for the time being if the count goes beyond 256 the size
    ;					is set to a specified count and then the array will be scaled
    ;					after when data will stop being available.
    ;==================================================================================
    func IndexSNO($_offset,$_displayInfo = 0)
    	local $CurrentSnoOffset = 0x0
    	$_MainOffset = 	_MemoryRead($_offset, $d3, 'ptr')
    	$_Pointer = 	_MemoryRead($_MainOffset + $_defptr, $d3, 'ptr')
    	$_SnoCount = 	_MemoryRead($_Pointer + $_defcount, $d3, 'ptr') 	;//Doesnt seem to go beyond 256 for some wierd reason
    	if $_SnoCount >= 256 Then											;//So incase it goes beyond...
    		$ignoreSNOcount = 1												;//This enables a redim after the for loop
    		$_SnoCount = 4056 												;//We put a limit to avoid overflow here
    	Else
    		$ignoreSNOcount = 0
    	EndIf
    	$_SnoIndex = _MemoryRead($_Pointer + $_deflink, $d3, 'ptr')			;//Moving from the static into the index
    	$_SNOName =  _MemoryRead($_Pointer, $d3, 'char[64]')				;//Usually something like "Something" + Def
    	$TempWindex = $_SnoIndex +0xC										;//The header is 0xC in size
    	if $_displayInfo = 1 then ConsoleWrite("-----* Indexing "&$_SNOName& " *-----"&@crlf)
    	dim $_OutPut[$_SnoCount+1][2]										;//Setting the size of the output array
    	for $i = 1 to $_SnoCount step + 1									;//Iterating through all the elements
    		$_CurSnoOffset = _MemoryRead($TempWindex, $d3, 'ptr')			;//Getting the offset for the item
    		$_CurSnoID = _MemoryRead($_CurSnoOffset, $d3, 'ptr')			;//Going into the item and grapping the GUID which is located at 0x0
    		if $ignoreSNOcount = 1 and $_CurSnoOffset = 0x00000000 and $_CurSnoID = 0x00000000 then ExitLoop ;//Untill i find a way to get the real count we do this instead.
    		if $ignoreSNOcount = 1 then $CurIndex = $i
    		$_OutPut[$i][0] = $_CurSnoOffset								;//Poping the data into the output array
    		$_OutPut[$i][1] = $_CurSnoID	
    		if $_displayInfo = 1 then ConsoleWrite($i & " Offset: " & $_CurSnoOffset & " SNOid: " & $_CurSnoID &@crlf)
    		$TempWindex = $TempWindex + 0x10								;//Next item is located 0x10 later
    	Next
    	if $ignoreSNOcount = 1 then redim $_OutPut[$CurIndex][2]			;//Here we do the resizing of the array, to minimize memory footprint!?.
    	return $_OutPut
    EndFunc
    
    ;;================================================================================
    ; Function:			IndexStringList($_offset)
    ; Description:		Read and index data from the specified offset
    ; Parameter(s):		$_offset - The offset linking to the file def
    ;								  be in hex format (0x00000000).
    ;					$_displayInfo - Setting this to 1 will make the function spit 
    ;								out the results while running
    ;								 
    ; Note(s):			This function is made specificly to index string lists.
    ;					This is usefull for getting real localized names from the
    ;					proxy names you get from the objectmanager strucs.
    ;					i have only test this on monster names but it should work for all.
    ;==================================================================================
    func IndexStringList($_offset,$_displayInfo=0)
    	$_offset_FileMonster_StrucSize = 0x50
    	$_StringCount = _MemoryRead($_offset + 0xc, $d3, 'int')
    	$_CurrentOffset = $_offset + 0x28
    	dim $_OutPut[$_StringCount][2]
    	for $i = 0 to $_StringCount-1
    		$_OutPut[$i][0] = _MemoryRead(_MemoryRead($_CurrentOffset, $d3, 'int'), $d3, 'char[32]')		;Proxy Name, like "Priest_Male_B_NoLook"
    		$_OutPut[$i][1] = _MemoryRead(_MemoryRead($_CurrentOffset+0x10, $d3, 'int'), $d3, 'char[34]')	;Localized name, like "Brother Malachi the Healer"
    		Assign ( "__"&$_OutPut[$i][0], $_OutPut[$i][1],2 )
    		$_CurrentOffset = $_CurrentOffset + $_offset_FileMonster_StrucSize
    		if $_displayInfo = 1 Then ConsoleWrite($_CurrentOffset & " ProxyName: " & $_OutPut[$i][0] & @tab & " LocalizedName: " & $_OutPut[$i][1]&@crlf)
    	Next
    	return $_OutPut
    EndFunc
    	
    ;;--------------------------------------------------------------------------------
    ;;	OffsetList()
    ;;--------------------------------------------------------------------------------
    func offsetlist()
    	Constants()	
    	
    	;//FILE DEFS
    	
    Global $ofs_MonsterDef = 0x15DBE00 ;0x015DCE00 ;0x15DBE00
    Global $ofs_StringListDef = 0x015E8808 ;0x015E9808
    Global $ofs_ActorDef = 0x15EC108 ;0x015ED108 ;0x15EC108
    Global $ofs_ActorAtrib_Base = 0x15A1EA4 ;0x015A2EA4;0x015A1EA4
    Global $ofs_ObjectManager =  0x1543B9C ;0x015A1BEC;0x15A0BEC; 0x1543B9C
    Global $ofs_InteractBase = 0x15A0BD4 ;0x015A1BD4;0x15A0BD4
    
    	;global $ofs_MonsterDef = 					0x015DCE00
    	;global $ofs_StringListDef =					0x015E9808	
    	;global $ofs_ActorDef =						0x015ED108	
    	
    	global $_defptr = 							0x3c
    	global $_defcount = 						0x10C
    	global $_deflink = 							0x148
    
    	global $_ofs_FileMonster_StrucSize = 0x50
    
    	global $_ofs_FileActor_LinkToMonster = 0x6C
    
    	global $_ofs_FileMonster_MonsterType 	= 0x18
    	global $_ofs_FileMonster_MonsterRace 	= 0x1C
    	global $_ofs_FileMonster_LevelNormal 	= 0x44
    	global $_ofs_FileMonster_LevelNightmare = 0x48
    	global $_ofs_FileMonster_LevelHell 		= 0x4c
    	global $_ofs_FileMonster_LevelInferno	= 0x50
    
    	;//GET ACTORATRIB
    	;global $ofs_ActorAtrib_Base	= 				0x015A2EA4;0x015A1EA4
    	global $ofs_ActorAtrib_ofs1	= 				0x390
    	global $ofs_ActorAtrib_ofs2	= 				0x2E8
    	global $ofs_ActorAtrib_ofs3	= 				0x148
    	global $ofs_ActorAtrib_Count =	 			0x108 	; 0x0 0x0
    
    	global $ofs_ActorAtrib_Indexing_ofs1 = 		0x10
    	global $ofs_ActorAtrib_Indexing_ofs2 = 		0x8
    	global $ofs_ActorAtrib_Indexing_ofs3 = 		0x250
    	global $ofs_ActorAtrib_StrucSize = 			0x180
    	
    	global $ofs_LocalPlayer_HPBARB =			0x34
    	global $ofs_LocalPlayer_HPWIZ =				0x38
    
    	
    	;//GET LOCAL ACTOR STRUC
    	global $ofs_LocalActor_ofs1 = 				0x378 	;instead of $ofs_ActorAtrib_ofs2
    	global $ofs_LocalActor_ofs2 = 				0x148
    	global $ofs_LocalActor_Count = 				0x108
    	global $ofs_LocalActor_atribGUID =			0x120
    	global $ofs_LocalActor_StrucSize = 			0x2D0 	; 0x0 0x0
    
    
    	;//OBJECT MANAGER
    	;global $ofs_ObjectManager = 				0x015A1BEC ;0x15A0BEC
    	global $ofs__ObjmanagerActorOffsetA = 		0x8b0
    	global $ofs__ObjmanagerActorCount = 		0x108
    	global $ofs__ObjmanagerActorOffsetB = 		0x148
    	global $ofs__ObjmanagerActorLinkToCTM = 	0x380
    	global $_ObjmanagerStrucSize = 				0x428	
    
    
    
    	;//CameraDef
    	Global $VIewStatic = 						0x015A0BEC
    	Global $DebugFlags = $VIewStatic + 			0x20
    	Global $vftableSubA = _MemoryRead($VIewStatic, $d3, 'ptr')
    	Global $vftableSubA = _MemoryRead($vftableSubA + 0x928, $d3, 'ptr')
    	Global $ViewOffset = $vftableSubA
    
    	Global $Ofs_CameraRotationA = $ViewOffset + 0x4
    	Global $Ofs_CameraRotationB = $ViewOffset + 0x8
    	Global $Ofs_CameraRotationC = $ViewOffset + 0xC
    	Global $Ofs_CameraRotationD = $ViewOffset + 0x10
    	Global $Ofs_CameraPosX = $ViewOffset + 		0x14
    	Global $Ofs_CameraPosY = $ViewOffset + 		0x18
    	Global $Ofs_CameraPosZ = $ViewOffset + 		0x1C
    	Global $Ofs_CameraFOV = $ViewOffset + 		0x30
    	Global $Ofs_CameraFOVB = $ViewOffset + 		0x30	
    	
    
    	;global $ofs_InteractBase =					0x015A1BD4;0x15A0BD4
    	global $ofs__InteractOffsetA =	 			0xA8
    	global $ofs__InteractOffsetB = 				0x58
    	global $ofs__InteractOffsetUNK1 = 			0x7F20 ;Set to 777c
    	global $ofs__InteractOffsetUNK2 = 			0x7F44 ;Set to 1 for NPC interaction
    	global $ofs__InteractOffsetUNK3 = 			0x7F7C ;Set to 7546 for NPC interaction, 7545 for loot interaction
    	global $ofs__InteractOffsetUNK4 = 			0x7F80 ;Set to 7546 for NPC interaction, 7545 for loot interaction
    	global $ofs__InteractOffsetMousestate = 	0x7F84 ;Mouse state 1 = clicked, 2 = mouse down
    	global $ofs__InteractOffsetGUID = 			0x7F88 ;Set to the GUID of the actor you want to interact with
    	
    	$FixSpeed = 								0x20 ;69736
    	$ToggleMove = 								0x34
    	$MoveToXoffset = 							0x40
    	$MoveToYoffset = 							0x44
    	$MoveToZoffset = 							0x48
    	$CurrentX = 								0xA8
    	$CurrentY = 								0xAc
    	$CurrentZ = 								0xb0
    	$RotationOffset =							0x174
    
    	global $_ActorAtrib_Base  = _MemoryRead($ofs_ActorAtrib_Base, $d3, 'ptr')	
    	global $_ActorAtrib_1  = _MemoryRead($_ActorAtrib_Base+$ofs_ActorAtrib_ofs1, $d3, 'ptr')
    	global $_ActorAtrib_2  = _MemoryRead($_ActorAtrib_1+$ofs_ActorAtrib_ofs2, $d3, 'ptr')
    	global $_ActorAtrib_3  = _MemoryRead($_ActorAtrib_2+$ofs_ActorAtrib_ofs3, $d3, 'ptr')
    	global $_ActorAtrib_4  = _MemoryRead($_ActorAtrib_3, $d3, 'ptr')
    	global $_ActorAtrib_Count  = $_ActorAtrib_2+$ofs_ActorAtrib_Count
    
    	global $_LocalActor_1  = _MemoryRead($_ActorAtrib_1+$ofs_LocalActor_ofs1, $d3, 'ptr')
    	global $_LocalActor_2  = _MemoryRead($_LocalActor_1+$ofs_LocalActor_ofs2, $d3, 'ptr')
    	global $_LocalActor_3  = _MemoryRead($_LocalActor_2, $d3, 'ptr')
    	global $_LocalActor_Count  = $_LocalActor_1+$ofs_LocalActor_Count
    
    	global $_itrObjectManagerA  = _MemoryRead($ofs_ObjectManager, $d3, 'ptr')		
    	global $_itrObjectManagerB  = _MemoryRead($_itrObjectManagerA+$ofs__ObjmanagerActorOffsetA, $d3, 'ptr')	
    	global $_itrObjectManagerCount  = $_itrObjectManagerB+$ofs__ObjmanagerActorCount
    	global $_itrObjectManagerC  = _MemoryRead($_itrObjectManagerB+$ofs__ObjmanagerActorOffsetB, $d3, 'ptr')	
    	global $_itrObjectManagerD  = _MemoryRead($_itrObjectManagerC, $d3, 'ptr')	
    	global $_itrObjectManagerE  = _MemoryRead($_itrObjectManagerD, $d3, 'ptr')	
    	
    	global $_itrInteractA  = _MemoryRead($ofs_InteractBase, $d3, 'ptr')	
    	global $_itrInteractB  = _MemoryRead($_itrInteractA, $d3, 'ptr')	
    	global $_itrInteractC  = _MemoryRead($_itrInteractB, $d3, 'ptr')	
    	global $_itrInteractD  = _MemoryRead($_itrInteractC+$ofs__InteractOffsetA, $d3, 'ptr')	
    	global $_itrInteractE  = $_itrInteractD+$ofs__InteractOffsetB
    
    
    	global $Object_File_StringList = 	IndexSNO($ofs_StringListDef,0) 		;//THIS LIST IS HUGE, NO NEED TO DO IT MORE OFTEN THAN ONCE =) 
    	$index = _ArraySearch($Object_File_StringList,hex($_MonsterNameStringListID), 0 , 0 , 0 , 1 , 1 , 1)
    	
    	;;global $Object_File_StringList = IndexSNO($ofs_StringListDef,0) 		;//THIS LIST IS HUGE, NO NEED TO DO IT MORE OFTEN THAN ONCE =) 
    	;;$index = _ArraySearch($Object_File_StringList, hex($_MonsterNameStringListID), 0 , 0 , 0 , 1 , 1 , 1)
    	;;global $StringListDB = IndexStringList($Object_File_StringList[$index][0])	;$StringListDB is debricated in this code
    	;;$index = _ArraySearch($Object_File_StringList,hex($_GizmoNameStringListID), 0 , 0 , 0 , 1 , 1 , 1)
    	;;IndexStringList($Object_File_StringList[$index][0])
    	if LocateMyToon() Then 
    	
    	global $ClickToMoveMain = _MemoryRead($_Myoffset + $ofs__ObjmanagerActorLinkToCTM, $d3, 'ptr')
    	global $ClickToMoveRotation = $ClickToMoveMain + $RotationOffset
    	global $ClickToMoveCurX = $ClickToMoveMain + $CurrentX
    	global $ClickToMoveCurY = $ClickToMoveMain + $CurrentY
    	global $ClickToMoveCurZ = $ClickToMoveMain + $CurrentZ
    	global $ClickToMoveToX = $ClickToMoveMain + $MoveToXoffset
    	global $ClickToMoveToY = $ClickToMoveMain + $MoveToYoffset
    	global $ClickToMoveToZ = $ClickToMoveMain + $MoveToZoffset
    	global $ClickToMoveToggle = $ClickToMoveMain + $ToggleMove
    	global $ClickToMoveFix= $ClickToMoveMain + $FixSpeed
    		return true
    	Else
    		Return false
    	EndIf
    	
    EndFunc
    
    ;;--------------------------------------------------------------------------------
    ;;	IterateObjectList()
    ;;--------------------------------------------------------------------------------
    func IterateObjectList($_displayINFO = 0)
    
    	if $_displayINFO = 1 then ConsoleWrite("-----Iterating through Actors------" &@crlf)
    	if $_displayINFO = 1 then ConsoleWrite("First Actor located at: "& $_itrObjectManagerD &@crlf)
    	$_CurOffset = $_itrObjectManagerD
    	$_Count = _MemoryRead($_itrObjectManagerCount, $d3, 'int')
    	dim $OBJ[$_Count+1][13]
    	if $_displayINFO = 1 then ConsoleWrite("Number of Actors : " & $_Count &@crlf)
    	;$init = TimerInit()	
    	for $i = 0 to $_Count step +1 
    		$_GUID = _MemoryRead($_CurOffset+0x4, $d3, 'ptr')
    		; if $_GUID = 0xffffffff Then ;no need to go through objects without a GUID!
    			; $_PROXY_NAME = -1
    			; $_REAL_NAME = -1
    			; $_ACTORLINK = -1
    			; $_POS_X = -1
    			; $_POS_Y = -1	
    			; $_POS_Z = -1	
    			; $_DATA = -1
    			; $_DATA2 = -1
    		; Else
    			$_PROXY_NAME = _MemoryRead($_CurOffset+0x8, $d3, 'char[64]')
    			$TmpString = StringSplit($_PROXY_NAME,"-")
    			if IsDeclared("__"&$TmpString[1]) Then
    				$_REAL_NAME = eval("__"&$TmpString[1])
    			Else 
    				$_REAL_NAME = $_PROXY_NAME
    			EndIf
    			$_ACTORLINK = _MemoryRead($_CurOffset+0x88, $d3, 'ptr')
    			$_POS_X = _MemoryRead($_CurOffset+0xB0, $d3, 'float')	
    			$_POS_Y = _MemoryRead($_CurOffset+0xB4, $d3, 'float')	
    			$_POS_Z = _MemoryRead($_CurOffset+0xB8, $d3, 'float')	
    			$_DATA = _MemoryRead($_CurOffset+0x1FC, $d3, 'int')
    			$_DATA2 = _MemoryRead($_CurOffset+0x1Cc, $d3, 'int')
    		if $_displayINFO = 1 then ConsoleWrite($i & @TAB&" : " & $_CurOffset & " " & $_GUID & " " &  $_ACTORLINK &" : " & $_DATA & " "& $_DATA2 & " " & @TAB& $_POS_X &" "& $_POS_Y&" "& $_POS_Z & @TAB& $_REAL_NAME &@crlf)
    		;EndIf
    		
    			;Im too lazy to do this but the following code needs cleanup and restructure more than anything.
    			;You want to include all the data into this one structure rather than having it at multiple locations
    			;and the useless things should be removed.
    			
    			$Distance = GetDistance($_POS_X,$_POS_Y,$_POS_Z)
    			$OBJ[$i][0] = $_CurOffset
    			$OBJ[$i][1] = $_GUID
    			$OBJ[$i][2] = $_PROXY_NAME
    			$OBJ[$i][3] = $_POS_X
    			$OBJ[$i][4] = $_POS_Y
    			$OBJ[$i][5] = $_POS_Z
    			$OBJ[$i][6] = $_DATA
    			$OBJ[$i][7] = $_DATA2
    			$OBJ[$i][8] = $Distance
    			$OBJ[$i][9] = $_ACTORLINK	
    			$OBJ[$i][10] = $_REAL_NAME
    			$OBJ[$i][11] = -1	
    			$OBJ[$i][12] = -1			
    		$_CurOffset = $_CurOffset + $_ObjmanagerStrucSize
    
    	Next
    	$OBJv2 = LinkActors($OBJ)	;//Would be a waste to do this in the main operation so we add more data to the object here after the main operation.
    	IterateLocalActor()
    	return $OBJv2
    EndFunc
    
    ;;================================================================================
    ; Function:			Constants()
    ; Description:		Defines all the constants (they are not constants, just variables for now, you might want to change this =)!)
    ; Parameter(s):		none
    ;								 
    ; Note(s):			This info is NOT complete, you might want to change the types!.
    ;==================================================================================
    func Constants()
    	global $_Const_MonsterType[10] = ["Unknown","Undead","Demon","Beast","Human","Breakable","Scenery","Ally","Team","Helper"]
    	global $_Const_MonsterRace[12] = ["Unknown","Unknown(INDEX ME!)","Fallen","GoatMen","Rogue","Skeleton","Zombie","Spider","Triune","WoodWraith","Human","Animal"]
    	global $_MonsterNameStringListID = 0x0000CB35 ;We use this to get local Names on monsters and NPC's
    	global $_GizmoNameStringListID = 0x0000CB23 ;We use this to get local Names on Gizmos
    	global $Atrib_Axe_Bad_Data[2] = [0x0,"float"]
    	global $Atrib_Attribute_Timer[2] = [0x1,"int"]
    	global $Atrib_Attribute_Pool[2] = [0x2,"int"]
    	global $Atrib_Death_Count[2] = [0x3,"int"]
    	global $Atrib_DualWield_Hand[2] = [0x4,"int"]
    	global $Atrib_DualWield_Hand_Next[2] = [0x5,"int"]
    	global $Atrib_DualWield_Hands_Swapped[2] = [0x6,"int"]
    	global $Atrib_Respawn_Game_Time[2] = [0x7,"int"]
    	global $Atrib_Backpack_Slots[2] = [0x8,"int"]
    	global $Atrib_Shared_Stash_Slots[2] = [0x9,"int"]
    	global $Atrib_Strength[2] = [0xa,"float"]
    	global $Atrib_Dexterity[2] = [0xb,"float"]
    	global $Atrib_Intelligence[2] = [0xc,"float"]
    	global $Atrib_Vitality[2] = [0xd,"float"]
    	global $Atrib_Strength_Total[2] = [0xe,"float"]
    	global $Atrib_Dexterity_Total[2] = [0xf,"float"]
    	global $Atrib_Intelligence_Total[2] = [0x10,"float"]
    	global $Atrib_Vitality_Total[2] = [0x11,"float"]
    	global $Atrib_Strength_Bonus[2] = [0x12,"float"]
    	global $Atrib_Dexterity_Bonus[2] = [0x13,"float"]
    	global $Atrib_Intelligence_Bonus[2] = [0x14,"float"]
    	global $Atrib_Vitality_Bonus[2] = [0x15,"float"]
    	global $Atrib_Strength_Bonus_Percent[2] = [0x16,"float"]
    	global $Atrib_Dexterity_Bonus_Percent[2] = [0x17,"float"]
    	global $Atrib_Intelligence_Bonus_Percent[2] = [0x18,"float"]
    	global $Atrib_Vitality_Bonus_Percent[2] = [0x19,"float"]
    	global $Atrib_Strength_Reduction_Percent[2] = [0x1A,"float"]
    	global $Atrib_Dexterity_Reduction_Percent[2] = [0x1B,"float"]
    	global $Atrib_Intelligence_Reduction_Percent[2] = [0x1C,"float"]
    	global $Atrib_Vitality_Reduction_Percent[2] = [0x1D,"float"]
    	global $Atrib_Primary_Damage_Attribute[2] = [0x1E,"int"]
    	global $Atrib_Attack[2] = [0x1F,"float"]
    	global $Atrib_Precision[2] = [0x20,"float"]
    	global $Atrib_Defense[2] = [0x21,"float"]
    	global $Atrib_Attack_Total[2] = [0x22,"float"]
    	global $Atrib_Precision_Total[2] = [0x23,"float"]
    	global $Atrib_Defense_Total[2] = [0x24,"float"]
    	global $Atrib_Attack_Bonus[2] = [0x25,"float"]
    	global $Atrib_Precision_Bonus[2] = [0x26,"float"]
    	global $Atrib_Defense_Bonus[2] = [0x27,"float"]
    	global $Atrib_Attack_Bonus_Percent[2] = [0x28,"float"]
    	global $Atrib_Precision_Bonus_Percent[2] = [0x29,"float"]
    	global $Atrib_Defense_Bonus_Percent[2] = [0x2A,"float"]
    	global $Atrib_Attack_Reduction_Percent[2] = [0x2B,"float"]
    	global $Atrib_Precision_Reduction_Percent[2] = [0x2C,"float"]
    	global $Atrib_Defense_Reduction_Percent[2] = [0x2D,"float"]
    	global $Atrib_Armor[2] = [0x2E,"float"]
    	global $Atrib_Armor_Bonus_Percent[2] = [0x2F,"float"]
    	global $Atrib_Armor_Item[2] = [0x30,"float"]
    	global $Atrib_Armor_Bonus_Item[2] = [0x31,"float"]
    	global $Atrib_Armor_Item_Percent[2] = [0x32,"float"]
    	global $Atrib_Armor_Item_SubTotal[2] = [0x33,"float"]
    	global $Atrib_Armor_Item_Total[2] = [0x34,"float"]
    	global $Atrib_Armor_Total[2] = [0x35,"float"]
    	global $Atrib_Experience_Granted[2] = [0x36,"int"]
    	global $Atrib_Experience_Next[2] = [0x37,"int"]
    	global $Atrib_Gold_Granted[2] = [0x39,"int"]
    	global $Atrib_Gold[2] = [0x3a,"int"]
    	global $Atrib_Gold_Find[2] = [0x3b,"float"]
    	global $Atrib_Level[2] = [0x40,"int"]
    	global $Atrib_Level_Cap[2] = [0x41,"int"]
    	global $Atrib_Magic_Find[2] = [0x43,"float"]
    	global $Atrib_Magic_And_Gold_Find_Suppressed[2] = [0x48,"int"]
    	global $Atrib_Treasure_Find[2] = [0x49,"float"]
    	global $Atrib_Resource_Cost_Reduction_Amount[2] = [0x4a,"int"]
    	global $Atrib_Resource_Cost_Reduction_Total[2] = [0x4b,"float"]
    	global $Atrib_Resource_Set_Point_Bonus[2] = [0x4c,"float"]
    	global $Atrib_Faster_Healing_Percent[2] = [0x4d,"float"]
    	global $Atrib_Spending_Resource_Heals_Percent[2] = [0x4f,"float"]
    	global $Atrib_Bonus_Healing_Received_Percent[2] = [0x4f,"float"]
    	global $Atrib_Reduced_Healing_Received_Percent[2] = [0x50,"float"]
    	global $Atrib_Experience_Bonus[2] = [0x51,"float"]
    	global $Atrib_Experience_Bonus_Percent[2] = [0x52,"float"]
    	global $Atrib_Health_Globe_Bonus_Chance[2] = [0x53,"float"]
    	global $Atrib_Health_Globe_Bonus_Mult_Chance[2] = [0x54,"float"]
    	global $Atrib_Health_Globe_Bonus_Health[2] = [0x55,"float"]
    	global $Atrib_Increased_Health_From_Globes_Percent[2] = [0x56,"float"]
    	global $Atrib_Increased_Health_From_Globes_Percent_Total[2] = [0x57,"float"]
    	global $Atrib_Bonus_Health_Percent_Per_Second_From_Globes[2] = [0x58,"float"]
    	global $Atrib_Bonus_Health_Percent_Per_Second_From_Globes_Total[2] = [0x59,"float"]
    	global $Atrib_Mana_Gained_From_Globes_Percent[2] = [0x5a,"float"]
    	global $Atrib_Mana_Gained_From_Globes[2] = [0x5b,"float"]
    	global $Atrib_Resistance[2] = [0x5c,"float"]
    	global $Atrib_Resistance_Percent[2] = [0x5d,"float"]
    	global $Atrib_Resistance_Total[2] = [0x5e,"float"]
    	global $Atrib_Resistance_All[2] = [0x5f,"float"]
    	global $Atrib_Resistance_Percent_All[2] = [0x60,"float"]
    	global $Atrib_Resistance_From_Intelligence[2] = [0x61,"float"]
    	global $Atrib_Class_Damage_Reduction_Percent[2] = [0x62,"float"]
    	global $Atrib_Skill[2] = [0x63,"int"]
    	global $Atrib_Skill_Total[2] = [0x64,"int"]
    	global $Atrib_TeamID[2] = [0x65,"int"]
    	global $Atrib_Team_Override[2] = [0x66,"int"]
    	global $Atrib_Invulnerable[2] = [0x67,"int"]
    	global $Atrib_Loading[2] = [0x68,"int"]
    	global $Atrib_Loading_Player_ACD[2] = [0x69,"int"]
    	global $Atrib_Loading_Power_SNO[2] = [0x6a,"int"]
    	global $Atrib_Loading_Anim_Tag[2] = [0x6b,"int"]
    	global $Atrib_Loading_NewGame[2] = [0x6c,"int"]
    	global $Atrib_Auto_Porting_To_Save_Point[2] = [0x6d,"int"]
    	global $Atrib_No_Damage[2] = [0x6e,"int"]
    	global $Atrib_No_AutoPickup[2] = [0x6f,"int"]
    	global $Atrib_Light_Radius_Percent_Bonus[2] = [0x70,"float"]
    	global $Atrib_Hitpoints_Cur[2] = [0x71,"float"]
    	global $Atrib_Hitpoints_Factor_Level[2] = [0x72,"float"]
    	global $Atrib_Hitpoints_Factor_Vitality[2] = [0x73,"float"]
    	global $Atrib_Hitpoints_Total_From_Vitality[2] = [0x74,"float"]
    	global $Atrib_Hitpoints_Total_From_Level[2] = [0x75,"float"]
    	global $Atrib_Hitpoints_Granted[2] = [0x76,"float"]
    	global $Atrib_Hitpoints_Granted_Duration[2] = [0x77,"int"]
    	global $Atrib_Hitpoints_Max[2] = [0x78,"float"]
    	global $Atrib_Hitpoints_Max_Bonus[2] = [0x79,"float"]
    	global $Atrib_Hitpoints_Max_Total[2] = [0x7a,"float"]
    	global $Atrib_Hitpoints_Percent[2] = [0x7b,"float"]
    	global $Atrib_Hitpoints_Regen_Per_Second[2] = [0x7c,"float"]
    	global $Atrib_Hitpoints_Max_Percent_Bonus[2] = [0x7d,"float"]
    	global $Atrib_Hitpoints_Max_Percent_Bonus_Item[2] = [0x7e,"float"]
    	global $Atrib_Hitpoints_Healed_Target[2] = [0x7f,"float"]
    	global $Atrib_Resource_Type_Primary[2] = [0x80,"int"]
    	global $Atrib_Resource_Type_Secondary[2] = [0x81,"int"]
    	global $Atrib_Resource_Cur[2] = [0x82,"float"]
    	global $Atrib_Resource_Max[2] = [0x83,"float"]
    	global $Atrib_Resource_Max_Bonus[2] = [0x84,"float"]
    	global $Atrib_Resource_Max_Total[2] = [0x85,"float"]
    	global $Atrib_Resource_Factor_Level[2] = [0x86,"float"]
    	global $Atrib_Resource_Granted[2] = [0x87,"float"]
    	global $Atrib_Resource_Granted_Duration[2] = [0x88,"int"]
    	global $Atrib_Resource_Percent[2] = [0x89,"float"]
    	global $Atrib_Resource_Regen_Per_Second[2] = [0x8a,"float"]
    	global $Atrib_Resource_Regen_Bonus_Percent[2] = [0x8b,"float"]
    	global $Atrib_Resource_Regen_Total[2] = [0x8c,"float"]
    	global $Atrib_Resource_Max_Percent_Bonus[2] = [0x8d,"float"]
    	global $Atrib_Resource_Capacity_Used[2] = [0x8e,"float"]
    	global $Atrib_Resource_Effective_Max[2] = [0x8f,"float"]
    	global $Atrib_Resource_Regen_Percent_Per_Second[2] = [0x90,"float"]
    	global $Atrib_Resource_Degeneration_Stop_Point[2] = [0x91,"float"]
    	global $Atrib_Movement_Scalar[2] = [0x92,"float"]
    	global $Atrib_Walking_Rate[2] = [0x93,"float"]
    	global $Atrib_Running_Rate[2] = [0x94,"float"]
    	global $Atrib_Sprinting_Rate[2] = [0x95,"float"]
    	global $Atrib_Strafing_Rate[2] = [0x96,"float"]
    	global $Atrib_Walking_Rate_Total[2] = [0x97,"float"]
    	global $Atrib_Running_Rate_Total[2] = [0x98,"float"]
    	global $Atrib_Last_Running_Rate[2] = [0x99,"float"]
    	global $Atrib_Sprinting_Rate_Total[2] = [0x9a,"float"]
    	global $Atrib_Strafing_Rate_Total[2] = [0x9b,"float"]
    	global $Atrib_Movement_Bonus_Total[2] = [0x9c,"float"]
    	global $Atrib_Movement_Scalar_Subtotal[2] = [0x9d,"float"]
    	global $Atrib_Movement_Scalar_Capped_Total[2] = [0x9e,"float"]
    	global $Atrib_Movement_Scalar_Uncapped_Bonus[2] = [0x9f,"float"]
    	global $Atrib_Movement_Scalar_Total[2] = [0xa0,"float"]
    	global $Atrib_Movement_Bonus_Run_Speed[2] = [0xa1,"float"]
    	global $Atrib_Casting_Speed[2] = [0xa2,"float"]
    	global $Atrib_Casting_Speed_Bonus[2] = [0xa3,"float"]
    	global $Atrib_Casting_Speed_Total[2] = [0xa4,"float"]
    	global $Atrib_Always_Hits[2] = [0xa5,"int"]
    	global $Atrib_Hit_Chance[2] = [0xa6,"float"]
    	global $Atrib_Attacks_Per_Second_Item[2] = [0xa7,"float"]
    	global $Atrib_Attacks_Per_Second_Item_Percent[2] = [0xa8,"float"]
    	global $Atrib_Attacks_Per_Second_Item_Subtotal[2] = [0xa9,"float"]
    	global $Atrib_Attacks_Per_Second_Item_Bonus[2] = [0xaa,"float"]
    	global $Atrib_Attacks_Per_Second_Item_Total[2] = [0xab,"float"]
    	global $Atrib_Attacks_Per_Second[2] = [0xac,"float"]
    	global $Atrib_Attacks_Per_Second_Bonus[2] = [0xad,"float"]
    	global $Atrib_Attacks_Per_Second_Total[2] = [0xae,"float"]
    	global $Atrib_Attacks_Per_Second_Percent[2] = [0xbf,"float"]
    	global $Atrib_AI_Cooldown_Reduction_Percent[2] = [0xb0,"float"]
    	global $Atrib_Power_Cooldown_Reduction_Percent[2] = [0xb1,"float"]
    	global $Atrib_Damage_Delta[2] = [0xb2,"float"]
    	global $Atrib_Damage_Delta_Total[2] = [0xb3,"float"]
    	global $Atrib_Damage_Min[2] = [0xb4,"float"]
    	global $Atrib_Damage_Bonus_Min[2] = [0xb5,"float"]
    	global $Atrib_Damage_Min_Total[2] = [0xb6,"float"]
    	global $Atrib_Damage_Min_Subtotal[2] = [0xb7,"float"]
    	global $Atrib_Damage_Percent_All_From_Skills[2] = [0xbb,"float"]
    	global $Atrib_Damage_Weapon_Delta[2] = [0xbc,"float"]
    	global $Atrib_Damage_Weapon_Delta_SubTotal[2] = [0xbd,"float"]
    	global $Atrib_Damage_Weapon_Max[2] = [0xbe,"float"]
    	global $Atrib_Damage_Weapon_Max_Total[2] = [0xbf,"float"]
    	global $Atrib_Damage_Weapon_Max_Total_All[2] = [0xc0,"float"]
    	global $Atrib_Damage_Weapon_Delta_Total[2] = [0xc1,"float"]
    	global $Atrib_Damage_Weapon_Delta_Total_All[2] = [0xc2,"float"]
    	global $Atrib_Damage_Weapon_Bonus_Delta[2] = [0xc3,"float"]
    	global $Atrib_Damage_Weapon_Min[2] = [0xc4,"float"]
    	global $Atrib_Damage_Weapon_Min_Total[2] = [0xc5,"float"]
    	global $Atrib_Damage_Weapon_Min_Total_All[2] = [0xc6,"float"]
    	global $Atrib_Damage_Weapon_Bonus_Min[2] = [0xca,"float"]
    	global $Atrib_Damage_Weapon_Percent_Bonus[2] = [0xcb,"float"]
    	global $Atrib_Damage_Weapon_Percent_All[2] = [0xcc,"float"]
    	global $Atrib_Damage_Weapon_Percent_Total[2] = [0xcd,"float"]
    	global $Atrib_Damage_Type_Percent_Bonus[2] = [0xce,"float"]
    	global $Atrib_Damage_Percent_Bonus_Witchdoctor[2] = [0xd0,"float"]
    	global $Atrib_Damage_Percent_Bonus_Wizard[2] = [0xd1,"float"]
    	global $Atrib_Crit_Percent_Base[2] = [0xd2,"float"]
    	global $Atrib_Crit_Percent_Bonus_Capped[2] = [0xd3,"float"]
    	global $Atrib_Crit_Percent_Bonus_Uncapped[2] = [0xd4,"float"]
    	global $Atrib_Crit_Percent_Cap[2] = [0xd5,"float"]
    	global $Atrib_Crit_Damage_Percent[2] = [0xd6,"float"]
    	global $Atrib_Crit_Effect_Time[2] = [0xd7,"int"]
    	global $Atrib_Pierce_Chance[2] = [0xd8,"float"]
    	global $Atrib_Damage_Absorb_Percent[2] = [0xd9,"float"]
    	global $Atrib_Damage_Reduction_Total[2] = [0xda,"float"]
    	global $Atrib_Damage_Reduction_Current[2] = [0xdb,"float"]
    	global $Atrib_Damage_Reduction_Last_Tick[2] = [0xdc,"int"]
    	global $Atrib_Block_Chance[2] = [0xdd,"float"]
    	global $Atrib_Block_Chance_Total[2] = [0xde,"float"]
    	global $Atrib_Block_Chance_Bonus_Item[2] = [0xdf,"float"]
    	global $Atrib_Block_Chance_Item[2] = [0xe0,"float"]
    	global $Atrib_Block_Chance_Item_Total[2] = [0xe1,"float"]
    	global $Atrib_Block_Amount[2] = [0xe2,"float"]
    	global $Atrib_Block_Amount_Bonus_Percent[2] = [0xe3,"float"]
    	global $Atrib_Block_Amount_Total_Min[2] = [0xe4,"float"]
    	global $Atrib_Block_Amount_Total_Max[2] = [0xe5,"float"]
    	global $Atrib_Block_Amount_Item_Min[2] = [0xe6,"float"]
    	global $Atrib_Block_Amount_Item_Delta[2] = [0xe7,"float"]
    	global $Atrib_Block_Amount_Item_Bonus[2] = [0xe8,"float"]
    	global $Atrib_Dodge_Chance_Bonus[2] = [0xe9,"float"]
    	global $Atrib_Dodge_Chance_Bonus_Melee[2] = [0xea,"float"]
    	global $Atrib_Dodge_Chance_Bonus_Ranged[2] = [0xeb,"float"]
    	global $Atrib_Get_Hit_Current[2] = [0xec,"float"]
    	global $Atrib_Get_Hit_Max_Base[2] = [0xed,"float"]
    	global $Atrib_Get_Hit_Max_Per_Level[2] = [0xee,"float"]
    	global $Atrib_Get_Hit_Max[2] = [0xef,"float"]
    	global $Atrib_Get_Hit_Recovery_Base[2] = [0xf0,"float"]
    	global $Atrib_Get_Hit_Recovery_Per_Level[2] = [0xf1,"float"]
    	global $Atrib_Get_Hit_Recovery[2] = [0xf2,"float"]
    	global $Atrib_Get_Hit_Damage[2] = [0xf3,"float"]
    	global $Atrib_Get_Hit_Damage_Scalar[2] = [0xf4,"float"]
    	global $Atrib_Last_Damage_MainActor[2] = [0xf5,"int"]
    	global $Atrib_Last_ACD_Attacked[2] = [0xf6,"int"]
    	global $Atrib_Ignores_Critical_Hits[2] = [0xf7,"int"]
    	global $Atrib_Immunity[2] = [0xf8,"int"]
    	global $Atrib_Untargetable[2] = [0xf9,"int"]
    	global $Atrib_Immobolize[2] = [0xfa,"int"]
    	global $Atrib_Immune_To_Knockback[2] = [0xfb,"int"]
    	global $Atrib_Power_Immobilize[2] = [0xfc,"int"]
    	global $Atrib_Stun_Chance[2] = [0xfd,"float"]
    	global $Atrib_Stun_Length[2] = [0xfe,"float"]
    	global $Atrib_Stun_Recovery[2] = [0xff,"float"]
    	global $Atrib_Stun_Recovery_Speed[2] = [0x100,"float"]
    	global $Atrib_Stunned[2] = [0x101,"int"]
    	global $Atrib_Stun_Immune[2] = [0x102,"int"]
    	global $Atrib_Poison_Length_Reduction[2] = [0x103,"float"]
    	global $Atrib_Poisoned[2] = [0x104,"int"]
    	global $Atrib_Bleeding[2] = [0x105,"int"]
    	global $Atrib_Bleed_Duration[2] = [0x106,"float"]
    	global $Atrib_Chilled[2] = [0x107,"int"]
    	global $Atrib_Freeze_Length_Reduction[2] = [0x108,"float"]
    	global $Atrib_Freeze_Immune[2] = [0x109,"int"]
    	global $Atrib_Webbed[2] = [0x10a,"int"]
    	global $Atrib_Slow[2] = [0x10b,"int"]
    	global $Atrib_FireAura[2] = [0x10c,"int"]
    	global $Atrib_LightningAura[2] = [0x10d,"int"]
    	global $Atrib_ColdAura[2] = [0x10e,"int"]
    	global $Atrib_PoisonAura[2] = [0x10f,"int"]
    	global $Atrib_Blind[2] = [0x110,"int"]
    	global $Atrib_Enraged[2] = [0x111,"int"]
    	global $Atrib_Slowdown_Immune[2] = [0x112,"int"]
    	global $Atrib_Gethit_Immune[2] = [0x113,"int"]
    	global $Atrib_Suffocation_Per_Second[2] = [0x114,"float"]
    	global $Atrib_Suffocation_Unit_Value[2] = [0x115,"float"]
    	global $Atrib_Thorns_Percent[2] = [0x116,"float"]
    	global $Atrib_Thorns_Percent_All[2] = [0x117,"float"]
    	global $Atrib_Thorns_Percent_Total[2] = [0x118,"float"]
    	global $Atrib_Thorns_Fixed[2] = [0x119,"float"]
    	global $Atrib_Steal_Health_Percent[2] = [0x11a,"float"]
    	global $Atrib_Steal_Mana_Percent[2] = [0x1b,"float"]
    	global $Atrib_Resource_On_Hit[2] = [0x11c,"float"]
    	global $Atrib_Resource_On_Kill[2] = [0x11d,"float"]
    	global $Atrib_Resource_On_Crit[2] = [0x11e,"float"]
    	global $Atrib_Hitpoints_On_Hit[2] = [0x11f,"float"]
    	global $Atrib_Hitpoints_On_Kill[2] = [0x120,"float"]
    	global $Atrib_Damage_To_Mana[2] = [0x121,"float"]
    	global $Atrib_Last_Proc_Time[2] = [0x122,"int"]
    	global $Atrib_Damage_Power_Delta[2] = [0x123,"float"]
    	global $Atrib_Damage_Power_Min[2] = [0x124,"float"]
    	global $Atrib_Rope_Overlay[2] = [0x125,"int"]
    	global $Atrib_General_Cooldown[2] = [0x126,"int"]
    	global $Atrib_Power_Cooldown[2] = [0x127,"int"]
    	global $Atrib_Power_Cooldown_Start[2] = [0x128,"int"]
    	global $Atrib_Proc_Cooldown[2] = [0x129,"int"]
    	global $Atrib_Emote_Cooldown[2] = [0x12a,"int"]
    	global $Atrib_Projectile_Speed[2] = [0x12b,"float"]
    	global $Atrib_Projectile_Speed_Increase_Percent[2] = [0x12c,"float"]
    	global $Atrib_Destroy_When_Path_Blocked[2] = [0x12d,"int"]
    	global $Atrib_Skill_Toggled_State[2] = [0x12e,"int"]
    	global $Atrib_Act[2] = [0x12f,"int"]
    	global $Atrib_Difficulty[2] = [0x130,"int"]
    	global $Atrib_Last_Damage_Amount[2] = [0x131,"float"]
    	global $Atrib_In_Knockback[2] = [0x132,"int"]
    	global $Atrib_Amplify_Damage_Type_Percent[2] = [0x133,"float"]
    	global $Atrib_Amplify_Damage_Percent[2] = [0x134,"float"]
    	global $Atrib_Durability_Cur[2] = [0x135,"int"]
    	global $Atrib_Durability_Max[2] = [0x136,"int"]
    	global $Atrib_Durability_Last_Damage[2] = [0x137,"int"]
    	global $Atrib_Item_Quality_Level[2] = [0x138,"int"]
    	global $Atrib_Item_Cost_Percent_Bonus[2] = [0x13a,"float"]
    	global $Atrib_Item_Equipped[2] = [0x13b,"int"]
    	global $Atrib_Requirement[2] = [0x13c,"float"]
    	global $Atrib_Requirements_Ease_Percent[2] = [0x13d,"float"]
    	global $Atrib_Requirement_When_Equipped[2] = [0x13e,"float"]
    	global $Atrib_Sockets[2] = [0x13f,"int"]
    	global $Atrib_Sockets_Filled[2] = [0x140,"int"]
    	global $Atrib_Stats_All_Bonus[2] = [0x141,"float"]
    	global $Atrib_Item_Bound_To_ACD[2] = [0x142,"int"]
    	global $Atrib_Item_Locked_To_ACD[2] = [0x143,"int"]
    	global $Atrib_Item_Binding_Level_Override[2] = [0x144,"int"]
    	global $Atrib_ItemStackQuantityHi[2] = [0x145,"int"]
    	global $Atrib_ItemStackQuantityLo[2] = [0x146,"int"]
    	global $Atrib_Run_Speed_Granted[2] = [0x147,"float"]
    	global $Atrib_Run_Speed_Duration[2] = [0x148,"int"]
    	global $Atrib_IdentifyCost[2] = [0x149,"int"]
    	global $Atrib_Seed[2] = [0x14a,"int"]
    	global $Atrib_IsCrafted[2] = [0x14b,"int"]
    	global $Atrib_DyeType[2] = [0x14c,"int"]
    	global $Atrib_EnchantAffix[2] = [0x14d,"int"]
    	global $Atrib_EnchantRangeVal[2] = [0x14e,"int"]
    	global $Atrib_HighlySalvageable[2] = [0x14f,"int"]
    	global $Atrib_ItemUnlockTimeHi[2] = [0x150,"int"]
    	global $Atrib_ItemUnlockTimeLo[2] = [0x151,"int"]
    	global $Atrib_Always_Plays_GetHit[2] = [0x152,"int"]
    	global $Atrib_Hidden[2] = [0x153,"int"]
    	global $Atrib_RActor_Fade_Group[2] = [0x154,"int"]
    	global $Atrib_Quest_Range[2] = [0x155,"int"]
    	global $Atrib_Attack_Cooldown_Min[2] = [0x156,"int"]
    	global $Atrib_Attack_Cooldown_Delta[2] = [0x157,"int"]
    	global $Atrib_InitialCooldownMinTotal[2] = [0x158,"int"]
    	global $Atrib_InitialCooldownDeltaTotal[2] = [0x159,"int"]
    	global $Atrib_Attack_Cooldown_Min_Total[2] = [0x15a,"int"]
    	global $Atrib_Attack_Cooldown_Delta_Total[2] = [0x15b,"int"]
    	global $Atrib_Closing_Cooldown_Min_Total[2] = [0x15c,"int"]
    	global $Atrib_Closing_Cooldown_Delta_Total[2] = [0x15d,"int"]
    	global $Atrib_Quest_Monster[2] = [0x15e,"int"]
    	global $Atrib_Quest_Monster_Effect[2] = [0x15f,"int"]
    	global $Atrib_Treasure_Class[2] = [0x160,"int"]
    	global $Atrib_Removes_Body_On_Death[2] = [0x161,"int"]
    	global $Atrib_InitialCooldownMin[2] = [0x162,"int"]
    	global $Atrib_InitialCooldownDelta[2] = [0x163,"int"]
    	global $Atrib_Knockback_Weight[2] = [0x164,"float"]
    	global $Atrib_UntargetableByPets[2] = [0x165,"int"]
    	global $Atrib_Damage_State_Current[2] = [0x166,"int"]
    	global $Atrib_Damage_State_Max[2] = [0x167,"int"]
    	global $Atrib_Is_Player_Decoy[2] = [0x168,"int"]
    	global $Atrib_Custom_Target_Weight[2] = [0x169,"float"]
    	global $Atrib_Gizmo_State[2] = [0x16a,"int"]
    	global $Atrib_Gizmo_Charges[2] = [0x61b,"int"]
    	global $Atrib_Chest_Open[2] = [0x16c,"int"]
    	global $Atrib_Door_Locked[2] = [0x16d,"int"]
    	global $Atrib_Door_Timer[2] = [0x16e,"int"]
    	global $Atrib_Gizmo_Disabled_By_Script[2] = [0x16f,"int"]
    	global $Atrib_Gizmo_Operator_ACDID[2] = [0x170,"int"]
    	global $Atrib_Triggering_Count[2] = [0x171,"int"]
    	global $Atrib_Gate_Position[2] = [0x172,"float"]
    	global $Atrib_Gate_Velocity[2] = [0x173,"float"]
    	global $Atrib_Gizmo_Has_Been_Operated[2] = [0x174,"int"]
    	global $Atrib_Pet_Owner[2] = [0x175,"int"]
    	global $Atrib_Pet_Creator[2] = [0x176,"int"]
    	global $Atrib_Pet_Type[2] = [0x177,"int"]
    	global $Atrib_DropsNoLoot[2] = [0x178,"int"]
    	global $Atrib_GrantsNoXP[2] = [0x179,"int"]
    	global $Atrib_Hireling_Class[2] = [0x17a,"int"]
    	global $Atrib_Summoned_By_SNO[2] = [0x17b,"int"]
    	global $Atrib_Is_NPC[2] = [0x17c,"int"]
    	global $Atrib_NPC_Is_Operatable[2] = [0x17d,"int"]
    	global $Atrib_NPC_Is_Escorting[2] = [0x17e,"int"]
    	global $Atrib_NPC_Has_Interact_Options[2] = [0x17f,"int"]
    	global $Atrib_Conversation_Icon[2] = [0x180,"int"]
    	global $Atrib_Callout_Cooldown[2] = [0x181,"int"]
    	global $Atrib_Banter_Cooldown[2] = [0x182,"int"]
    	global $Atrib_Conversation_Heard_Count[2] = [0x183,"int"]
    	global $Atrib_Last_Tick_Shop_Entered[2] = [0x184,"int"]
    	global $Atrib_Is_Helper[2] = [0x185,"int"]
    	global $Atrib_Axe[2] = [0x186,"float"]
    	global $Atrib_Axe2H[2] = [0x187,"float"]
    	global $Atrib_ThrowingAxe[2] = [0x188,"float"]
    	global $Atrib_AxeAny[2] = [0x189,"float"]
    	global $Atrib_Bow[2] = [0x18a,"float"]
    	global $Atrib_Crossbow[2] = [0x18b,"float"]
    	global $Atrib_BowAny[2] = [0x18c,"float"]
    	global $Atrib_Club[2] = [0x18d,"float"]
    	global $Atrib_Club2H[2] = [0x18e,"float"]
    	global $Atrib_ClubAny[2] = [0x18f,"float"]
    	global $Atrib_Dagger[2] = [0x17E,"float"]
    	global $Atrib_Mace[2] = [0x17F,"float"]
    	global $Atrib_Mace2H[2] = [0x180,"float"]
    	global $Atrib_MaceAny[2] = [0x181,"float"]
    	global $Atrib_Sword[2] = [0x182,"float"]
    	global $Atrib_Sword2H[2] = [0x183,"float"]
    	global $Atrib_SwordAny[2] = [0x184,"float"]
    	global $Atrib_Polearm[2] = [0x185,"float"]
    	global $Atrib_Spear[2] = [0x186,"float"]
    	global $Atrib_Wand[2] = [0x187,"float"]
    	global $Atrib_ColdStaff[2] = [0x188,"float"]
    	global $Atrib_FireStaff[2] = [0x189,"float"]
    	global $Atrib_LightningStaff[2] = [0x18A,"float"]
    	global $Atrib_PoisonStaff[2] = [0x18B,"float"]
    	global $Atrib_StaffAny[2] = [0x18C,"float"]
    	global $Atrib_Weapon1H[2] = [0x18D,"float"]
    	global $Atrib_Weapon2H[2] = [0x18E,"float"]
    	global $Atrib_WeaponMelee[2] = [0x18F,"float"]
    	global $Atrib_WeaponRanged[2] = [0x190,"float"]
    	global $Atrib_Quiver[2] = [0x191,"float"]
    	global $Atrib_Reincarnation_Buff[2] = [0x192,"int"]
    	global $Atrib_Dead_Body_AnimTag[2] = [0x193,"int"]
    	global $Atrib_Spawned_by_ACDID[2] = [0x194,"int"]
    	global $Atrib_Summoned_By_ACDID[2] = [0x195,"int"]
    	global $Atrib_Summoner_ID[2] = [0x196,"int"]
    	global $Atrib_Banner_ACDID[2] = [0x197,"int"]
    	global $Atrib_Breakable_Shield_HP[2] = [0x198,"float"]
    	global $Atrib_Current_WeaponClass[2] = [0x199,"int"]
    	global $Atrib_Weapons_Sheathed[2] = [0x19A,"int"]
    	global $Atrib_Held_In_OffHand[2] = [0x19B,"int"]
    	global $Atrib_Attacks_Per_Second_Item_MainHand[2] = [0x19C,"float"]
    	global $Atrib_Attacks_Per_Second_Item_OffHand[2] = [0x19D,"float"]
    	global $Atrib_Attacks_Per_Second_Item_Total_MainHand[2] = [0x19E,"float"]
    	global $Atrib_Attacks_Per_Second_Item_Total_OffHand[2] = [0x19F,"float"]
    	global $Atrib_Damage_Weapon_Min_Total_MainHand[2] = [0x1A0,"float"]
    	global $Atrib_Damage_Weapon_Min_Total_OffHand[2] = [0x1A1,"float"]
    	global $Atrib_Damage_Weapon_Delta_Total_MainHand[2] = [0x1A2,"float"]
    	global $Atrib_Damage_Weapon_Delta_Total_OffHand[2] = [0x1A3,"float"]
    	global $Atrib_Attacks_Per_Second_Item_CurrentHand[2] = [0x1A4,"float"]
    	global $Atrib_Damage_Weapon_Min_Total_CurrentHand[2] = [0x1A5,"float"]
    	global $Atrib_Damage_Weapon_Delta_Total_CurrentHand[2] = [0x1A6,"float"]
    	global $Atrib_Has_Special_Death_AnimTag[2] = [0x1A7,"int"]
    	global $Atrib_Death_Type_Override[2] = [0x1A8,"int"]
    	global $Atrib_In_Combat[2] = [0x1A9,"int"]
    	global $Atrib_In_Conversation[2] = [0x1AA,"int"]
    	global $Atrib_Last_Tick_Potion_Used[2] = [0x1AB,"int"]
    	global $Atrib_Potion_Dilution_Percent[2] = [0x1AC,"float"]
    	global $Atrib_Out_Of_Combat_Health_Regen_Percent[2] = [0x1AD,"float"]
    	global $Atrib_Out_Of_Combat_Mana_Regen_Percent[2] = [0x1AE,"float"]
    	global $Atrib_Potion_Dilution_Duration[2] = [0x1AF,"int"]
    	global $Atrib_Potion_Dilution_Scalar[2] = [0x1B0,"float"]
    	global $Atrib_Feared[2] = [0x1B1,"int"]
    	global $Atrib_Fear_Immune[2] = [0x1B2,"int"]
    	global $Atrib_Last_Damage_ACD[2] = [0x1B3,"int"]
    	global $Atrib_Attached_To_ACD[2] = [0x1B4,"int"]
    	global $Atrib_Attachment_ACD[2] = [0x1B5,"int"]
    	global $Atrib_Normal_Attack_Replacement_Power_SNO[2] = [0x1B6,"int"]
    	global $Atrib_Damage_Type_Override[2] = [0x1B7,"float"]
    	global $Atrib_Minion_Count_Bonus_Percent[2] = [0x1B8,"float"]
    	global $Atrib_Champion_Teleport_Next_Tick[2] = [0x1B9,"int"]
    	global $Atrib_Champion_Teleport_Time_Min_In_Seconds[2] = [0x1BA,"float"]
    	global $Atrib_Champion_Teleport_Time_Delta_In_Seconds[2] = [0x1BB,"float"]
    	global $Atrib_Champion_Clone_Next_Tick[2] = [0x1BC,"int"]
    	global $Atrib_Champion_Clone_Time_Min_In_Seconds[2] = [0x1BD,"float"]
    	global $Atrib_Champion_Clone_Time_Delta_In_Seconds[2] = [0x1BE,"float"]
    	global $Atrib_Champion_Clone_Hitpoint_Bonus_Percent[2] = [0x1BF,"float"]
    	global $Atrib_Champion_Clone_Damage_Bonus_Percent[2] = [0x1C0,"float"]
    	global $Atrib_Champion_Ghostly_Next_Tick[2] = [0x1C1,"int"]
    	global $Atrib_Champion_Ghostly_Inactive_Time_Min_In_Seconds[2] = [0x1C2,"float"]
    	global $Atrib_Champion_Ghostly_Inactive_Time_Delta_In_Seconds[2] = [0x1C3,"float"]
    	global $Atrib_Champion_Ghostly_Active_Time_Min_In_Seconds[2] = [0x1C4,"float"]
    	global $Atrib_Champion_Ghostly_Active_Time_Delta_In_Seconds[2] = [0x1C5,"float"]
    	global $Atrib_Champion_Ghostly_Saved_Dodge_Chance[2] = [0x1C6,"float"]
    	global $Atrib_Champion_Ghostly[2] = [0x1C7,"int"]
    	global $Atrib_Base_Element[2] = [0x1C8,"int"]
    	global $Atrib_Projectile_Amount_Bonus_Percent[2] = [0x1C9,"float"]
    	global $Atrib_Projectile_Reflect_Chance[2] = [0x1CA,"float"]
    	global $Atrib_Attack_Fear_Chance[2] = [0x1CB,"float"]
    	global $Atrib_Attack_Fear_Time_Min[2] = [0x1CC,"float"]
    	global $Atrib_Attack_Fear_Time_Delta[2] = [0x1CD,"float"]
    	global $Atrib_Buff_Visual_Effect[2] = [0x1CE,"int"]
    	global $Atrib_Buff_Icon_Start_Tick0[2] = [0x1CF,"int"]
    	global $Atrib_Buff_Icon_Start_Tick1[2] = [0x1D0,"int"]
    	global $Atrib_Buff_Icon_Start_Tick2[2] = [0x1D1,"int"]
    	global $Atrib_Buff_Icon_Start_Tick3[2] = [0x1D2,"int"]
    	global $Atrib_Buff_Icon_Start_Tick4[2] = [0x1D3,"int"]
    	global $Atrib_Buff_Icon_Start_Tick5[2] = [0x1D4,"int"]
    	global $Atrib_Buff_Icon_Start_Tick6[2] = [0x1D5,"int"]
    	global $Atrib_Buff_Icon_Start_Tick7[2] = [0x1D6,"int"]
    	global $Atrib_Buff_Icon_End_Tick0[2] = [0x1D7,"int"]
    	global $Atrib_Buff_Icon_End_Tick1[2] = [0x1D8,"int"]
    	global $Atrib_Buff_Icon_End_Tick2[2] = [0x1D9,"int"]
    	global $Atrib_Buff_Icon_End_Tick3[2] = [0x1DA,"int"]
    	global $Atrib_Buff_Icon_End_Tick4[2] = [0x1DB,"int"]
    	global $Atrib_Buff_Icon_End_Tick5[2] = [0x1DC,"int"]
    	global $Atrib_Buff_Icon_End_Tick6[2] = [0x1DD,"int"]
    	global $Atrib_Buff_Icon_End_Tick7[2] = [0x1DE,"int"]
    	global $Atrib_Could_Have_Ragdolled[2] = [0x1DF,"int"]
    	global $Atrib_Ambient_Damage_Effect_Last_Time[2] = [0x1E0,"int"]
    	global $Atrib_Scale_Bonus[2] = [0x1E1,"float"]
    	global $Atrib_Deleted_On_Server[2] = [0x1E2,"int"]
    	global $Atrib_Scripted_Fade_Time[2] = [0x1E3,"int"]
    	global $Atrib_Does_No_Damage[2] = [0x1E4,"int"]
    	global $Atrib_Does_Fake_Damage[2] = [0x1E5,"int"]
    	global $Atrib_SlowTime_Debuff[2] = [0x1E6,"float"]
    	global $Atrib_Blocks_Projectiles[2] = [0x1E7,"int"]
    	global $Atrib_Frozen[2] = [0x1E8,"int"]
    	global $Atrib_Freeze_Damage_Percent_Bonus[2] = [0x1E9,"float"]
    	global $Atrib_Buff_Active[2] = [0x1EA,"int"]
    	global $Atrib_DualWield_BothAttack_Chance[2] = [0x1EB,"float"]
    	global $Atrib_Summon_Expiration_Tick[2] = [0x1EC,"int"]
    	global $Atrib_Summon_Count[2] = [0x1ED,"int"]
    	global $Atrib_Uninterruptible[2] = [0x1EE,"int"]
    	global $Atrib_Queue_Death[2] = [0x1EF,"int"]
    	global $Atrib_CantStartDisplayedPowers[2] = [0x1F0,"int"]
    	global $Atrib_Wizard_Slowtime_Proxy_ACD[2] = [0x1F1,"int"]
    	global $Atrib_DPS[2] = [0x1F2,"float"]
    	global $Atrib_Resurrection_Power[2] = [0x1F3,"int"]
    	global $Atrib_Freeze_Damage[2] = [0x1F4,"float"]
    	global $Atrib_Freeze_Capacity[2] = [0x1F5,"float"]
    	global $Atrib_Thaw_Rate[2] = [0x1F6,"float"]
    	global $Atrib_Chilled_Dur_Bonus_Percent[2] = [0x1F7,"float"]
    	global $Atrib_DOT_DPS[2] = [0x1F8,"float"]
    	global $Atrib_DamageCap_Percent[2] = [0x1F9,"float"]
    	global $Atrib_Item_Time_Sold[2] = [0x1FA,"int"]
    	global $Atrib_Forced_Hireling_Power[2] = [0x1FB,"int"]
    	global $Atrib_IsRooted[2] = [0x1FC,"int"]
    	global $Atrib_RootTargetACD[2] = [0x1FD,"int"]
    	global $Atrib_RootAutoDecayPerSecond[2] = [0x1FE,"float"]
    	global $Atrib_RootUnitValue[2] = [0x1FF,"float"]
    	global $Atrib_RootTotalTicks[2] = [0x200,"int"]
    	global $Atrib_Hide_Affixes[2] = [0x201,"int"]
    	global $Atrib_Rune_A[2] = [0x202,"int"]
    	global $Atrib_Rune_B[2] = [0x203,"int"]
    	global $Atrib_Rune_C[2] = [0x204,"int"]
    	global $Atrib_Rune_D[2] = [0x205,"int"]
    	global $Atrib_Rune_E[2] = [0x206,"int"]
    	global $Atrib_Resistance_Stun[2] = [0x207,"float"]
    	global $Atrib_Resistance_Stun_Total[2] = [0x208,"float"]
    	global $Atrib_Resistance_Root[2] = [0x209,"float"]
    	global $Atrib_Resistance_Root_Total[2] = [0x20A,"float"]
    	global $Atrib_Resistance_Freeze[2] = [0x20B,"float"]
    	global $Atrib_Resistance_Freeze_Total[2] = [0x20C,"float"]
    	global $Atrib_Resistance_StunRootFreeze[2] = [0x20D,"float"]
    	global $Atrib_CrowdControl_Reduction[2] = [0x20E,"float"]
    	global $Atrib_Displays_Team_Effect[2] = [0x20F,"int"]
    	global $Atrib_Cannot_Be_Added_To_AI_Target_List[2] = [0x210,"int"]
    	global $Atrib_SkillKit[2] = [0x211,"int"]
    	global $Atrib_Immune_To_Charm[2] = [0x212,"int"]
    	global $Atrib_Immune_To_Blind[2] = [0x213,"int"]
    	global $Atrib_Damage_Shield[2] = [0x214,"int"]
    	global $Atrib_Silenced[2] = [0x215,"int"]
    	global $Atrib_Diseased[2] = [0x216,"int"]
    	global $Atrib_Guard_Object_ACDID[2] = [0x217,"int"]
    	global $Atrib_Follow_Target_ACDID[2] = [0x218,"int"]
    	global $Atrib_Follow_Target_Type[2] = [0x219,"int"]
    	global $Atrib_Forced_Enemy_ACDID[2] = [0x21A,"int"]
    	global $Atrib_NPC_Talk_Target_ANN[2] = [0x21B,"int"]
    	global $Atrib_NPC_Conv_Target_ANN[2] = [0x21C,"int"]
    	global $Atrib_Script_Target_ACDID[2] = [0x21D,"int"]
    	global $Atrib_Look_Target_Server_ANN[2] = [0x21E,"int"]
    	global $Atrib_Look_Target_Broadcast_Intensity[2] = [0x21F,"float"]
    	global $Atrib_Look_Target_Broadcast_Radius[2] = [0x220,"float"]
    	global $Atrib_Stealthed[2] = [0x221,"int"]
    	global $Atrib_GemQuality[2] = [0x222,"int"]
    	global $Atrib_ItemBuffIcon[2] = [0x223,"int"]
    	global $Atrib_ScrollDuration[2] = [0x224,"float"]
    	global $Atrib_Gizmo_Actor_SNO_To_Spawn[2] = [0x225,"int"]
    	global $Atrib_Gizmo_Actor_To_Spawn_Scale[2] = [0x226,"float"]
    	global $Atrib_Death_Replacement_Power_SNO[2] = [0x227,"int"]
    	global $Atrib_Attachment_Handled_By_Client[2] = [0x228,"int"]
    	global $Atrib_AI_In_Special_State[2] = [0x229,"int"]
    	global $Atrib_AI_Used_Scripted_Spawn_Anim[2] = [0x22A,"int"]
    	global $Atrib_AI_Spawned_By_Inactive_Marker[2] = [0x22B,"int"]
    	global $Atrib_Headstone_Player_ANN[2] = [0x22C,"int"]
    	global $Atrib_Resource_Cost_Reduction_Percent[2] = [0x22D,"float"]
    	global $Atrib_Resistance_Penetration[2] = [0x22E,"float"]
    	global $Atrib_Resistance_Penetration_Total[2] = [0x22F,"float"]
    	global $Atrib_Resistance_Penetration_All[2] = [0x230,"float"]
    	global $Atrib_Resistance_Penetration_Percent_All[2] = [0x231,"float"]
    	global $Atrib_Fury_Effect_Level[2] = [0x232,"int"]
    	global $Atrib_Health_Potion_Bonus_Heal_Percent[2] = [0x233,"float"]
    	global $Atrib_Free_Cast[2] = [0x234,"int"]
    	global $Atrib_Free_Cast_All[2] = [0x235,"int"]
    	global $Atrib_Movement_Scalar_Reduction_Percent[2] = [0x236,"float"]
    	global $Atrib_Movement_Scalar_Reduction_Resistance[2] = [0x237,"float"]
    	global $Atrib_Damage_Absorb_Percent_All[2] = [0x238,"float"]
    	global $Atrib_World_Seed[2] = [0x239,"int"]
    	global $Atrib_Kill_Count_Record[2] = [0x23A,"int"]
    	global $Atrib_Object_Destruction_Record[2] = [0x23B,"int"]
    	global $Atrib_Single_Attack_Record[2] = [0x23C,"int"]
    	global $Atrib_Environment_Attack_Record[2] = [0x23D,"int"]
    	global $Atrib_Root_Immune[2] = [0x23E,"int"]
    	global $Atrib_Monster_Play_Get_Hit_Bonus[2] = [0x23F,"float"]
    	global $Atrib_Stored_Contact_Frame[2] = [0x240,"int"]
    	global $Atrib_Buff_Icon_Count0[2] = [0x241,"int"]
    	global $Atrib_Buff_Icon_Count1[2] = [0x242,"int"]
    	global $Atrib_Buff_Icon_Count2[2] = [0x243,"int"]
    	global $Atrib_Buff_Icon_Count3[2] = [0x244,"int"]
    	global $Atrib_Buff_Icon_Count4[2] = [0x245,"int"]
    	global $Atrib_Buff_Icon_Count5[2] = [0x246,"int"]
    	global $Atrib_Buff_Icon_Count6[2] = [0x247,"int"]
    	global $Atrib_Buff_Icon_Count7[2] = [0x248,"int"]
    	global $Atrib_Observer[2] = [0x249,"int"]
    	global $Atrib_Resurrect_As_Observer[2] = [0x24A,"int"]
    	global $Atrib_Combo_Level[2] = [0x24B,"int"]
    	global $Atrib_Combo_Time_Last_Move[2] = [0x24C,"int"]
    	global $Atrib_Burrowed[2] = [0x24D,"int"]
    	global $Atrib_Death_Replacement_Effect_Group_SNO[2] = [0x24E,"int"]
    	global $Atrib_Checkpoint_Resurrection_Allowed_Game_Time[2] = [0x24F,"int"]
    	global $Atrib_Checkpoint_Resurrection_Forced_Game_Time[2] = [0x250,"int"]
    	global $Atrib_Controlling_TimedEvent_SNO[2] = [0x251,"int"]
    	global $Atrib_Casting_Speed_Percent[2] = [0x252,"float"]
    	global $Atrib_Using_Bossbar[2] = [0x253,"int"]
    	global $Atrib_Power_Buff_0_Visual_Effect[2] = [0x254,"int"]
    	global $Atrib_Power_Buff_1_Visual_Effect[2] = [0x255,"int"]
    	global $Atrib_Power_Buff_2_Visual_Effect[2] = [0x256,"int"]
    	global $Atrib_Power_Buff_3_Visual_Effect[2] = [0x257,"int"]
    	global $Atrib_Power_Buff_4_Visual_Effect[2] = [0x258,"int"]
    	global $Atrib_Power_Buff_5_Visual_Effect[2] = [0x259,"int"]
    	global $Atrib_Power_Buff_6_Visual_Effect[2] = [0x25A,"int"]
    	global $Atrib_Power_Buff_7_Visual_Effect[2] = [0x25B,"int"]
    	global $Atrib_Store_SNO[2] = [0x25C,"int"]
    	global $Atrib_Busy[2] = [0x25D,"int"]
    	global $Atrib_Afk[2] = [0x25E,"int"]
    	global $Atrib_Last_Action_Timestamp[2] = [0x25F,"int"]
    	global $Atrib_Portal_Next_Time[2] = [0x260,"int"]
    	global $Atrib_Repair_Discount_Percent[2] = [0x261,"float"]
    	global $Atrib_Resource_Degeneration_Prevented[2] = [0x262,"int"]
    	global $Atrib_Operatable[2] = [0x263,"int"]
    	global $Atrib_Look_Override[2] = [0x264,"int"]
    	global $Atrib_Spawner_Concurrent_Count_ID[2] = [0x265,"int"]
    	global $Atrib_Disabled[2] = [0x266,"int"]
    	global $Atrib_Skill_Override[2] = [0x267,"int"]
    	global $Atrib_Skill_Override_Active[2] = [0x268,"int"]
    	global $Atrib_Skill_Override_Ended[2] = [0x269,"int"]
    	global $Atrib_Skill_Override_Ended_Active[2] = [0x26A,"int"]
    	global $Atrib_Is_Power_Proxy[2] = [0x26B,"int"]
    	global $Atrib_Force_No_Death_Animation[2] = [0x26C,"int"]
    	global $Atrib_Player_WeaponClass_Anim_Override[2] = [0x26D,"int"]
    	global $Atrib_Operatable_Story_Gizmo[2] = [0x26E,"int"]
    	global $Atrib_Power_Buff_0_Visual_Effect_None[2] = [0x26F,"int"]
    	global $Atrib_Power_Buff_0_Visual_Effect_A[2] = [0x270,"int"]
    	global $Atrib_Power_Buff_0_Visual_Effect_B[2] = [0x271,"int"]
    	global $Atrib_Power_Buff_0_Visual_Effect_C[2] = [0x272,"int"]
    	global $Atrib_Power_Buff_0_Visual_Effect_D[2] = [0x273,"int"]
    	global $Atrib_Power_Buff_0_Visual_Effect_E[2] = [0x274,"int"]
    	global $Atrib_Power_Buff_1_Visual_Effect_None[2] = [0x275,"int"]
    	global $Atrib_Power_Buff_1_Visual_Effect_A[2] = [0x276,"int"]
    	global $Atrib_Power_Buff_1_Visual_Effect_B[2] = [0x277,"int"]
    	global $Atrib_Power_Buff_1_Visual_Effect_C[2] = [0x278,"int"]
    	global $Atrib_Power_Buff_1_Visual_Effect_D[2] = [0x279,"int"]
    	global $Atrib_Power_Buff_1_Visual_Effect_E[2] = [0x27A,"int"]
    	global $Atrib_Power_Buff_2_Visual_Effect_None[2] = [0x27B,"int"]
    	global $Atrib_Power_Buff_2_Visual_Effect_A[2] = [0x27C,"int"]
    	global $Atrib_Power_Buff_2_Visual_Effect_B[2] = [0x27D,"int"]
    	global $Atrib_Power_Buff_2_Visual_Effect_C[2] = [0x27E,"int"]
    	global $Atrib_Power_Buff_2_Visual_Effect_D[2] = [0x27F,"int"]
    	global $Atrib_Power_Buff_2_Visual_Effect_E[2] = [0x280,"int"]
    	global $Atrib_Power_Buff_3_Visual_Effect_None[2] = [0x281,"int"]
    	global $Atrib_Power_Buff_3_Visual_Effect_A[2] = [0x282,"int"]
    	global $Atrib_Power_Buff_3_Visual_Effect_B[2] = [0x283,"int"]
    	global $Atrib_Power_Buff_3_Visual_Effect_C[2] = [0x284,"int"]
    	global $Atrib_Power_Buff_3_Visual_Effect_D[2] = [0x285,"int"]
    	global $Atrib_Power_Buff_3_Visual_Effect_E[2] = [0x286,"int"]
    	global $Atrib_Power_Buff_4_Visual_Effect_None[2] = [0x287,"int"]
    	global $Atrib_Power_Buff_4_Visual_Effect_A[2] = [0x288,"int"]
    	global $Atrib_Power_Buff_4_Visual_Effect_B[2] = [0x289,"int"]
    	global $Atrib_Power_Buff_4_Visual_Effect_C[2] = [0x28A,"int"]
    	global $Atrib_Power_Buff_4_Visual_Effect_D[2] = [0x28B,"int"]
    	global $Atrib_Power_Buff_4_Visual_Effect_E[2] = [0x28C,"int"]
    	global $Atrib_Power_Buff_5_Visual_Effect_None[2] = [0x28D,"int"]
    	global $Atrib_Power_Buff_5_Visual_Effect_A[2] = [0x28E,"int"]
    	global $Atrib_Power_Buff_5_Visual_Effect_B[2] = [0x28F,"int"]
    	global $Atrib_Power_Buff_5_Visual_Effect_C[2] = [0x290,"int"]
    	global $Atrib_Power_Buff_5_Visual_Effect_D[2] = [0x291,"int"]
    	global $Atrib_Power_Buff_5_Visual_Effect_E[2] = [0x292,"int"]
    	global $Atrib_Power_Buff_6_Visual_Effect_None[2] = [0x293,"int"]
    	global $Atrib_Power_Buff_6_Visual_Effect_A[2] = [0x294,"int"]
    	global $Atrib_Power_Buff_6_Visual_Effect_B[2] = [0x295,"int"]
    	global $Atrib_Power_Buff_6_Visual_Effect_C[2] = [0x296,"int"]
    	global $Atrib_Power_Buff_6_Visual_Effect_D[2] = [0x297,"int"]
    	global $Atrib_Power_Buff_6_Visual_Effect_E[2] = [0x298,"int"]
    	global $Atrib_Power_Buff_7_Visual_Effect_None[2] = [0x299,"int"]
    	global $Atrib_Power_Buff_7_Visual_Effect_A[2] = [0x29A,"int"]
    	global $Atrib_Power_Buff_7_Visual_Effect_B[2] = [0x29B,"int"]
    	global $Atrib_Power_Buff_7_Visual_Effect_C[2] = [0x29C,"int"]
    	global $Atrib_Power_Buff_7_Visual_Effect_D[2] = [0x29D,"int"]
    	global $Atrib_Power_Buff_7_Visual_Effect_E[2] = [0x29E,"int"]
    	global $Atrib_Walk_Passability_Power_SNO[2] = [0x29F,"int"]
    	global $Atrib_Passability_Power_SNO[2] = [0x2A0,"int"]
    	global $Atrib_Flippy_ID[2] = [0x2A1,"int"]
    	global $Atrib_Summoning_Machine_Num_Casters[2] = [0x2A2,"int"]
    	global $Atrib_Summoning_Machine_Spawn_Count[2] = [0x2A3,"int"]
    	global $Atrib_Summoning_Machine_Next_Spawn_Ticks[2] = [0x2A4,"int"]
    	global $Atrib_Summoning_Machine_Spawn_Team[2] = [0x2A5,"int"]
    	global $Atrib_Screen_Attack_Radius_Constant[2] = [0x2A6,"float"]
    	global $Atrib_Damage_Done_Reduction_Percent[2] = [0x2A7,"float"]
    	global $Atrib_Set_Item_Count[2] = [0x2A8,"int"]
    	global $Atrib_Spawner_Countdown_Percent[2] = [0x2A9,"float"]
    	global $Atrib_Attack_Slow[2] = [0x2AA,"int"]
    	global $Atrib_Power_Disabled[2] = [0x2AB,"int"]
    	global $Atrib_Weapon_Effect_Override[2] = [0x2AC,"int"]
    	global $Atrib_Debuff_Duration_Reduction_Percent[2] = [0x2AD,"float"]
    	global $Atrib_Uses_PvP_Power_Tags[2] = [0x2AE,"int"]
    	global $Atrib_Trait[2] = [0x2AF,"int"]
    	global $Atrib_Last_ACD_Attacked_By[2] = [0x2B0,"int"]
    	global $Atrib_Gold_PickUp_Radius[2] = [0x2B1,"float"]
    	global $Atrib_Client_Only_Effect[2] = [0x2B2,"int"]
    	global $Atrib_Has_Doppelganger_Cloned[2] = [0x2B3,"int"]
    	global $Atrib_Resource_Gain_Bonus_Percent[2] = [0x2B4,"float"]
    	global $Atrib_Looping_Animation_Start_Time[2] = [0x2B5,"int"]
    	global $Atrib_Looping_Animation_End_Time[2] = [0x2B6,"int"]
    	global $Atrib_Looping_Animation_Suppress_Item_Tooltips[2] = [0x2B7,"int"]
    	global $Atrib_Heal_Effect_Last_Played_Tick[2] = [0x2B8,"int"]
    	global $Atrib_Resource_Effect_Last_Played_tick[2] = [0x2B9,"int"]
    	global $Atrib_Thorns_Effect_Last_Played_tick[2] = [0x2BA,"int"]
    	global $Atrib_PVP_Kills[2] = [0x2BB,"int"]
    	global $Atrib_PVP_Deaths[2] = [0x2BC,"int"]
    	global $Atrib_PVP_Assists[2] = [0x2BD,"int"]
    	global $Atrib_PVP_Progression_Points_Gained[2] = [0x2BE,"int"]
    	global $Atrib_PVP_Current_Kill_Streak[2] = [0x2BF,"int"]
    	global $Atrib_PVP_Current_Death_Streak[2] = [0x2C0,"int"]
    	global $Atrib_PVP_Longest_Kill_Streak[2] = [0x2C1,"int"]
    	global $Atrib_PVP_Longest_Death_Streak[2] = [0x2C2,"int"]
    	global $Atrib_Turn_Rate_Scalar[2] = [0x2C3,"float"]
    	global $Atrib_Turn_Accel_Scalar[2] = [0x2C4,"float"]
    	global $Atrib_Turn_Deccel_Scalar[2] = [0x2C5,"float"]
    	global $Atrib_No_Health_Drop[2] = [0x2C6,"int"]
    	global $Atrib_Leader[2] = [0x2C7,"int"]
    	global $Atrib_IsContentRestrictedActor[2] = [0x2C8,"int"]
    	global $Atrib_InBossEncounter[2] = [0x2C9,"int"]
    	global $Atrib_God[2] = [0x2CA,"int"]
    	global $Atrib_MinimapActive[2] = [0x2CB,"int"]
    	global $Atrib_MinimapIconOverride[2] = [0x2CC,"int"]
    	global $Atrib_MinimapDisableArrow[2] = [0x2CD,"int"]
    	global $Atrib_Last_Blocked_ACD[2] = [0x2CE,"int"]
    	global $Atrib_Last_Blocked_Time[2] = [0x2CF,"int"]
    	global $Atrib_Deactivate_Lure[2] = [0x2D0,"int"]
    	global $Atrib_Weapons_Hidden[2] = [0x2D1,"int"]
    	global $Atrib_Actor_Updates_Attributes_From_Owner[2] = [0x2D2,"int"]
    	global $Atrib_Taunt_Target_ACD[2] = [0x2D3,"int"]
    	global $Atrib_UI_Only_Percent_Damage_Increase[2] = [0x2D4,"float"]
    	global $Atrib_Projectile_Effect_SNO[2] = [0x2D5,"int"]
    	global $Atrib_On_Hit_Fear_Proc_Chance[2] = [0x2D6,"float"]
    	global $Atrib_On_Hit_Stun_Proc_Chance[2] = [0x2D7,"float"]
    	global $Atrib_On_Hit_Blind_Proc_Chance[2] = [0x2D8,"float"]
    	global $Atrib_On_Hit_Freeze_Proc_Chance[2] = [0x2D9,"float"]
    	global $Atrib_On_Hit_Chill_Proc_Chance[2] = [0x2DA,"float"]
    	global $Atrib_On_Hit_Slow_Proc_Chance[2] = [0x2DB,"float"]
    	global $Atrib_On_Hit_Immobilize_Proc_Chance[2] = [0x2DC,"float"]
    	global $Atrib_On_Hit_Knockback_Proc_Chance[2] = [0x2DD,"float"]
    	global $Atrib_On_Hit_Bleed_Proc_Chance[2] = [0x2DE,"float"]
    	global $Atrib_On_Hit_Bleed_Proc_Damage_Base[2] = [0x2DF,"float"]
    	global $Atrib_On_Hit_Bleed_Proc_Damage_Delta[2] = [0x2E0,"float"]
    	global $Atrib_Damage_Percent_Reduction_From_Ranged[2] = [0x2E1,"float"]
    	global $Atrib_Damage_Percent_Reduction_From_Melee[2] = [0x2E2,"float"]
    	global $Atrib_Damage_Percent_Reduction_Turns_Into_Heal[2] = [0x2E3,"float"]
    	global $Atrib_Damage_Percent_Reduction_From_Elites[2] = [0x2E4,"float"]
    	global $Atrib_Damage_Percent_Reduction_From_Type[2] = [0x2E5,"float"]
    	global $Atrib_Damage_Percent_Bonus_Vs_Monster_Type[2] = [0x2E6,"float"]
    	global $Atrib_Damage_Percent_Bonus_Vs_Elites[2] = [0x2E7,"float"]
    	global $Atrib_Item_Manipulation_Timeout[2] = [0x2E8,"int"]
    	global $Atrib_Picked_Up_Time[2] = [0x2E9,"int"]
    	global $Atrib_Unequipped_Time[2] = [0x2EA,"int"]
    	global $Atrib_Last_ACD_Killed_Time[2] = [0x2EB,"int"]
    	global $Atrib_CannotDieDuring[2] = [0x2EC,"int"]
    	global $Atrib_Weapon_On_Hit_Fear_Proc_Chance[2] = [0x2ED,"float"]
    	global $Atrib_Weapon_On_Hit_Stun_Proc_Chance[2] = [0x2EE,"float"]
    	global $Atrib_Weapon_On_Hit_Blind_Proc_Chance[2] = [0x2EF,"float"]
    	global $Atrib_Weapon_On_Hit_Freeze_Proc_Chance[2] = [0x2F0,"float"]
    	global $Atrib_Weapon_On_Hit_Chill_Proc_Chance[2] = [0x2F1,"float"]
    	global $Atrib_Weapon_On_Hit_Slow_Proc_Chance[2] = [0x2F2,"float"]
    	global $Atrib_Weapon_On_Hit_Immobilize_Proc_Chance[2] = [0x2F3,"float"]
    	global $Atrib_Weapon_On_Hit_Knockback_Proc_Chance[2] = [0x2F4,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Chance[2] = [0x2F5,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Damage_Base[2] = [0x2F6,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Damage_Delta[2] = [0x2F7,"float"]
    	global $Atrib_Weapon_On_Hit_Fear_Proc_Chance_MainHand[2] = [0x2F8,"float"]
    	global $Atrib_Weapon_On_Hit_Fear_Proc_Chance_OffHand[2] = [0x2F9,"float"]
    	global $Atrib_Weapon_On_Hit_Fear_Proc_Chance_CurrentHand[2] = [0x2FA,"float"]
    	global $Atrib_Weapon_On_Hit_Stun_Proc_Chance_MainHand[2] = [0x2FB,"float"]
    	global $Atrib_Weapon_On_Hit_Stun_Proc_Chance_OffHand[2] = [0x2FC,"float"]
    	global $Atrib_Weapon_On_Hit_Stun_Proc_Chance_CurrentHand[2] = [0x2FD,"float"]
    	global $Atrib_Weapon_On_Hit_Blind_Proc_Chance_MainHand[2] = [0x2FE,"float"]
    	global $Atrib_Weapon_On_Hit_Blind_Proc_Chance_OffHand[2] = [0x2FF,"float"]
    	global $Atrib_Weapon_On_Hit_Blind_Proc_Chance_CurrentHand[2] = [0x300,"float"]
    	global $Atrib_Weapon_On_Hit_Freeze_Proc_Chance_MainHand[2] = [0x301,"float"]
    	global $Atrib_Weapon_On_Hit_Freeze_Proc_Chance_OffHand[2] = [0x302,"float"]
    	global $Atrib_Weapon_On_Hit_Freeze_Proc_Chance_CurrentHand[2] = [0x303,"float"]
    	global $Atrib_Weapon_On_Hit_Chill_Proc_Chance_MainHand[2] = [0x304,"float"]
    	global $Atrib_Weapon_On_Hit_Chill_Proc_Chance_OffHand[2] = [0x305,"float"]
    	global $Atrib_Weapon_On_Hit_Chill_Proc_Chance_CurrentHand[2] = [0x306,"float"]
    	global $Atrib_Weapon_On_Hit_Slow_Proc_Chance_MainHand[2] = [0x307,"float"]
    	global $Atrib_Weapon_On_Hit_Slow_Proc_Chance_OffHand[2] = [0x308,"float"]
    	global $Atrib_Weapon_On_Hit_Slow_Proc_Chance_CurrentHand[2] = [0x309,"float"]
    	global $Atrib_Weapon_On_Hit_Immobilize_Proc_Chance_MainHand[2] = [0x30A,"float"]
    	global $Atrib_Weapon_On_Hit_Immobilize_Proc_Chance_OffHand[2] = [0x30B,"float"]
    	global $Atrib_Weapon_On_Hit_Immobilize_Proc_Chance_CurrentHand[2] = [0x30C,"float"]
    	global $Atrib_Weapon_On_Hit_Knockback_Proc_Chance_MainHand[2] = [0x30D,"float"]
    	global $Atrib_Weapon_On_Hit_Knockback_Proc_Chance_OffHand[2] = [0x30E,"float"]
    	global $Atrib_Weapon_On_Hit_Knockback_Proc_Chance_CurrentHand[2] = [0x30F,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Chance_MainHand[2] = [0x310,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Chance_OffHand[2] = [0x311,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Chance_CurrentHand[2] = [0x312,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Damage_Base_MainHand[2] = [0x313,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Damage_Base_OffHand[2] = [0x314,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Damage_Base_CurrentHand[2] = [0x315,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Damage_Delta_MainHand[2] = [0x316,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Damage_Delta_OffHand[2] = [0x317,"float"]
    	global $Atrib_Weapon_On_Hit_Bleed_Proc_Damage_Delta_CurrentHand[2] = [0x318,"float"]
    	global $Atrib_Power_Damage_Percent_Bonus[2] = [0x319,"float"]
    	global $Atrib_Power_Resource_Reduction[2] = [0x31A,"float"]
    	global $Atrib_Power_Cooldown_Reduction[2] = [0x31B,"float"]
    	global $Atrib_Power_Duration_Increase[2] = [0x31C,"float"]
    	global $Atrib_Power_Crit_Percent_Bonus[2] = [0x31D,"float"]
    	global $Atrib_Weapon_Crit_Chance[2] = [0x31E,"float"]
    	global $Atrib_Weapon_Crit_Chance_MainHand[2] = [0x31F,"float"]
    	global $Atrib_Weapon_Crit_Chance_OffHand[2] = [0x320,"float"]
    	global $Atrib_Weapon_Crit_Chance_CurrentHand[2] = [0x321,"float"]
    	global $Atrib_Strength_Item[2] = [0x322,"float"]
    	global $Atrib_Dexterity_Item[2] = [0x323,"float"]
    	global $Atrib_Intelligence_Item[2] = [0x324,"float"]
    	global $Atrib_Vitality_Item[2] = [0x325,"float"]
    	global $Atrib_Item_Level_Requirement_Reduction[2] = [0x326,"int"]
    	global $Atrib_Item_Durability_Percent_Bonus[2] = [0x327,"float"]
    	global $Atrib_Item_Indestructible[2] = [0x328,"int"]
    	global $Atrib_Core_Attributes_From_Item_Bonus_Multiplier[2] = [0x329,"float"]
    	global $Atrib_Waiting_To_Accept_Resurrection[2] = [0x32A,"int"]
    	global $Atrib_Ghosted[2] = [0x32B,"int"]
    	global $Atrib_Special_Inventory_Has_Sold[2] = [0x32C,"int"]
    	global $Atrib_Power_Channel_Lockout_Time[2] = [0x32D,"int"]
    	global $Atrib_Power_Buff_0_Lockout_Time[2] = [0x32E,"int"]
    	global $Atrib_Power_Buff_1_Lockout_Time[2] = [0x32F,"int"]
    	global $Atrib_Power_Buff_2_Lockout_Time[2] = [0x330,"int"]
    	global $Atrib_Power_Buff_3_Lockout_Time[2] = [0x331,"int"]
    	global $Atrib_Power_Buff_4_Lockout_Time[2] = [0x332,"int"]
    	global $Atrib_Power_Buff_5_Lockout_Time[2] = [0x333,"int"]
    	global $Atrib_Power_Buff_6_Lockout_Time[2] = [0x334,"int"]
    	global $Atrib_Power_Buff_7_Lockout_Time[2] = [0x335,"int"]
    	global $Atrib_Known_By_Owner[2] = [0x336,"int"]
    	global $Atrib_Never_Deactivates[2] = [0x337,"int"]
    	global $Atrib_Account_Under_Review[2] = [0x338,"int"]
    	global $Atrib_Projectile_Detonate_Time[2] = [0x339,"int"]
    EndFunc
    
    
    
    ;;================================================================================
    ;;Debug__IterateActorAtribsAll ;NOT INTENDED FOR USE!!
    ;;================================================================================
    func Debug__IterateActorAtribsAll($GUID)
    	IterateLocalActor()
    	$_Count = _MemoryRead($_ActorAtrib_Count, $d3, 'int')
    	$CurrentOffset = $_ActorAtrib_4
    	dim $ACTORatrib[9]
    	for $i = 0 to $_Count
    		$ACTORatrib[1] = _MemoryRead($CurrentOffset, $d3, 'ptr')
    		$result = _ArraySearch($__ACTOR,$ACTORatrib[1], 0 , 0 , 0 , 1 , 1 , 3)
    		$ACTORatrib[2] = $result
    		if $result > -1 Then
    			$ACTORatrib[2] = $__ACTOR[$result][2]
    			$test = _MemoryRead($CurrentOffset+0x10, $d3, 'ptr')
    			$test = _MemoryRead($test+0x270, $d3, 'ptr')
    			$test = _MemoryRead($test, $d3, 'ptr')
    			$ACTORatrib[3] = _MemoryRead($test+0x14, $d3, 'float')
    			ConsoleWrite($i  & " " &$CurrentOffset & " " & $CurrentOffset+0x10 & @TAB &" Name: " & $ACTORatrib[2]& @crlf)
    		EndIf
    		$CurrentOffset = $CurrentOffset + $ofs_ActorAtrib_StrucSize
    		
    	Next
    EndFunc
    
    ;;=================================================================================================================================================================================================
    ;Best Regards,
    ;8 8888      88 b.             8 8 8888     ,88' b.             8     ,o888888o.  `8.`888b                 ,8' b.             8 8 8888888888   8 888888888o.       .-----.   .----.  .---. .-----.  		  
    ;8 8888      88 888o.          8 8 8888    ,88'  888o.          8  . 8888     `88. `8.`888b               ,8'  888o.          8 8 8888         8 8888    `^888.   / ,-.   \ /  ..  \/_   |/ ,-.   \ 
    ;8 8888      88 Y88888o.       8 8 8888   ,88'   Y88888o.       8 ,8 8888       `8b `8.`888b             ,8'   Y88888o.       8 8 8888         8 8888        `88. '-'  |  |.  /  \  .|   |'-'  |  | 
    ;8 8888      88 .`Y888888o.    8 8 8888  ,88'    .`Y888888o.    8 88 8888        `8b `8.`888b     .b    ,8'    .`Y888888o.    8 8 8888         8 8888         `88    .'  / |  |  '  ||   |   .'  /
    ;8 8888      88 8o. `Y888888o. 8 8 8888 ,88'     8o. `Y888888o. 8 88 8888         88  `8.`888b    88b  ,8'     8o. `Y888888o. 8 8 888888888888 8 8888          88  .'  /__ '  \  /  '|   | .'  /__ 
    ;8 8888      88 8`Y8o. `Y88888o8 8 8888 88'      8`Y8o. `Y88888o8 88 8888         88   `8.`888b .`888b,8'      8`Y8o. `Y88888o8 8 8888         8 8888          88 |       | \  `'  / |   ||       |
    ;8 8888      88 8   `Y8o. `Y8888 8 888888<       8   `Y8o. `Y8888 88 8888        ,8P    `8.`888b8.`8888'       8   `Y8o. `Y8888 8 8888         8 8888         ,88 `-------'  `---''  `---'`-------'
    ;` 8888     ,8P 8      `Y8o. `Y8 8 8888 `Y8.     8      `Y8o. `Y8 `8 8888       ,8P      `8.`888`8.`88'        8      `Y8o. `Y8 8 8888         8 8888        ,88' 
    ;  8888   ,d8P  8         `Y8o.` 8 8888   `Y8.   8         `Y8o.`  ` 8888     ,88'        `8.`8' `8,`'         8         `Y8o.` 8 8888         8 8888    ,o88P'   
    ;   `Y88888P'   8            `Yo 8 8888     `Y8. 8            `Yo     `8888888P'           `8.`   `8'          8            `Yo 8 888888888888 8 888888888P'  
    ;;=================================================================================================================================================================================================
    Last edited by Huggarn; 11-07-2012 at 05:23 AM.

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  2. #2
    sn0wdog2's Avatar Private
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    Don't you hit the input limit very fast with this script?? Do you have it linked with any other script?

    Beside that it's a very nice, working perfectly script!!!

  3. #3
    TheRaven4's Avatar Private
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    I hit home to start and all it is doing is staying at main menu must of went over everything 20 times..Can someone help me with this please
    Last edited by TheRaven4; 08-31-2012 at 07:56 AM.

  4. #4
    raidenn's Avatar Private
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    For those who are having trouble with "nomadmemory.au3".

    Here is the file, put this at the same folder of the script
    Nomadmemory.au3
    Virustotal

  5. #5
    Huggarn's Avatar Member
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    @sn0wdog2: From what i heard the limit is around 200 games / hr, this script makes about 45s / run, after a hour there's no way to reach 200 games, anyway didn't hit limit for 2 hrs.

    @TheRaven4: Look into line 196: Func CheckMenu(), in $resume you have ( x, x, x, x, 0x000000 ), run program AutoItWindowInfo, click CTRL + ALT + F to make program work, hover mouse over Resume button in main menu ( make sure Diablo Window has no focus! Click on some other program first ) into coords like shown on screenshoot, press CTRL + ALT + F again to "freeze" AutoItWindowInfo, and doubleclick color it will display - the 0x00000 value, and then paste it into $resume variable.

    http://i50.tinypic.com/m6an8.jpg

    @raidenn: lulz nevermind. forgot to include nomadmemory, sorry :P
    Last edited by Huggarn; 08-31-2012 at 10:15 AM.

  6. #6
    raidenn's Avatar Private
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    I adapted the script to work with the monk.
    Here is the skills tab 'Monk-Skills'
    Script file: Tremor-Monk

    @Huggarn, It would be nice if you also put these files in the first post of the thread

    Edit: I put a limit game creation, every 15 runs, it pauses the script for 2.5 minutes.
    Maybe this will avoid to get a ban
    Last edited by raidenn; 08-31-2012 at 12:17 PM.

  7. #7
    topdeckrip's Avatar Private
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    I loaded up the script and it was able to resize the window and hit resume for the quest but once it got in game it didn't do anything. What could be the problem?
    Originally Posted by raidenn View Post
    I adapted the script to work with the monk.
    Here is the skills tab 'Monk-Skills'
    Script file: Tremor-Monk

    @Huggarn, It would be nice if you also put these files in the first post of the thread

    Edit: I put a limit game creation, every 15 runs, it pauses the script for 2.5 minutes.
    Maybe this will avoid to get a ban

  8. #8
    jalle123's Avatar Private
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    what build should I use for DH?

  9. #9
    TheRaven4's Avatar Private
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    Okay i did what you said and i finally got it to move but I've tried a lot of different cords and it just keeps clicking on quest and not doing anything after that =/ been messing with it for a hour just not as experienced as i wish i was!

  10. #10
    Huggarn's Avatar Member
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    @raidenn: you're right, edited 1st post. I'm dumb ^^

    @topdecktip: look at line 220 in main file
    Code:
    $inGame = PixelSearch(488, 591, 502, 610, 0x192864, 10)
    edit the color same way i specified few posts earlier. Remember to look into right area. You can specify the area by yourself, just thing is it have to be static color so lightning and other effects wont affect it.

    @jallie123: I used followint build: Demon Hunter - Game Guide - Diablo III , mostly because only Right mouse click and 4 key is used. Rest skills is up to you.

    EDIT:
    @Raven: i think you save something wrong with the coords in the line, check them to be little box in resume game button, not something width for 600 px ;P like that:

    First coord is width, second is height. Just make sure these 2 coords point upper left corner of the box, and the second ones point down right corner. It'll be area for script to search for color you described. It should run

    http://i45.tinypic.com/200wpki.jpg
    Last edited by Huggarn; 08-31-2012 at 05:17 PM.

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    TheRaven4's Avatar Private
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    Yeah scratch that finally got it after i windowed diablo >.<. But seems to be stuck in town now doing nothing i saw post about this previously so gonna refer to that wish me luck! thanks for all the help so far by the way greatly appreciated!

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    TheRaven4's Avatar Private
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    Okay I'm lost here what area am i suppose to specify? =/ Are you willing to get on Team speak or vent? or maybe Team viewer please.

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    jalle123's Avatar Private
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    Uncheck 'Letterbox', that's what got it working for me

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    Nope didn't do anything for me =/

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    raidenn's Avatar Private
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    @ TheRaven4

    1- Start the quest ACT3 Q4 and talk to the NPC, then exit the game and start the script.
    2- If the script is not able to resume the game, manually resize the screen on D3.
    3- When the script starts it will resume the game.
    4- The script may take a while to start in the first time. This is normal.
    5- 'll Be appearing "Entering Game" until the script make the recognition of the map to see if you are on the map or the menu.
    6- Once done this recognition, the character will start walking.

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