#region ;**** Directives created by AutoIt3Wrapper_GUI ****
#AutoIt3Wrapper_UseX64=n
#AutoIt3Wrapper_Res_requestedExecutionLevel=asInvoker
#endregion ;**** Directives created by AutoIt3Wrapper_GUI ****
;;================================================================================
;;================================================================================
;; Diablo 3 Au3 ToolKit
;; Based on Unkn0wned, voxatu & the RE community works
;;
;~ ;; By Opkllhibus, Leo11173
;;================================================================================
;;================================================================================
;;================================================================================
;; PRE FUNCTIONS
;;================================================================================
;;--------------------------------------------------------------------------------
;; Make sure you are running as admin
;;--------------------------------------------------------------------------------
$_debug = 1
#RequireAdmin
$Admin = IsAdmin()
If $Admin <> 1 Then
MsgBox(0x30, "ERROR", "This program require administrative rights you fool!")
Exit
EndIf
Global $hDll=DllOpen("ntdll.dll")
Func _HighPrecisionSleep($iMicroSeconds)
Local $hStruct
$hStruct=DllStructCreate("int64 time;")
DllStructSetData($hStruct,"time",-1*($iMicroSeconds*10))
DllCall($hDll,"dword","ZwDelayExecution","int",0,"ptr",DllStructGetPtr($hStruct))
EndFunc
;;--------------------------------------------------------------------------------
;; Includes
;;--------------------------------------------------------------------------------
#include "lib\NomadMemory.au3" ;THIS IS EXTERNAL, GET IT AT THE AUTOIT WEBSITE
#include <math.au3>
#include <String.au3>
#include <Array.au3>
#include "lib\constants.au3"
;;--------------------------------------------------------------------------------
;; Initialize MouseCoords
;;--------------------------------------------------------------------------------
Opt("MouseCoordMode", 2) ;1=absolute, 0=relative, 2=client
Opt("SendKeyDownDelay", 80)
;;--------------------------------------------------------------------------------
;; Open the process
;;--------------------------------------------------------------------------------
Opt("WinTitleMatchMode", -1)
SetPrivilege("SeDebugPrivilege", 1)
Global $ProcessID = WinGetProcess("Diablo III", "")
Local $d3 = _MemoryOpen($ProcessID)
If @error Then
WinSetOnTop("Diablo III","",0)
MsgBox(4096, "ERROR", "Failed to open memory for process;" & $ProcessID)
Exit
EndIf
;OffsetList()
;;================================================================================
;; FUNCTIONS
;;================================================================================
Func _logind3()
WinActivate("Diablo III")
_log("Login")
Sleep(20)
Send($d3pass)
Sleep(2000)
Send("{ENTER}")
Sleep(Random(5000, 6000, 1))
EndFunc ;==>_logind3
;;--------------------------------------------------------------------------------
; Function: FindActor()
; Description: Check if an actor is present or not
;
; Note(s): Return 1 if found in range or 0 if absent
;;--------------------------------------------------------------------------------
Func FindActor($name, $maxRange = 400)
Local $index, $offset, $count, $item[10], $find = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
If StringInStr($item[1], $name) And $item[9] < $maxRange Then
$find = 1
Return 1
ExitLoop
EndIf
WEnd
If $find = 0 Then SetError(1)
Return 0
EndFunc ;==>FindActor
Func _inventoryfull()
$invfulookfor = "Root.TopLayer.error_notify.error_text"
Return fastcheckuiitemvisible($invfulookfor, 1, 1185)
EndFunc ;==>_checkRepair
;
; tpfilter
;
Func tpfilter()
_log("Inventory may be full")
$PortBack = False
While Not _intown()
Attack($a_range, $monsterList)
Sleep(500)
$currentloc = getcurrentpos()
MoveToPos($currentloc[0] + 5, $currentloc[1] + 5, $currentloc[2], 0, 6)
If _playerdead() = False Then
_townportal()
Else
Return False
ExitLoop
EndIf
$PortBack = True
WEnd
While Not offsetlist()
Sleep(10)
WEnd
;MoveToPos(2903.009765625,2785.84033203125,28.0814247131348,1,20) ;act 1
;MoveToPos(2903.009765625,2785.84033203125,28.0814247131348,1,10) ;act 1
;MoveToPos(403.055877685547, 371.524749755859, 0.326129168272018, 0, 2) ;act3
;MoveToPos(443.109527587891, 331.811401367188, 0.498693227767944, 0, 2) ;act3
Sleep(Random(500, 1000))
_log('Filter Backpack')
$Items = FilterBackpack()
;Storage
$ToStash = _ArrayFindAll($Items, "Stash", 0, 0, 0, 1, 3)
If $ToStash <> -1 Then
Send("{SPACE}")
; MoveToPos(384.502319335938, 393.374298095703, 0.332142919301987, 0, 6)
Sleep(500)
InteractByActorName('Player_Shared_Stash')
Sleep(700)
Local $stashtry = 0
While _checkStashopen() = False
If $stashtry <= 4 Then
_log('Fail to open Stash')
$stashtry += 1
InteractByActorName("Player_Shared_Stash")
Sleep(Random(100, 200))
Else
Log('Failed to open Stash after 4 try')
WinSetOnTop("Diablo III","",0)
MsgBox(0, "Impossible d'ouvrir le stash :", "SVP, veuillez reporter ce problème sur le forum. Erreur : s001 ")
Terminate()
EndIf
WEnd
$tabfull = 0
For $i = 0 To UBound($ToStash) - 1
_log($Items[$ToStash[$i]][0] & " stash : " & $Items[$ToStash[$i]][1])
Sleep(Random(100, 200))
InventoryMove($Items[$ToStash[$i]][0], $Items[$ToStash[$i]][1])
Sleep(Random(100, 500))
MouseClick('Right')
Sleep(Random(50, 200))
If _inventoryfull() Then
_log('Tab is full : Switching tab')
$i = $i-1
If $tabfull = 0 Then
mouseclick('left',286,194,10)
$tabfull = 1
Elseif $tabfull = 1 Then
mouseclick('left',282,266)
Endif
Else
$ItemToStash = $ItemToStash + 1
Endif
Next
Sleep(Random(50, 100))
Send("{SPACE}")
Sleep(Random(100, 150))
EndIf
Sleep(Random(100, 200))
Send("{SPACE}")
Sleep(Random(100, 200))
If $PortBack Then
;MoveToPos(403.055877685547, 371.524749755859, 0.326129168272018, 0, 2)
;MoveToPos(382.773223876953, 410.205902099609, 0.703640997409821, 0, 2)
;Sleep(Random(500, 1000))
InteractByActorName('hearthPortal')
Sleep(Random(500, 1000))
While Not offsetlist()
Sleep(10)
WEnd
EndIf
Sleep(800)
EndFunc ;tpfilter
;;--------------------------------------------------------------------------------
; Function: checkuiitemvisible()
; Description: search a value in the object manager
;;--------------------------------------------------------------------------------
Func checkuiitemvisible($valuetocheckfor, $visibility)
$ptr1 = _memoryread($ofs_objectmanager, $d3, "ptr")
$ptr2 = _memoryread($ptr1 + 2364, $d3, "ptr")
$ptr3 = _memoryread($ptr2 + 0, $d3, "ptr")
$ofs_uielements = _memoryread($ptr3 + 8, $d3, "ptr")
$uielementcount = _memoryread($ptr3 + 64, $d3, "int")
$counter = 0
While ($counter < $uielementcount)
$counter += 1
$uielemepointer = _memoryread($ofs_uielements + $counter * 4, $d3, "ptr")
While ($uielemepointer <> 0)
$npnt = _memoryread($uielemepointer + 528, $d3, "ptr")
$name = BinaryToString(_memoryread($npnt + 56, $d3, "byte[256]"), 4)
$visible = _memoryread($npnt + 40, $d3, "int")
If ($visible = $visibility) Then
$foundvalue = StringInStr($name, $valuetocheckfor)
If ($foundvalue >= 1) Then
Return True
EndIf
EndIf
$uielemepointer = _memoryread($uielemepointer, $d3, "ptr")
WEnd
WEnd
Return False
EndFunc ;==>checkuiitemvisible
Func fastcheckuiitemvisible($valuetocheckfor, $visibility, $bucket)
$ptr1 = _memoryread($ofs_objectmanager, $d3, "ptr")
$ptr2 = _memoryread($ptr1 + 2364, $d3, "ptr")
$ptr3 = _memoryread($ptr2 + 0, $d3, "ptr")
$ofs_uielements = _memoryread($ptr3 + 8, $d3, "ptr")
$uielementpointer = _memoryread($ofs_uielements + 4 * $bucket, $d3, "ptr")
While $uielementpointer <> 0
$npnt = _memoryread($uielementpointer + 528, $d3, "ptr")
$name = BinaryToString(_memoryread($npnt + 56, $d3, "byte[256]"), 4)
If StringInStr($name, $valuetocheckfor) Then
If _memoryread($npnt + 40, $d3, "int") = $visibility Then
Return True
Else
Return False
EndIf
EndIf
$uielementpointer = _memoryread($uielementpointer, $d3, "ptr")
WEnd
Return False
EndFunc ;==>fastcheckuiitemvisible
Func _playerdead()
$playerdeadlookfor = "NormalLayer.deathmenu_dialog"
$return = fastcheckuiitemvisible($playerdeadlookfor, 1, 969)
If ($return And $DeathCountToggle) Then
$Death += 1
$DeathCountToggle = False
EndIf
Return $return
EndFunc ;==>_playerdead
Func _inmenu()
$lobbylookfor = "Menu.PlayGameButton"
Return checkuiitemvisible($lobbylookfor, 1)
EndFunc ;==>_inmenu
Func _checkdisconnect()
$disclookfor = "Root.TopLayer.BattleNetModalNotifications_main.ModalNotification.Buttons.ButtonList.OkButton"
Return checkuiitemvisible($disclookfor, 1)
EndFunc ;==>_checkdisconnect
Func _checkRepair()
$disclookfor = "Root.NormalLayer.DurabilityIndicator"
Return fastcheckuiitemvisible($disclookfor, 1, 239)
EndFunc ;==>_checkRepair
Func _onloginscreen()
$loginlookfor = "Root.NormalLayer.BattleNetLogin_main.LayoutRoot"
Return checkuiitemvisible($loginlookfor, 1)
EndFunc ;==>_onloginscreen
Func _escmenu()
$escmenuelookfor = "Root.TopLayer.gamemenu_dialog.gamemenu_bkgrnd.ButtonStackContainer.button_leaveGame"
Return fastcheckuiitemvisible($escmenuelookfor, 1, 1447)
EndFunc ;==>_escmenu
Func _ingame()
$gamelookfor = "game_progressBar_healthBall"
Return fastcheckuiitemvisible($gamelookfor, 1, 237)
EndFunc ;==>_ingame
Func _checkWPopen()
$checkWPopenlookfor = "Root.NormalLayer.waypoints_dialog_mainPage"
Return checkuiitemvisible($checkWPopenlookfor, 1)
EndFunc ;==>_checkWPopen
Func _checkVendoropen()
$checkVendorOpenlookfor = "Root.NormalLayer.shop_dialog_mainPage"
Return checkuiitemvisible($checkVendorOpenlookfor, 1)
EndFunc ;==>_checkVendoropen
Func _checkStashopen()
$_checkStashopenlookfor = "Root.NormalLayer.stash_dialog_mainPage"
Return checkuiitemvisible($_checkStashopenlookfor, 1)
EndFunc ;==>_checkStashopen
Func _checkInventoryopen()
$_checkInventoryopenlookfor = "Root.NormalLayer.inventory_dialog_mainPage"
Return checkuiitemvisible($_checkInventoryopenlookfor, 1)
EndFunc ;==>_checkInventoryopen
Func _townportal()
_log("Town Portal")
if _playerdead() = False Then
Sleep(200)
Send("t")
Sleep(Random(8000, 8500, 1))
Else
_log("No TP Cuz Your dead allready

")
EndIf
EndFunc ;==>_townportal
;;--------------------------------------------------------------------------------
; Function: IsInArea($area)
; Description: Check where we are
;
;;--------------------------------------------------------------------------------
Func IsInArea($area)
$area = GetLevelAreaId()
ConsoleWrite("Area " & $area & @CRLF)
Return $area = GetLevelAreaId()
EndFunc ;==>IsInArea
Func GetLevelAreaId()
Return _MemoryRead(_MemoryRead(0x17E05A4, $d3, "int") + 0x40, $d3, "int")
EndFunc ;==>GetLevelAreaId
Func LevelAreaConstants()
Global $A1_C6_SpiderCave_01_Entrance = 0xE3A6
Global $A1_C6_SpiderCave_01_Main = 0x132EC
Global $A1_C6_SpiderCave_01_Queen = 0xF506
Global $A1_Dun_Crypt_Dev_Hell = 0x36581
Global $A1_Fields_Cave_SwordOfJustice_Level01 = 0x1D455
Global $A1_Fields_Den = 0x21045
Global $A1_Fields_Den_Level02 = 0x2F6b8
Global $A1_Fields_RandomDRLG_CaveA_Level01 = 0x141C4
Global $A1_Fields_RandomDRLG_CaveA_Level02 = 0x141C5
Global $A1_Fields_RandomDRLG_ScavengerDenA_Level01 = 0x13D0D
Global $A1_Fields_RandomDRLG_ScavengerDenA_Level02 = 0x13D17
Global $A1_Fields_Vendor_Tinker_Exterior = 0x2bC0C
Global $A1_Highlands_RandomDRLG_GoatmanCaveA_Level01 = 0x14286
Global $A1_Highlands_RandomDRLG_GoatmanCaveA_Level02 = 0x14287
Global $A1_Highlands_RandomDRLG_WestTower_Level01 = 0x14196
Global $A1_Highlands_RandomDRLG_WestTower_Level02 = 0x14197
Global $A1_Random_Level01 = 0x33A17
Global $A1_trDun_Blacksmith_Cellar = 0x144A6
Global $A1_trDun_ButchersLair_02 = 0x16301
Global $A1_trDun_Cain_Intro = 0xED2A
Global $A1_trDun_Cave_Highlands_Random01_VendorRescue = 0x21310
Global $A1_trdun_Cave_Nephalem_01 = 0xEBEC
Global $A1_trdun_Cave_Nephalem_02 = 0xEBED
Global $A1_trdun_Cave_Nephalem_03 = 0xEBEE
Global $A1_trDun_Cave_Old_Ruins_Random01 = 0x278AC
Global $A1_trDun_CrownRoom = 0x18FDA
Global $A1_trDun_Crypt_Event_Tower_Of_Power = 0x138F4
Global $A1_trDun_Crypt_Flooded_Memories_Level01 = 0x18F9c
Global $A1_trDun_Crypt_Flooded_Memories_Level02 = 0x287A6
Global $A1_trdun_Crypt_Special_00 = 0x25BDC
Global $A1_trdun_Crypt_Special_01 = 0xECB9
Global $A1_trDun_Event_JarOfSouls = 0x2371E
Global $A1_trDun_FalseSecretPassage_01 = 0x14540
Global $A1_trDun_FalseSecretPassage_02 = 0x14541
Global $A1_trDun_FalseSecretPassage_03 = 0x14542
Global $A1_trDun_Jail_Level01 = 0x171d0
Global $A1_trDun_Jail_Level01_Cells = 0x1783D
Global $A1_trDun_Leoric01 = 0x4D3E
Global $A1_trDun_Leoric02 = 0x4D3F
Global $A1_trDun_Leoric03 = 0x4D40
Global $A1_trDun_Level01 = 0x4D44
Global $A1_trDun_Level04 = 0x4D47
Global $A1_trDun_Level05_Templar = 0x15763
Global $A1_trDun_Level06 = 0x4D49
Global $A1_trDun_Level07B = 0x4D4B
Global $A1_trDun_Level07D = 0x4D4D
Global $A1_trDun_Tyrael_Level09 = 0x1CAA3
Global $A1_trDun_TyraelJail = 0x24447
Global $A1_trOut_AdriasCellar = 0xF5F8
Global $A1_trOUT_AdriasHut = 0x4DD9
Global $A1_trOut_BatesFarmCellar = 0x248A5
Global $A1_trOUT_Church = 0x4DDD
Global $A1_trOut_Fields_Vendor_Curios = 0x1A3B7
Global $A1_trOut_Fields_Vendor_Curios_Exterior = 0x2BE7B
Global $A1_trOUT_FishingVillage = 0x4DDF
Global $A1_trOUT_FishingVillageHeights = 0x1FB03
Global $A1_trOut_ForlornFarm = 0x20B72
Global $A1_trOUT_Graveyard = 0x4DE2
Global $A1_trOUT_Highlands = 0x4DE4
Global $A1_trOUT_Highlands_Bridge = 0x16DC0
Global $A1_trOut_Highlands_DunExterior_A = 0x15718
Global $A1_trOUT_Highlands_ServantHouse_Cellar_Vendor = 0x29CD1
Global $A1_trOUT_Highlands_Sub240_GoatmanGraveyard = 0x1F95F
Global $A1_trOUT_Highlands2 = 0x4DE5
Global $A1_trOUT_Highlands3 = 0x4AF
Global $A1_trOut_Leoric_Manor_Int = 0x189F6
Global $A1_trOUT_LeoricsManor = 0x4DE7
Global $A1_trOut_MysticWagon = 0x20F08
Global $A1_trOUT_NewTristram = 0x4DEB
Global $A1_trOUT_NewTristram_AttackArea = 0x316CE
Global $A1_trOUT_NewTristramOverlook = 0x26186
Global $A1_trOut_Old_Tristram = 0x163FD
Global $A1_trOut_Old_Tristram_Road = 0x164BC
Global $A1_trOut_Old_Tristram_Road_Cath = 0x18BE7
Global $A1_trOut_OldTristram_Cellar = 0x1A22B
Global $A1_trOut_OldTristram_Cellar_1 = 0x1A104
Global $A1_trOut_OldTristram_Cellar_2 = 0x1A105
Global $A1_trOut_OldTristram_Cellar_3 = 0x19322
Global $A1_trOut_oldTristram_TreeCave = 0x19C87
Global $A1_trOut_Scoundrel_Event_Old_Mill_2 = 0x35556
Global $A1_trOut_TownAttack_ChapelCellar = 0x1D43E
Global $A1_trOut_Tristram_CainsHouse = 0x1FC73
Global $A1_trOut_Tristram_Inn = 0x1AB91
Global $A1_trOut_Tristram_LeahsRoom = 0x15349
Global $A1_trOut_TristramFields_A = 0x4DF0
Global $A1_trOut_TristramFields_B = 0x4DF1
Global $A1_trOut_TristramFields_ExitA = 0xF085
Global $A1_trOut_TristramFields_Forsaken_Grounds = 0x2BD6F
Global $A1_trOut_TristramFields_Secluded_Grove = 0x2BD6E
Global $A1_trOut_TristramWilderness = 0x4DF2
Global $A1_trOut_TristramWilderness_SubScenes = 0x236AA
Global $A1_trOut_Vendor_Tinker_Room = 0x19821
Global $A1_trOut_Wilderness_BurialGrounds = 0x11C08
Global $A1_trOut_Wilderness_CorpseHouse = 0x30ADF
Global $A1_trOut_Wilderness_Sub80_FamilyTree = 0x236A1
Global $A2_Belial_Room_01 = 0xED55
Global $A2_Belial_Room_Intro = 0x13D1A
Global $A2_c1Dun_Swr_Caldeum_01 = 0x4D4F
Global $A2_c2dun_Zolt_TreasureHunter = 0x4D53
Global $A2_c3Dun_Aqd_Oasis_Level01 = 0xE069
Global $A2_cadun_Zolt_Timed01_Level01 = 0x4D52
Global $A2_cadun_Zolt_Timed01_Level02 = 0x29108
Global $A2_Caldeum = 0x19234
Global $A2_Caldeum_Uprising = 0x33613
Global $A2_caOut_Alcarnus_RandomCellar_1 = 0x245A7
Global $A2_caOut_Alcarnus_RandomCellar_2 = 0x245A8
Global $A2_caOut_Alcarnus_RandomCellar_3 = 0x245A9
Global $A2_caOUT_Boneyard_01 = 0xD24A
Global $A2_caOUT_Borderlands_Khamsin_Mine = 0xEE8A
Global $A2_caOUT_BorderlandsKhamsin = 0xF8B2
Global $A2_caOut_Cellar_Alcarnus_Main = 0x2FAC4
Global $A2_caOut_CT_RefugeeCamp = 0xD811
Global $A2_caOut_CT_RefugeeCamp_Gates = 0x318FD
Global $A2_caOut_CT_RefugeeCamp_Hub = 0x2917A
Global $A2_caOut_Hub_Inn = 0x2AA00
Global $A2_caOut_Interior_C_DogBite = 0x2D7BB
Global $A2_caOut_Interior_H_RockWorm = 0x232F5
Global $A2_caOut_Mine_Abandoned_Cellar = 0x4D81
Global $A2_caOut_Oasis = 0xE051
Global $A2_caOut_Oasis_Exit = 0x2ACE2
Global $A2_caOut_Oasis_Exit_A = 0x2AD07
Global $A2_caOut_Oasis_Rakanishu = 0x33BDD
Global $A2_caOut_Oasis_RandomCellar_1 = 0x27099
Global $A2_caOut_Oasis_RandomCellar_2 = 0x2709A
Global $A2_caOut_Oasis_RandomCellar_3 = 0x2709B
Global $A2_caOut_Oasis_RandomCellar_4 = 0x27bE7
Global $A2_caOut_Oasis1_Water = 0xE664
Global $A2_caOut_Oasis2 = 0xE058
Global $A2_caOut_OasisCellars = 0x1B100
Global $A2_caOUT_StingingWinds = 0x4D7F
Global $A2_caOUT_StingingWinds_Alcarnus_Tier1 = 0x4D71
Global $A2_caOUT_StingingWinds_Alcarnus_Tier2 = 0x4D72
Global $A2_caOUT_StingingWinds_Bridge = 0x29886
Global $A2_caOUT_StingingWinds_Canyon = 0x4D7C
Global $A2_caOUT_StingingWinds_FallenCamp01 = 0x288EF
Global $A2_caOUT_StingingWinds_PostBridge = 0x4D7E
Global $A2_caOUT_StingingWinds_PreAlcarnus = 0x4D7B
Global $A2_caOUT_StingingWinds_PreBridge = 0x4D7D
Global $A2_caOut_Stranded2 = 0x1DA4A
Global $A2_caOut_ZakarwaMerchantCellar = 0x1BEBB
Global $A2_Cave_Random01 = 0x26F64
Global $A2_Cave_Random01_Level02 = 0x35E85
Global $A2_CultistCellarEast = 0x19218
Global $A2_CultistCellarWest = 0x19214
Global $A2_dun_Aqd_Control_A = 0xF9F3
Global $A2_dun_Aqd_Control_B = 0xF9F4
Global $A2_dun_Aqd_Oasis_RandomFacePuzzle_Large = 0x26B82
Global $A2_dun_Aqd_Oasis_RandomFacePuzzle_Small = 0x26AB0
Global $A2_dun_Aqd_Special_01 = 0xF520
Global $A2_dun_Aqd_Special_A = 0xF53A
Global $A2_dun_Aqd_Special_B = 0xF53C
Global $A2_Dun_Aqd_Swr_to_Oasis_Level01 = 0x23D96
Global $A2_dun_Cave_BloodVial_01 = 0x31F55
Global $A2_dun_Cave_BloodVial_02 = 0x31F83
Global $A2_dun_Oasis_Cave_MapDungeon = 0x29616
Global $A2_dun_Oasis_Cave_MapDungeon_Level02 = 0x2F6bF
Global $A2_dun_PortalRoulette_A = 0x1B37F
Global $A2_Dun_Swr_Adria_Level01 = 0xE47E
Global $A2_Dun_Swr_Caldeum_Sewers_01 = 0x1B205
Global $A2_dun_Zolt_Blood02_Level01_Part1 = 0x1E12E
Global $A2_dun_Zolt_Blood02_Level01_Part2 = 0x25872
Global $A2_Dun_Zolt_BossFight_Level04 = 0xEB22
Global $A2_dun_Zolt_Head_Random01 = 0xF0C0
Global $A2_Dun_Zolt_Level01 = 0x4D55
Global $A2_Dun_Zolt_Level02 = 0x4D56
Global $A2_Dun_Zolt_Level03 = 0x4D57
Global $A2_Dun_Zolt_Lobby = 0x4D58
Global $A2_Dun_Zolt_LobbyCenter = 0x2AFBA
Global $A2_Dun_Zolt_Random_Level01 = 0x4D59
Global $A2_Dun_Zolt_Random_Level02 = 0x36571
Global $A2_dun_Zolt_Random_PortalRoulette_02 = 0x2FDCF
Global $A2_Dun_Zolt_ShadowRealm_Level01 = 0x13AD0
Global $A2_Event_DyingManMine = 0x2270B
Global $A2_Event_PriceOfMercy_Cellar = 0x2FD9E
Global $A2_Rockworm_Cellar_Cave = 0x2FE81
Global $A2_trDun_Boneyard_Spider_Cave_01 = 0x1B437
Global $A2_trDun_Boneyard_Spider_Cave_02 = 0x35758
Global $A2_trDun_Boneyard_Worm_Cave_01 = 0x1B433
Global $A2_trDun_Boneyard_Worm_Cave_02 = 0x35759
Global $A2_trDun_Cave_Oasis_Random01 = 0xF46F
Global $A2_trDun_Cave_Oasis_Random01_Level02 = 0x2F6C2
Global $A2_trDun_Cave_Oasis_Random02 = 0xF46E
Global $A2_trDun_Cave_Oasis_Random02_Level02 = 0x27551
Global $A2_dun_Aqd_Oasis_Level00 = 0x2F0B6
Global $A2_dun_Aqd_Oasis_Level01 = 0x2F0B1
Global $A3_AzmodanFight = 0x1B39C
Global $A3_Battlefield_A = 0x1B7A4
Global $A3_Battlefield_B = 0x1B7B5
Global $A3_Battlefield_C = 0x1B7C4
Global $A3_Bridge_01 = 0x10F80
Global $A3_Bridge_Choke_A = 0x25DA8
Global $A3_Dun_Battlefield_Gate = 0x25C14
Global $A3_dun_Bridge_Interior_Random01 = 0x224ad
Global $A3_dun_Bridge_Interior_Random02 = 0x32270
Global $A3_Dun_Crater_Level_01 = 0x15040
Global $A3_Dun_Crater_Level_02 = 0x1d209
Global $A3_Dun_Crater_Level_03 = 0x1d20a
Global $A3_dun_Crater_ST_Level01 = 0x13b97
Global $A3_dun_Crater_ST_Level01B = 0x1d365
Global $A3_dun_Crater_ST_Level02 = 0x13b98
Global $A3_dun_Crater_ST_Level02B = 0x2200a
Global $A3_dun_Crater_ST_Level04 = 0x14cd2
Global $A3_dun_Crater_ST_Level04B = 0x1d368
Global $A3_dun_IceCaves_Random_01 = 0x2e3a1
Global $A3_dun_IceCaves_Random_01_Level_02 = 0x36206
Global $A3_dun_IceCaves_Timed_01 = 0x2ea66
Global $A3_dun_IceCaves_Timed_01_Level_02 = 0x36207
Global $A3_Dun_Keep_Hub = 0x16b11
Global $A3_Dun_Keep_Hub_Inn = 0x2d38c
Global $A3_Dun_Keep_Level03 = 0x126ac
Global $A3_Dun_Keep_Level04 = 0x16baf
Global $A3_Dun_Keep_Level05 = 0x21500
Global $A3_Dun_Keep_Random_01 = 0x2aa4a
Global $A3_Dun_Keep_Random_01_Level_02 = 0x36238
Global $A3_Dun_Keep_Random_02 = 0x2c7f2
Global $A3_Dun_Keep_Random_02_Level_02 = 0x36239
Global $A3_Dun_Keep_Random_03 = 0x2c802
Global $A3_Dun_Keep_Random_03_Level_02 = 0x3623a
Global $A3_Dun_Keep_Random_04 = 0x2c8e6
Global $A3_Dun_Keep_Random_04_Level_02 = 0x36241
Global $A3_Dun_Keep_Random_Cellar_01 = 0x35ee9
Global $A3_Dun_Keep_Random_Cellar_02 = 0x35ee8
Global $A3_Dun_Keep_Random_Cellar_03 = 0x303f7
Global $A3_Dun_Keep_TheBreach_Level04 = 0x3558f
Global $A3_dun_rmpt_Level01 = 0x16b20
Global $A3_dun_rmpt_Level02 = 0x16bf5
Global $A3_Gluttony_Boss = 0x1b280
Global $A3_dun_Hub_Adria_Tower = 0x31222
Global $A3_dun_hub_AdriaTower_Intro_01 = 0x3253e
Global $A4_dun_Diablo_Arena = 0x1abfb
Global $A4_dun_Diablo_Arena_Phase3 = 0x348c3
Global $A4_dun_Garden_of_Hope_01 = 0x1abca
Global $A4_dun_Garden_of_Hope_02 = 0x1abcc
Global $A4_dun_Garden3_SpireEntrance = 0x1d44a
Global $A4_dun_Heaven_1000_Monsters_Fight = 0x1aa5d
Global $A4_dun_Heaven_1000_Monsters_Fight_Entrance = 0x2f169
Global $A4_dun_Hell_Portal_01 = 0x1abd6
Global $A4_dun_Hell_Portal_02 = 0x1abdb
Global $A4_Dun_Keep_Hub = 0x301ed
Global $A4_dun_LibraryOfFate = 0x23120
Global $A4_dun_Spire_00 = 0x307a4
Global $A4_dun_Spire_01 = 0x1abe2
Global $A4_dun_Spire_02 = 0x1abe4
Global $A4_dun_Spire_03 = 0x1abe6
Global $A4_dun_Spire_04 = 0x33728
Global $A4_dun_Spire_SigilRoom_A = 0x313c4
Global $A4_dun_Spire_SigilRoom_B = 0x2ae7a
Global $A4_dun_Spire_SigilRoom_C = 0x313c6
Global $A4_dun_Spire_SigilRoom_D = 0x313c7
Global $A4_dun_Diablo_ShadowRealm_01 = 0x25845
Global $A4_dun_spire_DiabloEntrance = 0x3227a
Global $A4_dun_spire_exterior = 0x34964
Global $Axe_Bad_Data = 0x4d60
Global $PvP_Maze_01 = 0x4da2
Global $PvP_Octogon_01 = 0x4da3
Global $PvP_Pillar_01 = 0x4da4
Global $PvP_Stairs_01 = 0x4da5
Global $PvP_Test_BlueTeam = 0x4da6
Global $PvP_Test_Neutral = 0x4da7
Global $PvP_Test_RedTeam = 0x4da8
Global $PvPArena = 0x4d9c
EndFunc ;==>LevelAreaConstants
;;--------------------------------------------------------------------------------
;; Find which Act we are in
;;--------------------------------------------------------------------------------
Func GetAct()
If $Act = 0 Then
$arealist = FileRead("lib\area.txt")
$area = GetLevelAreaId()
_log(" We are in map : " & $area)
local $pattern = "([\w'-]{5,80})\t\W\t"&$area
$asResult = StringRegExp($arealist, $pattern,1)
If @error == 0 Then
global $MyArea = $asResult[0]
if StringInStr($MyArea, "a1") Then
$Act = 1
Elseif StringInStr($MyArea, "a2") Then
$Act = 2
Elseif StringInStr($MyArea, "a3") Then
$Act = 3
Elseif StringInStr($MyArea, "a4") Then
$Act = 4
Endif
; _log("We are in map : " & $area &" " & $asResult[0])
;set our vendor aaccording to the act we are in as we know it.
Switch $Act
Case 1
Global $RepairVendor = "UniqueVendor_miner_InTown"
Case 2
Global $RepairVendor = "UniqueVendor_Peddler_InTown" ; act 2 fillette
Case 3
Global $RepairVendor = "UniqueVendor_Collector_InTown" ; act 3
Case 4
Global $RepairVendor = "UniqueVendor_Collector_InTown" ; act 3
EndSwitch
_log("Our Current Act is : " & $Act & " ---> So our vendor is : " & $RepairVendor)
EndIf
EndIf
EndFunc ;==>GetAct
;;--------------------------------------------------------------------------------
;; Adapt repair tab aaccording to MP act and diff
;;--------------------------------------------------------------------------------
Func GetRepairTab()
GetMonsterPow()
GetDifficulty()
GetAct()
If $MP > 0 and $GameDifficulty = 4 Then
Switch $Act
Case 1
Global $RepairTab = 1
Case 2 to 4
Global $RepairTab = 2
EndSwitch
Else
Switch $Act
Case 1
Global $RepairTab = 2
Case 2 to 4
Global $RepairTab = 3
EndSwitch
EndIf
_log("RepairTab : " & $RepairTab & " ---> MP : " & $MP & " GameDiff : " & $GameDifficulty)
EndFunc;==>GetRepairTab
;;--------------------------------------------------------------------------------
;; Find MP MF handicap
;; Get MF handicap and deduce game MP from it
;;
;;--------------------------------------------------------------------------------
Func GetMonsterPow()
$MfCap = (IterateActorAtribs($_MyGuid, $Atrib_Magic_Find_Handicap)*10)
$MP = Round ($MfCap,0)
_log("Power monster : " & $MP)
EndFunc ;==>GetMonsterPow
;;--------------------------------------------------------------------------------
;; Find Difficulty from vendor
;; Get vendor Level and deduce game difficulty from it
;; $GameDifficulty = not yet determined, 1 = Norm, 2 = Nm, 3 = Hell, 4 = Inferno
;;--------------------------------------------------------------------------------
Func GetDifficulty()
if $GameDifficulty = 0 Then
local $index, $offset, $count, $item[4]
startIterateLocalActor($index, $offset, $count)
While iterateLocalActorList($index, $offset, $count, $item)
If StringInStr($item[1], $RepairVendor) Then
global $npclevel = IterateActorAtribs($item[0], $Atrib_Level)
Switch $npclevel
Case 1 To 59
Global $GameDifficulty = 1
Case 60 To 70
Global $GameDifficulty = 4
EndSwitch
ExitLoop
Endif
WEnd
_log("Game Difficulty is : " & $GameDifficulty)
Endif
EndFunc ;==>GetDifficulty
;;--------------------------------------------------------------------------------
; Function: TownStateCheck()
; Description: Check if we are in town or not by comparing distance from stash
;
;;--------------------------------------------------------------------------------
Func _intown()
If $_debug Then _log("-----Checking if In Town------")
$town = findActor('Player_Shared_Stash', 448)
If Not @error Then
_log("We are in town ")
Return True
Else
_log("We are NOT in town ")
Return False
EndIf
EndFunc ;==>_intown
;==>TownStateCheck
;;--------------------------------------------------------------------------------
;; Getting Backpack Item Info
;;--------------------------------------------------------------------------------
Func IterateBackpack($bag = 0, $rlvl = 0)
;$bag = 0 for backpack and 15 for stash
;$rlvl = 1 for actual level requirement of item and 0 for base required level
$ptr1 = _memoryread($ofs_objectmanager, $d3, "ptr")
$ptr2 = _memoryread($ptr1 + 0x868, $d3, "ptr")
$ptr3 = _memoryread($ptr2 + 0x0, $d3, "ptr")
$_Count = _memoryread($ptr3 + 0x108, $d3, "int")
$CurrentOffset = _memoryread(_memoryread($ptr3 + 0x148, $d3, "ptr") + 0x0, $d3, "ptr");$_LocalActor_3
Local $__ACDACTOR[$_Count + 1][9]
For $i = 0 To $_Count
$__ACDACTOR[$i][0] = _MemoryRead($CurrentOffset, $d3, 'ptr')
$__ACDACTOR[$i][1] = _MemoryRead($CurrentOffset + 0x4, $d3, 'char[64]')
$__ACDACTOR[$i][2] = _MemoryRead($CurrentOffset + 0x114, $d3, 'int')
$__ACDACTOR[$i][3] = _MemoryRead($CurrentOffset + 0x118, $d3, 'int')
$__ACDACTOR[$i][4] = _MemoryRead($CurrentOffset + 0x11C, $d3, 'int')
$__ACDACTOR[$i][5] = 0
$__ACDACTOR[$i][6] = _MemoryRead($CurrentOffset + $ofs_LocalActor_atribGUID, $d3, 'ptr')
$__ACDACTOR[$i][7] = $CurrentOffset
$__ACDACTOR[$i][8] = _MemoryRead($CurrentOffset + 0xB4, $d3, 'int')
$CurrentOffset = $CurrentOffset + $ofs_LocalActor_StrucSize
Next
For $i = $_Count To 0 Step -1
If $__ACDACTOR[$i][2] <> $bag Then
_ArrayDelete($__ACDACTOR, $i)
Else
$__ACDACTOR[$i][5] = GetPackItemLevel($__ACDACTOR[$i][6], $Atrib_Requirement)
If $rlvl Then
$lvlReduce = GetPackItemLevel($__ACDACTOR[$i][6], $Atrib_Item_Level_Requirement_Reduction)
If $lvlReduce Then $__ACDACTOR[$i][5] = $__ACDACTOR[$i][5] - $lvlReduce
EndIf
EndIf
Next
Return $__ACDACTOR
EndFunc ;==>IterateBackpack
;;--------------------------------------------------------------------------------
; Function: GetPackItemLevel($ACD, $_REQ)
;;--------------------------------------------------------------------------------
Func GetPackItemLevel($ACD, $_REQ)
;IterateLocalActor()
;$ACDIndex = _ArraySearch($__ACTOR, "0x" & Hex($_guid), 0, 0, 0, 1, 1, 1) ;this bitch is slow as hell
If $ACD = -1 Then Return False
$_Count = _MemoryRead($_ActorAtrib_Count, $d3, 'int')
$CurrentOffset = $_ActorAtrib_4
Dim $ACTORatrib
For $i = 0 To $_Count
$ACTORatrib = _MemoryRead($CurrentOffset, $d3, 'ptr')
If $ACTORatrib = $ACD 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) = "0x0003B" Then
;ConsoleWrite("Debug :" &$data+0x4 & " : " & _MemoryRead($data+0x4, $d3, 'int') &@crlf) ;FOR DEBUGGING
If "0x" & StringRight($AtribData, 3) = $_REQ[0] Then
Return _MemoryRead($data + 0x8, $d3, $_REQ[1])
EndIf
EndIf
If StringLeft($AtribData, 7) = "0xFFFFF" Then
;ConsoleWrite("Debug :" &$data+0x4 & " : " & _MemoryRead($data+0x4, $d3, 'int') &@crlf) ;FOR DEBUGGING
If "0x" & StringRight($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 ;==>GetPackItemLevel
;;--------------------------------------------------------------------------------
;; Getting Backpack Item Info, extended to show some more info
;; $bag = 0 for backpack and 15 for stash
;;--------------------------------------------------------------------------------
Func IterateBackpackExtendedWithLvl($bag = 0)
$list = IndexSNO($gameBalance)
$armorOffs = 0
$weaponOffs = 0
$otherOffs = 0
For $j = 0 To UBound($list) - 1
;19750 = armor, 19754 = weapon, 1953 = other
If ($list[$j][1] = 19750) Then
$armorOffs = $list[$j][0]
EndIf
If ($list[$j][1] = 19754) Then
$weaponOffs = $list[$j][0]
EndIf
If ($list[$j][1] = 19753) Then
$otherOffs = $list[$j][0]
EndIf
Next
Local $armorItems = GetLevels($armorOffs)
Local $weaponItems = GetLevels($weaponOffs)
Local $otherItems = GetLevels($otherOffs)
Local $data = IterateBackpack($bag)
Local $armorItemsWithLvl = MapItemWithLvl($data, $armorItems, 8)
Local $weaponItemsWithLvl = MapItemWithLvl($data, $weaponItems, 8)
Local $otherItemsWithLvl = MapItemWithLvl($data, $otherItems, 8)
Local $allItems[UBound($armorItemsWithLvl, 1)][UBound($armorItemsWithLvl, 2)]
For $i = 0 To UBound($allItems) - 1 Step 1
If $armorItemsWithLvl[$i][9] <> "" Then
;copy from $armorItemsWithLvl to all items
For $j = 0 To UBound($armorItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $armorItemsWithLvl[$i][$j]
Next
ElseIf $weaponItemsWithLvl[$i][9] <> "" Then
;copy from $weaponItemsWithLvl to all items
For $j = 0 To UBound($weaponItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $weaponItemsWithLvl[$i][$j]
Next
ElseIf $otherItemsWithLvl[$i][9] <> "" Then
;copy from $otherItemsWithLvl to all items
For $j = 0 To UBound($otherItemsWithLvl, 2) - 1 Step 1
$allItems[$i][$j] = $otherItemsWithLvl[$i][$j]
Next
EndIf
Next
Return $allItems
EndFunc ;==>IterateBackpackExtendedWithLvl
;;--------------------------------------------------------------------------------
;; Maps snos containg a lvl to the item with that snoid
;;--------------------------------------------------------------------------------
Func MapItemWithLvl($items, $snowithlvl, $indexForBGID)
Local $newItems = $items
ReDim $newItems[UBound($items, 1)][UBound($items, 2) + UBound($snowithlvl, 2) + 9] ;add size for some new variables
For $i = 0 To UBound($items) - 1 Step 1
For $j = 0 To UBound($snowithlvl) - 1 Step 1
If $snowithlvl[$j][0] = $items[$i][$indexForBGID] Then
$newItems[$i][$indexForBGID + 1] = $snowithlvl[$j][1] ;ilvl
$newItems[$i][$indexForBGID + 2] = $snowithlvl[$j][2] ;min dmg
$newItems[$i][$indexForBGID + 3] = $snowithlvl[$j][3] ;;max dmg
$newItems[$i][$indexForBGID + 4] = $snowithlvl[$j][4] ;;min armor
$newItems[$i][$indexForBGID + 5] = $snowithlvl[$j][5] ;max armor
$newItems[$i][$indexForBGID + 6] = $snowithlvl[$j][6] ;min dmg modifier
$newItems[$i][$indexForBGID + 7] = $snowithlvl[$j][7] ;max dmg modifier
$newItems[$i][$indexForBGID + 8] = $snowithlvl[$j][8] ;gold
$newItems[$i][$indexForBGID + 9] = $snowithlvl[$j][9] ;weapon speed
;;some extra attributes
$newItems[$i][$indexForBGID + 10] = IterateActorAtribs($newItems[$i][0], $Atrib_Item_Quality_Level) ;quality lvl
$newItems[$i][$indexForBGID + 11] = IterateActorAtribs($newItems[$i][0], $Atrib_Strength_Item) ;str
$newItems[$i][$indexForBGID + 12] = IterateActorAtribs($newItems[$i][0], $Atrib_Vitality_Item) ;vit
$newItems[$i][$indexForBGID + 12] = IterateActorAtribs($newItems[$i][0], $Atrib_Intelligence_Item) ;int
$newItems[$i][$indexForBGID + 13] = IterateActorAtribs($newItems[$i][0], $Atrib_Dexterity_Item) ;dex
$newItems[$i][$indexForBGID + 15] = IterateActorAtribs($newItems[$i][0], $Atrib_Resistance_All) ;all res
$newItems[$i][$indexForBGID + 16] = Round(IterateActorAtribs($newItems[$i][0], $Atrib_Gold_Find) * 100) ;gf in %
$newItems[$i][$indexForBGID + 17] = Round(IterateActorAtribs($newItems[$i][0], $Atrib_Magic_Find) * 100) ;mf in %
$newItems[$i][$indexForBGID + 18] = Round(IterateActorAtribs($newItems[$i][0], $Atrib_Hitpoints_Max_Percent_Bonus_Item) * 100) ;life %
$newItems[$i][$indexForBGID + 19] = _MemoryRead($newItems[$i][7] + 0x164, $d3, 'int') > 0 ;0ffset + 164 ;true=unid, false=identified
ExitLoop
EndIf
Next
Next
Return $newItems
EndFunc ;==>MapItemWithLvl
;;--------------------------------------------------------------------------------
;; Gets levels from Gamebalance file, returns a list with snoid and lvl
;;--------------------------------------------------------------------------------
Func GetLevels($offset)
If $offset <> 0 Then
$ofs = $offset + 0x218;
$read = _MemoryRead($ofs, $d3, 'int')
While $read = 0
$ofs += 0x4
$read = _MemoryRead($ofs, $d3, 'int')
WEnd
$size = _MemoryRead($ofs + 0x4, $d3, 'int')
$size -= 0x5F0
$ofs = $offset + _MemoryRead($ofs, $d3, 'int')
$nr = $size / 0x5F0
Local $snoItems[$nr + 1][10]
$j = 0
For $i = 0 To $size Step 0x5F0
$ofs_address = $ofs + $i
$snoItems[$j][0] = _MemoryRead($ofs_address, $d3, 'ptr')
$snoItems[$j][1] = _MemoryRead($ofs_address + 0x114, $d3, 'int') ;lvl
$snoItems[$j][2] = _MemoryRead($ofs_address + 0x1C8, $d3, 'float') ;min dmg
$snoItems[$j][3] = $snoItems[$j][2] + _MemoryRead($ofs_address + 0x1CC, $d3, 'float') ;max dmg
$snoItems[$j][4] = _MemoryRead($ofs_address + 0x224, $d3, 'float') ;min armor
$snoItems[$j][5] = $snoItems[$j][4] + _MemoryRead($ofs_address + 0x228, $d3, 'float') ;max armor
$snoItems[$j][6] = _MemoryRead($ofs_address + 0x32C, $d3, 'float') ;min dmg modifier
$snoItems[$j][7] = $snoItems[$j][4] + _MemoryRead($ofs_address + 0x330, $d3, 'float') ;max dmg modifier
$snoItems[$j][8] = _MemoryRead($ofs_address + 0x12C, $d3, 'int') ;gold price
$snoItems[$j][9] = _MemoryRead($ofs_address + 0x2D4, $d3, 'float') ;wpn speed
$j += 1
Next
EndIf
Return $snoItems
EndFunc ;==>GetLevels
Func FilterBackpack()
Local $__ACDACTOR = IterateBackpack(0)
Local $iMax = UBound($__ACDACTOR)
If $iMax > 0 Then
Local $return[$iMax][3]
For $i = 0 To $iMax - 1
; Loop each item in the backpack
If _MemoryRead($__ACDACTOR[$i][7] + 0x164, $d3, 'int') > 0 Then
; this item is unid, lets identify it
Send("{SPACE}") ; make sure we close everything
Send("i") ; open the inventory
sleep(150)
$itemDestination = CheckItemCustom($__ACDACTOR[$i][0], $__ACDACTOR[$i][1],"BREAKTOWN")
If IterateActorAtribs($__ACDACTOR[$i][0], $Atrib_Item_Quality_Level) > 8 Then
Sleep(Random(500, 800))
MouseClick("Right")
Sleep(Random(4000, 4500))
Else
Sleep(Random(500, 800))
MouseClick("Right")
Sleep(Random(1000, 1500))
Endif
Send("{SPACE}") ; make sure we close everything
EndIf
$itemDestination = CheckItem($__ACDACTOR[$i][0], $__ACDACTOR[$i][1]),"LOOT")
$return[$i][0] = $__ACDACTOR[$i][3] ;col
$return[$i][1] = $__ACDACTOR[$i][4] ;row
$return[$i][2] = $itemDestination ;row
Next
Return $return
EndIf
Return False
; After using this function, you can loop the return array and make inventorymove
; InventoryMove($return[$i][0], $return[$i][1])
EndFunc ;==>FilterBackpack
;;========================================================================================================
; Function: CheckItemCustom (by Sovage44)
;
; Description:- Détermine quoi faire de l objet à analyser au moment du LOOT et au moment
; du BREAK TOWN, selon le contexte la destination de l objet peut être différente
; - Tout objet looté ou vendu passe par cette fonction
; - Contexte LOOT = quand on va ramasser un objet qui est par terre
; - Contexte BREAKTOWN = quand on va au coffre + quand on va au marchand
;
; Return:4 valeurs possibles, leur signification ci-dessous pour chacun des contextes possibles :
; VALEUR DE RETOUR/CONTEXTE LOOT BREAK TOWN
; Stash on ramasse l objet on met l objet au coffre
; Trash on ne ramasse PAS l objet on vend l objet
; Inventory on ramasse l objet on garde l objet dans l inventaire
;========================================================================================================
Func CheckItemCustom($_GUID, $_NAME, $_CONTEXT)
;S agit-il d une Potion ?
If checkFromList($Potions, $_NAME) Then
_log($_NAME & " ==> It's a pot")
Return "Inventory"; ;LOOT=on ramasse / BREAKTOWN:on garde dans l inventaire
;S agit-il d un objet présent dans la grabLlist ? (settings.ini : grabList)
ElseIf checkFromList($grabList, $_NAME) Then
_log($_NAME & " ==> It's in the grablist")
Return "Stash" ;LOOT=on ramasse / BREAKTOWN:on met au coffre
;S agit-il d un objet au moins rare + présent dans la rarelist ? (settings.ini : rareList)
ElseIf (IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level) >= 6) And checkFromList($rareList, $_NAME) Then ; filter the magic and higher
_log($_NAME & " ==> It's a rare in our list" & $QualityLevel)
Return "Stash" ; LOOT=on ramasse / BREAKTOWN:on met au coffre
;S agit-il d un objet légendaire ?
ElseIf (IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level) = 9) Then
Return "Stash" ; LOOT=on ramasse / BREAKTOWN:on met au coffre
; S agit-il d un objet de qualité supérieure ou égale à la qualité d objet du fichier de config (settings.ini : QualiteItem)
ElseIf (IterateActorAtribs($_GUID, $Atrib_Item_Quality_Level) >= $QualityLevel) Then ; filter the magic and higher
_log($_NAME & " ==> It's the quality level wich is set to " & $QualityLevel)
; La subtilité est là, si on arrive ici c'est que :
; -> notre objet a la qualité requise pour être ramassé
;-> il ne fait partie ni de la grabList, ni de la rareList et il n'est pas légendaire
; - contexte de LOOT : on le ramasse (objet bleu ou jaune)
If ($_CONTEXT = "LOOT") Then
Return "Stash"
; - contexte de BREAKTOWN : on le vend

ElseIf ($_CONTEXT = "BREAKTOWN") Then
Return "Trash"
EndIf
EndIf
; Si on arrive ici, c est que l objet est de qualité inférieure à ce qu on a demandé de ramasser (settings.ini : QualiteItem)
; Il peut s agir de missclick du bot par exemple
; - contexte de LOOT (on ne le ramasse pas)
; - contexte de BREAKTOWN (on le vend)
Return "Trash" ; on ne veut pas de l'objet
EndFunc ;==>CheckItem
Func InventoryMove($col = 0, $row = 0)
$Coords = UiRatio(530 + ($col * 27), 338 + ($row * 27))
MouseMove($Coords[0], $Coords[1], 5)
EndFunc ;==>InventoryMove
;;--------------------------------------------------------------------------------
;; Stop()
;;--------------------------------------------------------------------------------
Func Stop()
Exit
EndFunc ;==>Stop
;;================================================================================
; Function: LocateMyToon
; Note(s): This function is used by the OffsetList to
; get the current player data.
;==================================================================================
Func LocateMyToon()
_ingame()
If $_debug Then _log("Looking for local player")
$_CurOffset = $_itrObjectManagerD
$_Count = _MemoryRead($_itrObjectManagerCount, $d3, 'int')
For $i = 0 To $_Count Step +1
$_GUID = _MemoryRead($_CurOffset + 0x4, $d3, 'ptr')
$_SNO = _MemoryRead($_CurOffset + 0x88, $d3, 'ptr')
$_NAME = _MemoryRead($_CurOffset + 0x8, $d3, 'char[64]')
;ConsoleWrite("Value : " & $_NAME & @CRLF)
;_log($_NAME)
If $_SNO = 0x126D Or $_SNO = 0x126D Or $_SNO = 0x1271 Or $_SNO = 0x1990 Or $_SNO = 0x197E Or $_SNO = 0xCE5 Or $_SNO = 0xCD5 Or $_SNO = 0x123D2 Or $_SNO = 0x125C7 Or $_SNO = 0x1951 Or $_SNO = 0x1955 Then
Global $_Myoffset = $_CurOffset
If $_debug Then _log("My toon located at: " & $_Myoffset & ", GUID: " & $_GUID & ", NAME: " & $_NAME & @CRLF)
Global $_MyGuid = $_GUID
setChararacter($_NAME)
Return True
ExitLoop
EndIf
$_CurOffset = $_CurOffset + $_ObjmanagerStrucSize
Next
Return False
EndFunc ;==>LocateMyToon
;;================================================================================
; Function: IterateLocalActor
; Note(s): Iterates through all the local actors.
; Used by IterateActorAtribs
; This is bad use of variables, should be fixed!
;==================================================================================
Func IterateLocalActor()
$ptr1 = _memoryread($ofs_objectmanager, $d3, "ptr")
$ptr2 = _memoryread($ptr1 + 0x868, $d3, "ptr")
$ptr3 = _memoryread($ptr2 + 0x0, $d3, "ptr")
$_Count = _memoryread($ptr3 + 0x108, $d3, "int")
$CurrentOffset = _memoryread(_memoryread($ptr3 + 0x148, $d3, "ptr") + 0x0, $d3, "ptr");$_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, $d3, 'ptr')
;_log($__ACTOR[$i][1] & " : " & $__ACTOR[$i][2] & " : " & $__ACTOR[$i][3])
$CurrentOffset = $CurrentOffset + $ofs_LocalActor_StrucSize
Next
EndFunc ;==>IterateLocalActor
Func startIterateLocalActor(ByRef $index, ByRef $offset, ByRef $count)
$ptr1 = _memoryread($ofs_objectmanager, $d3, "ptr")
$ptr2 = _memoryread($ptr1 + 0x868, $d3, "ptr")
$ptr3 = _memoryread($ptr2 + 0x0, $d3, "ptr")
$count = _memoryread($ptr3 + 0x108, $d3, "int")
$index = 0
$offset = _memoryread(_memoryread($ptr3 + 0x148, $d3, "ptr") + 0x0, $d3, "ptr")
EndFunc ;==>startIterateLocalActor
Func iterateLocalActorList(ByRef $index, ByRef $offset, ByRef $count, ByRef $item)
While 1
If $index > $count Then Return False
$index += 1
$item[0] = _MemoryRead($offset, $d3, 'ptr') ; $_ACTOR_ATRIB_GUID
$item[1] = _MemoryRead($offset + 0x4, $d3, 'char[64]') ; $_ACTOR_ATRIB_DATA
$item[2] = _MemoryRead($offset + $ofs_LocalActor_atribGUID, $d3, 'ptr') ; $_ACTOR_ATRIB
$item[3] = $offset ; Item Offset
$offset = $offset + $ofs_LocalActor_StrucSize
Return True
WEnd
EndFunc ;==>iterateLocalActorList
;;================================================================================
; Function: IterateActorAtribs($_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)
Local $index, $offset, $count, $item[4]
startIterateLocalActor($index, $offset, $count)
While iterateLocalActorList($index, $offset, $count, $item)
If $item[0] = "0x" & Hex($_GUID) Then
If $_REQ[1] = 'float' Then
Return $AttribInterop.GetAttributeFloat($item[2], $_REQ[0])
Else
Return $AttribInterop.GetAttributeInt($item[2], $_REQ[0])
EndIf
ExitLoop
EndIf
WEnd
Return False
;~ IterateLocalActor()
;~ $ACDIndex = _ArraySearch($__ACTOR, "0x" & Hex($_GUID), 0, 0, 0, 1, 1, 1) ;this bitch is slow as hell
;~ If $ACDIndex = -1 Then Return False ;FIX
;~ If $_REQ[1] = 'float' Then
;~ Return $AttribInterop.GetAttributeFloat($__ACTOR[$ACDIndex][3], $_REQ[0])
;~ Else
;~ Return $AttribInterop.GetAttributeInt($__ACTOR[$ACDIndex][3], $_REQ[0])
;~ EndIf
;~ Return False
EndFunc ;==>IterateActorAtribs
;;================================================================================
; 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 $OBject_Mem_Actor
EndFunc ;==>LinkActors
;;================================================================================
; Function: IndexSNO($_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 $_OutPut
EndFunc ;==>IndexSNO
;;================================================================================
; Function: IndexStringList($_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 ;==>IndexStringList
;;--------------------------------------------------------------------------------
;; OffsetList()
;;--------------------------------------------------------------------------------
Func offsetlist()
_log("offsetlist")
;//FILE DEFS
Global $ofs_MonsterDef = 0x15DBE00 ;0x015DCE00 ;0x15DBE00
Global $ofs_StringListDef = 0x0158C240 ;0x015E8808 ;0x015E9808
Global $ofs_ActorDef = 0x15EC108 ;0x015ED108 ;0x15EC108
Global $_defptr = 0x10
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 = 0x1544E54 ;0x15A1EA4 ;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 = 0x0186FA3C ;0x1543B9C ;0x15A0BEC ;0x015A1BEC;0x15A0BEC
Global $ofs__ObjmanagerActorOffsetA = 0x8C8 ;0x8b0
Global $ofs__ObjmanagerActorCount = 0x108
Global $ofs__ObjmanagerActorOffsetB = 0x148
Global $ofs__ObjmanagerActorLinkToCTM = 0x384
Global $_ObjmanagerStrucSize = 0x42C ;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 = 0x1543B84 ;0x15A0BD4 ;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
;IterateObjectList(0)
;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)
;If $index = -1 Then
; _log("index equal ")
;Return False
;EndIf
;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)
;If $index > -1 Then
; IndexStringList($Object_File_StringList[$index][0])
;EndIf
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 + $FixSpeed
Return True
Else
Return False
EndIf
EndFunc ;==>offsetlist
;;--------------------------------------------------------------------------------
;; IterateAllObjectList()
;; Description: Iterate object even if they dont have guid, also provide true names
;;--------------------------------------------------------------------------------
Func IterateAllObjectList($_displayInfo)
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][10]
If $_displayInfo = 1 Then ConsoleWrite("Number of Actors : " & $_Count & @CRLF)
For $i = 0 To $_Count Step +1
$_GUID = _MemoryRead($_CurOffset + 0x4, $d3, 'ptr')
$_NAME = _MemoryRead($_CurOffset + 0x8, $d3, 'char[64]')
$_POS_X = _MemoryRead($_CurOffset + 0xB0, $d3, 'float')
$_POS_Y = _MemoryRead($_CurOffset + 0xB4, $d3, 'float')
$_POS_Z = _MemoryRead($_CurOffset + 0xB8, $d3, 'float')
$_DATA = _MemoryRead($_CurOffset + 0x200, $d3, 'int')
$_DATA2 = _MemoryRead($_CurOffset + 0x1D0, $d3, 'int')
$_DATA3 = _MemoryRead($_CurOffset + 0x1C4, $d3, 'int')
$CurrentLoc = GetCurrentPos()
$xd = $_POS_X - $CurrentLoc[0]
$yd = $_POS_Y - $CurrentLoc[1]
$zd = $_POS_Z - $CurrentLoc[2]
$Distance = Sqrt($xd * $xd + $yd * $yd + $zd * $zd)
$OBJ[$i][0] = $i
$OBJ[$i][1] = $_GUID
$OBJ[$i][2] = $_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] = $_CurOffset
If $_displayInfo = 1 Then ConsoleWrite($i & @TAB & " : " & $_CurOffset & " " & $_GUID & " : " & $_DATA & " " & $_DATA2 & " " & @TAB & $_POS_X & " " & $_POS_Y & " " & $_POS_Z & " Dist: " & $Distance & @TAB & $_NAME & " data3: " & $_DATA3 & @CRLF)
;if $_displayINFO = 1 then ConsoleWrite($i & @TAB&" : " & $_POS_X & @TAB& $_POS_Y & @TAB & $_POS_Z & @TAB& $_NAME & @crlf)
$_CurOffset = $_CurOffset + $_ObjmanagerStrucSize
Next
Return $OBJ
EndFunc ;==>IterateAllObjectList
;;--------------------------------------------------------------------------------
;; IterateObjectList()
;;--------------------------------------------------------------------------------
Func IterateObjectList($_displayInfo = 0)
; Local $mesureobj = TimerInit() ;;;;;;;;;;;;;;
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 + 0x200, $d3, 'int')
$_DATA2 = _MemoryRead($_CurOffset + 0x1D0, $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.
$CurrentLoc = GetCurrentPos()
$xd = $_POS_X - $CurrentLoc[0]
$yd = $_POS_Y - $CurrentLoc[1]
$zd = $_POS_Z - $CurrentLoc[2]
$Distance = Sqrt($xd * $xd + $yd * $yd + $zd * $zd)
$OBJ[$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()
; Local $difmesureobj = TimerDiff($mesureobj) ;;;;;;;;;;;;;
;ConsoleWrite("Mesure iterOBJ :" & $difmesureobj &@crlf) ;FOR DEBUGGING;;;;;;;;;;;;
Return $OBJ
EndFunc ;==>IterateObjectList
;;--------------------------------------------------------------------------------
;; Function to iterate all objects()
;;--------------------------------------------------------------------------------
Func startIterateObjectsList(ByRef $index, ByRef $offset, ByRef $count)
$count = _MemoryRead($_itrObjectManagerCount, $d3, 'int')
$index = 0
$offset = $_itrObjectManagerD
EndFunc ;==>startIterateObjectsList
Func iterateObjectsList(ByRef $index, ByRef $offset, ByRef $count, ByRef $item)
While 1
If $index > $count Then Return False
$index += 1
$item[0] = _MemoryRead($offset + 0x4, $d3, 'ptr') ; GUID
$item[1] = _MemoryRead($offset + 0x8, $d3, 'char[64]') ; Name
$item[2] = _MemoryRead($offset + 0xB0, $d3, 'float') ; PosX
$item[3] = _MemoryRead($offset + 0xB4, $d3, 'float') ; PosY
$item[4] = _MemoryRead($offset + 0xB8, $d3, 'float') ; PosZ
$item[5] = _MemoryRead($offset + 0x200, $d3, 'int') ; Data1
$item[6] = _MemoryRead($offset + 0x1D0, $d3, 'int') ; Data2
$item[7] = _MemoryRead($offset + 0x1C4, $d3, 'int') ; Data3
$item[8] = $offset ; Current Offset
$item[9] = getDistance($item[2], $item[3], $item[4]) ; Distance
$offset = $offset + $_ObjmanagerStrucSize
Return True
WEnd
EndFunc ;==>iterateObjectsList
;;--------------------------------------------------------------------------------
;; FromD3toScreenCoords()
;;--------------------------------------------------------------------------------
Func FromD3toScreenCoords($_x, $_y, $_z)
Dim $return[2]
$size = WinGetClientSize("Diablo III")
$resolutionX = $size[0]
$resolutionY = $size[1]
$aspectChange = ($resolutionX / $resolutionY) / (800 / 600)
$CurrentLoc = GetCurrentPos()
$xd = $_x - $CurrentLoc[0]
$yd = $_y - $CurrentLoc[1]
$zd = $_z - $CurrentLoc[2]
$w = -0.515 * $xd + - 0.514 * $yd + - 0.686 * $zd + 97.985
$X = (-1.682 * $xd + 1.683 * $yd + 0 * $zd + 7.045E-3) / $w
$Y = (-1.54 * $xd + - 1.539 * $yd + 2.307 * $zd + 6.161) / $w
$Z = (-0.515 * $xd + - 0.514 * $yd + - 0.686 * $zd + 97.002) / $w
$X /= $aspectChange
While Abs($X) >= 1 Or Abs($Y) >= 0.7 Or $Z <= 0
; specified point is not on screen
$xd = $xd / 2
$yd = $yd / 2
$zd = $zd / 2
$w = -0.515 * $xd + - 0.514 * $yd + - 0.686 * $zd + 97.985
$X = (-1.682 * $xd + 1.683 * $yd + 0 * $zd + 7.045E-3) / $w
$Y = (-1.54 * $xd + - 1.539 * $yd + 2.307 * $zd + 6.161) / $w
$Z = (-0.515 * $xd + - 0.514 * $yd + - 0.686 * $zd + 97.002) / $w
$X /= $aspectChange
WEnd
$return[0] = ($X + 1) / 2 * $resolutionX
$return[1] = (1 - $Y) / 2 * $resolutionY
Return $return
EndFunc ;==>FromD3toScreenCoords
;;--------------------------------------------------------------------------------
;; UiRatio()
;;--------------------------------------------------------------------------------
Func UiRatio($_x, $_y)
Dim $return[2]
$size = WinGetClientSize("Diablo III")
$return[0] = $size[1] * ($_x / 600)
$return[1] = $size[1] * ($_y / 600)
Return $return
EndFunc ;==>UiRatio
;;--------------------------------------------------------------------------------
;; GetCurrentPos()
;;--------------------------------------------------------------------------------
Func GetCurrentPos()
; Local $mesurepos = TimerInit() ;;;;;;;;;;;;;;
Dim $return[3]
$return[0] = _MemoryRead($_Myoffset + 0x0A0, $d3, 'float')
$return[1] = _MemoryRead($_Myoffset + 0x0A4, $d3, 'float')
$return[2] = _MemoryRead($_Myoffset + 0x0A8, $d3, 'float')
; Local $difmesurepos = TimerDiff($mesurepos) ;;;;;;;;;;;;;
;ConsoleWrite("Mesure getcurrentpos :" & $difmesurepos &@crlf) ;FOR DEBUGGING;;;;;;;;;;;;
Return $return
EndFunc ;==>GetCurrentPos
;;--------------------------------------------------------------------------------
;; MoveToPos()
;;--------------------------------------------------------------------------------
Func MoveToPos($_x, $_y, $_z, $_a, $m_range)
Local $TimeOut = TimerInit()
If _playerdead() Or $GameOverTime = True or $GameFailed = 1 or $SkippedMove > 6 Then
$GameFailed = 1
Return
EndIf
local $toggletry = 0
Global $lastwp_x = $_x
Global $lastwp_y = $_y
Global $lastwp_z = $_z
If $_a = 1 Then Attack($a_range, $monsterList)
$Coords = FromD3toScreenCoords($_x, $_y, $_z)
MouseMove($Coords[0], $Coords[1], 3)
$LastCP = GetCurrentPos()
MouseDown("middle")
Sleep(10)
While 1
GameOverTime()
If $GameOverTime = True Then
ExitLoop
EndIf
$CurrentLoc = GetCurrentPos()
$xd = $lastwp_x - $CurrentLoc[0]
$yd = $lastwp_y - $CurrentLoc[1]
$zd = $lastwp_z - $CurrentLoc[2]
$Distance = Sqrt($xd * $xd + $yd * $yd + $zd * $zd)
If $Distance < $m_range Then ExitLoop
;If _MemoryRead($ClickToMoveToggle, $d3, 'float') = 0 Then ExitLoop
Local $angle = 1
Local $Radius = 25
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
While _MemoryRead($ClickToMoveToggle, $d3, 'float') = 0
;_log("Togglemove : " & _MemoryRead($ClickToMoveToggle, $d3, 'float'))
$Coords = FromD3toScreenCoords($_x, $_y, $_z)
$angle += $Step
$Radius += 45
;MouseMove($Coords[0] - (Cos($angle) * $Radius), $Coords[1] - (Sin($angle) * $Radius), 3)
; ci desssous du dirty code pour eviter de cliquer n'importe ou hos de la fenetre du jeu
$Coords[0] = $Coords[0] - (Cos($angle) * $Radius)
$Coords[1] = $Coords[1] - (Sin($angle) * $Radius)
if $Coords[0] > 790 Then
$Coords[0] = 790
Elseif $Coords[0] < 40 Then ;car on a pas l'envie de cliquer dans les icone du chat
$Coords[0] = 40
Endif
if $Coords[1] > 540 Then ;car on a pas l'envie de cliquer dans la bare des skills
$Coords[1] = 540
Elseif $Coords[1] < 10 Then
$Coords[1] = 10
Endif
MouseMove ($Coords[0] , $Coords[1] , 3)
$toggletry += 1
;_log("Tryin move :" & " x:" & $_x & " y:" & $_y & "coords: " & $Coords[0] & "-" & $Coords[1] & " angle: " & $angle & " Toggle try: " & $toggletry)
If $angle >= 2.0 * $PI or $toggletry > 9 or _playerdead() Then
$SkippedMove += 1
_log("Toggle try: " & $toggletry & " Movement Skipped : " & $SkippedMove)
ExitLoop 2 ; le 2 signifie que l'on quitte 2 loop
EndIf
Sleep(10)
WEnd
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Sleep(10)
$Coords = FromD3toScreenCoords($lastwp_x, $lastwp_y, $lastwp_z)
;ConsoleWrite("currentloc: " & $_Myoffset & " - "&$CurrentLoc[0] & " : " & $CurrentLoc[1] & " : " & $CurrentLoc[2] &@CRLF)
;ConsoleWrite("distance/m range: " & $Distance & " : " & $m_range & @CRLF)
If $_a = 1 And GetDistance($LastCP[0], $LastCP[1], $LastCP[2]) >= $a_range / 2 Then
MouseUp("middle")
$LastCP = GetCurrentPos()
If $_a = 1 Then Attack($a_range, $monsterList)
;ConsoleWrite("Last check: " & $Distance & @CRLF)
MouseMove($Coords[0], $Coords[1], 3)
MouseDown("middle")
EndIf
MouseMove($Coords[0], $Coords[1], 3)
If TimerDiff($TimeOut) > 75000 Then
_log("MoveToPos Timed out ! ! ! ")
If _checkdisconnect() Then
$GameFailed = 1
Endif
ExitLoop
Endif
WEnd
MouseUp("middle")
;;
;Sleep(100)
EndFunc ;==>MoveToPos
;;--------------------------------------------------------------------------------
;; Interact()
;;--------------------------------------------------------------------------------
Func Interact($_x, $_y, $_z)
; MoveToPos($_x, $_y, $_z, 0, 25)
$Coords = FromD3toScreenCoords($_x, $_y, $_z)
MouseClick("left", $Coords[0], $Coords[1], 1, 6)
While _MemoryRead($_itrInteractE + $ofs__InteractOffsetUNK2, $d3, 'int') = 1
Sleep(100)
WEnd
EndFunc ;==>Interact
;;--------------------------------------------------------------------------------
;; Approach() Approach a NPC without left clicking
;;--------------------------------------------------------------------------------
Func Approach($_x, $_y, $_z)
; MoveToPos($_x, $_y, $_z, 0, 25)
While _MemoryRead($_itrInteractE + $ofs__InteractOffsetUNK2, $d3, 'int') = 1
Sleep(100)
WEnd
EndFunc ;==>Approach
;;--------------------------------------------------------------------------------
;; InteractByActorName()
;;--------------------------------------------------------------------------------
Func InteractByActorName($a_name, $dist = 300)
Local $index, $offset, $count, $item[10], $foundobject = 0
Local $maxtry = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item) And _playerdead() = False
If StringInStr($item[1], $a_name) And $item[9] < $dist Then
_log($item[1] & " distance : " & $item[9])
While getDistance($item[2], $item[3], $item[4]) > 40 and $maxtry <= 15
$Coords = FromD3toScreenCoords($item[2], $item[3], $item[4])
MouseClick("middle", $Coords[0], $Coords[1], 1, 10)
$maxtry += 1
_log('interactbyactor: click x : ' & $Coords[0] & " y : " & $Coords[1])
Sleep(800)
WEnd
Sleep(800)
Interact($item[2], $item[3], $item[4])
$foundobject = 1
Sleep(100)
ExitLoop
EndIf
WEnd
Return $foundobject
EndFunc ;==>InteractByActorName
;;--------------------------------------------------------------------------------
;; GetLifep()
;;--------------------------------------------------------------------------------
Func GetLifep()
Local $index, $offset, $count, $item[10], $foundobject = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
If StringInStr($item[1], "HealthBall_liquid") Then
Return _MemoryRead($item[8] + 0x40C, $d3, 'float')
EndIf
WEnd
EndFunc ;==>GetLifep
;;--------------------------------------------------------------------------------
;; Attack()
;;--------------------------------------------------------------------------------
Func Attack($range, $monsterList)
If _playerdead() Then
Return
EndIf
Local $IgnoreList = ""
While 1
$foundobject = 0
Local $index, $offset, $count, $item[10]
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
;;;;;;;;;;; code crados a revoir ;;;;;
If _playerdead() Then
_log('On est mort')
ExitLoop 2
EndIf
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;-------------------------------------------------> AJOUTER UN GRAB RRANGE grabrange !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
If $item[0] <> "" And $item[0] <> 0xFFFFFFFF And $item[9] < 120 And StringInStr($IgnoreList, $item[8]) == 0 And StringInStr($IgnoreItemList, $item[1]) = 0 Then
If checkFromList($monsterList, $item[1]) And $item[6] <> -1 And $item[9] < $range or (checkFromList($monsterList, $item[1]) And (StringInStr($item[1],"brickhouse_") or StringInStr($item[1],"goblin") or StringInStr($item[1],"woodwraith_")) And $item[9] < $range) Then
;StringInStr($item[1],"brickhouse_") And $item[9] < $range Then
; we have a monster
If IterateActorAtribs($item[0], $Atrib_Hitpoints_Cur) > 0 And IterateActorAtribs($item[0], $Atrib_Invulnerable) = 0 Then
;If IterateActorAtribs($item[0], $Atrib_Hitpoints_Cur) > 0 Then
$foundobject = 1
If KillMob($item[1], $item[8], $item[0]) = False Then
_log('ignoring ' & $item[1])
$IgnoreList = $IgnoreList & $item[8]
EndIf
Else
_log('ignoring ' & $item[1])
$IgnoreList = $IgnoreList & $item[8]
EndIf
;ElseIf $item[5] <> 0 And $item[6] = 5 Then 1,05 test
ElseIf $item[5] = 2 And $item[6] = -1 Then ;1,04
; we have a loot
$grabit = False
If _MemoryRead($item[8] + 0x4, $d3, 'ptr') <> 0xFFFFFFFF Then
ConsoleWrite("Checking " & $item[1] & @CRLF)
$itemDestination = CheckItemCustom($item[0], $item[1],"LOOT")
If $itemDestination == "Stash" Or $itemDestination == "Salvage" Or $itemDestination == "Inventory" Then
; this loot is interesting
$foundobject = 1
If Grabit($item[1], $item[8]) = False Then
_log('ignoring ' & $item[1])
$IgnoreList = $IgnoreList & $item[8]
EndIf
Else
if checkFromList($monsterList, $item[1]) = False Then
$IgnoreItemList = $IgnoreItemList & $item[1] & "-"
;_log('ignoring ' & $item[8] & " : " & $item[1] & " :::::" &$IgnoreItemList)
Endif
EndIf
EndIf
EndIf
EndIf
WEnd
If $foundobject = 0 Then
ExitLoop
EndIf
WEnd
EndFunc ;==>Attack
;;--------------------------------------------------------------------------------
;; KillMob()
;;--------------------------------------------------------------------------------
Func KillMob($name, $offset, $guid)
$return = True
$begin = TimerInit()
Local $IgnorePoint = 9900; <-- If something is not grabbed/killed in this time we give it up
$Coords = FromD3toScreenCoords(_MemoryRead($offset + 0xB0, $d3, 'float'), _MemoryRead($offset + 0xB4, $d3, 'float'), _MemoryRead($offset + 0xB8, $d3, 'float'))
MouseMove($Coords[0], $Coords[1], 3)
;Send("{SHIFTDOWN}")
MouseDown("left")
;loop the attack until the mob is dead
_log("Attack : " & $name) ;FOR
While IterateActorAtribs($guid, $Atrib_Hitpoints_Cur) > 0
$Coords = FromD3toScreenCoords(_MemoryRead($offset + 0xB0, $d3, 'float'), _MemoryRead($offset + 0xB4, $d3, 'float'), _MemoryRead($offset + 0xB8, $d3, 'float'))
MouseMove($Coords[0], $Coords[1], 3)
MouseDown("left")
checkForSpell()
;Sleep(10)
If TimerDiff($begin) > $IgnorePoint Then
; After this time we should already had the item
Return False
If getdistance(_MemoryRead($offset + 0xB0, $d3, 'float'), _MemoryRead($offset + 0xB4, $d3, 'float'), _MemoryRead($offset + 0xB8, $d3, 'float')) < 3 and _inventoryfull() Then
Unbuff()
tpfilter()
Buffinit()
Endif
ExitLoop
EndIf
WEnd
MouseUp("left")
;Send("{SHIFTUP}")
Return $return
EndFunc ;==>KillMob
;;--------------------------------------------------------------------------------
;; Grabit()
;;--------------------------------------------------------------------------------
Func Grabit($name, $offset)
$begin = TimerInit()
Dim $CoordVerif[3]
Local $IgnorePoint = 9000; <-- If something is not grabbed/killed in this time we give it up
ConsoleWrite("Grabbing :" & ($name) & @CRLF) ;FOR DEBUGGING
If (StringInStr($name, "gold")) Then
$Coords = FromD3toScreenCoords(_MemoryRead($offset + 0xB0, $d3, 'float'), _MemoryRead($offset + 0xB4, $d3, 'float'), _MemoryRead($offset + 0xB8, $d3, 'float'))
$CoordVerif[0] = _MemoryRead($offset + 0xB0, $d3, 'float')
$CoordVerif[1] = _MemoryRead($offset + 0xB4, $d3, 'float')
$CoordVerif[2] = _MemoryRead($offset + 0xB8, $d3, 'float')
MouseClick("middle", $Coords[0], $Coords[1], 1, 5)
Else
Interact(_MemoryRead($offset + 0xB0, $d3, 'float'), _MemoryRead($offset + 0xB4, $d3, 'float'), _MemoryRead($offset + 0xB8, $d3, 'float'))
EndIf
While _MemoryRead($offset + 0x4, $d3, 'ptr') <> 0xFFFFFFFF
If TimerDiff($begin) > $IgnorePoint Then
; After this time we should already had the item
Return False
EndIf
If (StringInStr($name, "gold")) Then
$Coords = FromD3toScreenCoords(_MemoryRead($offset + 0xB0, $d3, 'float'), _MemoryRead($offset + 0xB4, $d3, 'float'), _MemoryRead($offset + 0xB8, $d3, 'float'))
;Check if the coord X y z havn't changed.
If ($CoordVerif[0] <> _MemoryRead($offset + 0xB0, $d3, 'float') Or $CoordVerif[1] <> _MemoryRead($offset + 0xB4, $d3, 'float') Or $CoordVerif[2] <> _MemoryRead($offset + 0xB8, $d3, 'float')) Then
_log("Fake GOLD")
Return false
Else
MouseClick("middle", $Coords[0], $Coords[1], 1, 5)
EndIf
Else
Interact(_MemoryRead($offset + 0xB0, $d3, 'float'), _MemoryRead($offset + 0xB4, $d3, 'float'), _MemoryRead($offset + 0xB8, $d3, 'float'))
EndIf
Sleep(50)
WEnd
Return True
EndFunc ;==>Grabit
;;--------------------------------------------------------------------------------
;; checkForPotion()
;;--------------------------------------------------------------------------------
Func checkForPotion()
$life = GetLifep()
$diff = TimerDiff($timeforpotion)
If $life < $LifeForPotion/100 and $diff > 1500 Then
send("q")
$timeforpotion = TimerInit()
EndIf
EndFunc
;;--------------------------------------------------------------------------------
;; checkFromList()
;;--------------------------------------------------------------------------------
Func checkFromList($list, $compare, $delimiter = '|')
Local $arrayList = StringSplit($list, $delimiter)
For $i = 1 To $arrayList[0]
If StringInStr($compare, $arrayList[$i]) Then
Return 1
EndIf
Next
Return 0
EndFunc ;==>checkFromList
;;--------------------------------------------------------------------------------
;; SkipDialog()
;;--------------------------------------------------------------------------------
Func SkipDialog($_Count)
For $i = 1 To $_Count
Send("{SPACE}")
Sleep(100)
Next
EndFunc ;==>SkipDialog
;;--------------------------------------------------------------------------------
;; TakeWP()
;;--------------------------------------------------------------------------------
Func TakeWP($tarChapter, $tarNum, $curChapter, $curNum)
If $GameFailed = 0 Then
local $Waypoint
While Not offsetlist()
Sleep(10)
WEnd
If FindActor("waypoint_arrival_ribbonGeo",80) then
$Waypoint = "waypoint_arrival_ribbonGeo"
ElseIf FindActor("waypoint_neutral_ringGlow",80) then
$Waypoint = "waypoint_neutral_ringGlow"
ElseIf FindActor("Waypoint_Town",80) then
$Waypoint = "Waypoint_Town"
else
$Waypoint = "waypoint"
EndIf
InteractByActorName($Waypoint)
Sleep(650)
Local $wptry = 0
While _checkWPopen() = False and _playerdead() = False
If $wptry <= 4 Then
_log('Fail to open wp')
$wptry = $wptry + 1
InteractByActorName($Waypoint)
EndIf
If $wptry > 4 Then
$GameFailed = 1
_log('Failed to open wp after 3 try')
ExitLoop
EndIf
WEnd
If $tarChapter <> $curChapter Or ($tarChapter = $curChapter And $tarChapter < $curChapter) Then
For $i = 0 To $tarChapter - 1
$coord = UiRatio(35, 100 + ($i * 12.5))
MouseClick("left", $coord[0], $coord[1], 1, 3) ; Close chapters
Next
$coord = UiRatio(145, 100 + ($tarChapter * 12.5) + 23 + ($tarNum * 32))
MouseClick("left", $coord[0], $coord[1], 1, 3) ; Click wp
EndIf
If $tarChapter = $curChapter And $tarChapter > $curChapter Then
For $i = 0 To $tarChapter - 1
$coord = UiRatio(35, 100 + ($i * 12.5))
MouseClick("left", $coord[0], $coord[1], 1, 3) ; Close chapters
Next
$coord = UiRatio(145, 100 + ($tarChapter * 12.5) + 23 + 12 + ($tarNum * 32))
MouseClick("left", $coord[0], $coord[1], 1, 3) ; Click wp
EndIf
Sleep(1500)
While Not offsetlist()
Sleep(10)
WEnd
$SkippedMove = 0 ;reset ouur skipped move count cuz we should be in brand new area
EndIf
EndFunc ;==>TakeWP
;;--------------------------------------------------------------------------------
;; _resumegame()
;;--------------------------------------------------------------------------------
Func _resumegame()
_log("Resume Game")
Sleep(Random(500, 1000, 1))
_randomclick(106, 233)
Sleep(4000)
EndFunc ;==>_resumegame
;;--------------------------------------------------------------------------------
;; _leavegame()
;;--------------------------------------------------------------------------------
Func _leavegame()
If _ingame() Then
_log("Leave Game")
Send("{SPACE}") ; to make sure everything is closed
Send("{ESCAPE}")
Sleep(Random(200, 300, 1))
While _escmenu() = False
Send("{ESCAPE}")
Sleep(Random(200, 300, 1))
WEnd
_randomclick(420, 323)
Sleep(Random(500, 1000, 1))
EndIf
EndFunc ;==>_leavegame
;;--------------------------------------------------------------------------------
;; Repair()
;;--------------------------------------------------------------------------------
Func Repair()
InteractByActorName($RepairVendor)
Sleep(700)
Local $vendortry = 0
While _checkVendoropen() = False
If $vendortry <= 4 Then
_log('Fail to open vendor')
$vendortry = $vendortry + 1
InteractByActorName($RepairVendor)
EndIf
If $vendortry > 4 Then
_log('Failed to open Vendor after 4 try')
WinSetOnTop("Diablo III","",0)
MsgBox(0, "Impossible d'ouvrir le vendeur :", "SVP, veuillez reporter ce problème sur le forum. Erreur : v001 ")
Terminate()
ExitLoop
EndIf
WEnd
GetRepairTab()
$coord = UiRatio(290, 130 + ($RepairTab * 70))
MouseClick("left", $coord[0], $coord[1], 1, 3) ; Repair tab
Sleep(100)
$coord = UiRatio(150, 330)
MouseClick("left", $coord[0], $coord[1], 1, 3) ; Repair Button
Sleep(100)
Send("{SPACE}")
EndFunc ;==>Repair
;;================================================================================
; Function: GetDistance($_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 $Distance
EndFunc ;==>GetDistance
;;================================================================================
; Function: GetDistance($_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 GetMyStats()
Local $index, $offset, $count, $item[4]
startIterateLocalActor($index, $offset, $count)
While iterateLocalActorList($index, $offset, $count, $item)
If StringInStr($item[2], "GoldCoin-") Then
_log("Current GOLD: " & IterateActorAtribs($item[1], $Atrib_ItemStackQuantityLo))
ExitLoop
EndIf
WEnd
_log("Power Disabled: " & IterateActorAtribs($_MyGuid, $Atrib_Magic_Find_Handicap))
_log("Difficulty: " & IterateActorAtribs($_MyGuid, $Atrib_Difficulty))
_log("Act: " & IterateActorAtribs($_MyGuid, $Atrib_Act))
_log("Current Level: " & IterateActorAtribs($_MyGuid, $Atrib_Level))
_log("Strength: " & IterateActorAtribs($_MyGuid, $Atrib_Strength_Total))
_log("Dexterity: " & IterateActorAtribs($_MyGuid, $Atrib_Dexterity_Total))
_log("Inteligence: " & IterateActorAtribs($_MyGuid, $Atrib_Intelligence_Total))
_log("Vitality: " & IterateActorAtribs($_MyGuid, $Atrib_Vitality_Total))
_log("Gold find: " & IterateActorAtribs($_MyGuid, $Atrib_Gold_Find))
_log("Magic find: " & IterateActorAtribs($_MyGuid, $Atrib_Magic_Find))
_log("Pickup Radius : " & IterateActorAtribs($_MyGuid, $Atrib_Gold_PickUp_Radius))
_log("Movement speed : " & IterateActorAtribs($_MyGuid, $Atrib_Movement_Scalar_Capped_Total))
EndFunc ;==>GetMyStats
Func GameOverTime()
Global $timedifmaxgamelength = TimerDiff($timermaxgamelength)
If $timedifmaxgamelength > $maxgamelength Then
_log('game over time !')
Global $GameOverTime = True
EndIf
EndFunc ;==>GameOverTime
Func Terminate()
WinSetOnTop("Diablo III","",0)
$file = FileOpen(@ScriptDir & "\" & $fichierstat, 1)
FileWriteLine($file, $DebugMessage)
MouseUp("middle")
MouseUp("left")
Send("{SHIFTUP}")
Exit 0
EndFunc ;==>Terminate
Func TogglePause()
$Paused = Not $Paused
While $Paused
Sleep(100)
TrayTip("", 'Script is "Paused"', 5)
WEnd
ToolTip("")
EndFunc ;==>TogglePause
Func _log($text)
ConsoleWrite(@MDAY & "/" & @MON & "/" & @YEAR & " " & @HOUR & ":" & @MIN & ":" & @SEC & " | " & $text & @CRLF)
EndFunc ;==>_log
Func RandSleep($min = 5, $max = 45, $chance = 3)
$randNum = Round(Random(1, 100))
If $randNum <= $chance Then
$sleepTime = Random($min * 1000, $max * 1000)
_log("Sleeping " & $sleepTime & "ms")
For $c = 0 To 10
Sleep($sleepTime / 10)
Next
EndIf
EndFunc ;==>RandSleep
Func _randomclick($X, $Y, $button = "left")
$coord = UiRatio($X, $Y)
MouseClick($button, Random($coord[0] - 3, $coord[0] + 3), Random($coord[1] - 3, $coord[1] + 3))
EndFunc ;==>_randomclick
;;--------------------------------------------------------------------------------
;;############# Speels by Xoum
;;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;; setChararacter()
;;--------------------------------------------------------------------------------
Func setChararacter($nameChar)
$splitName = StringSplit($nameChar,"_")
$nameCharacter = $splitName[1]
_log($nameCharacter)
EndFunc ;==> setChararacter
;;--------------------------------------------------------------------------------
;; Getfury()
;;--------------------------------------------------------------------------------
Func GetFury()
Local $index, $offset, $count, $item[10], $foundobject = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
If StringInStr($item[1], "furyBall_liquid") Then
Return _MemoryRead($item[8] + 0x40C, $d3, 'float')
EndIf
WEnd
EndFunc ;==>GetFury
;;
;--------------------------------------------------------------------------------
;; Gethatred()
;;--------------------------------------------------------------------------------
Func GetHatred()
Local $index, $offset, $count, $item[10], $foundobject = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
If StringInStr($item[1], "hatred") Then
Return _MemoryRead($item[8] + 0x40C, $d3, 'float')
EndIf
WEnd
EndFunc ;==>Gethatred
;;
;--------------------------------------------------------------------------------
;; Getdisc()
;;--------------------------------------------------------------------------------
Func GetDisc()
Local $index, $offset, $count, $item[10], $foundobject = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
If StringInStr($item[1], "discipline") Then
Return _MemoryRead($item[8] + 0x40C, $d3, 'float')
EndIf
WEnd
EndFunc ;==>Getdisc
;;
;--------------------------------------------------------------------------------
;; Getspirit()
;;--------------------------------------------------------------------------------
Func GetSpirit()
Local $index, $offset, $count, $item[10], $foundobject = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
If StringInStr($item[1], "Monk_Spirit") Then
Return _MemoryRead($item[8] + 0x40C, $d3, 'float')
EndIf
WEnd
EndFunc ;==>Getspirit
;;
;--------------------------------------------------------------------------------
;; Getmana()
;;--------------------------------------------------------------------------------
Func GetMana()
Local $index, $offset, $count, $item[10], $foundobject = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
If StringInStr($item[1], "mana") Then
Return _MemoryRead($item[8] + 0x40C, $d3, 'float')
EndIf
WEnd
EndFunc ;==>Getmana
;;
;--------------------------------------------------------------------------------
;; Getarcane()
;;--------------------------------------------------------------------------------
Func GetArcane()
Local $index, $offset, $count, $item[10], $foundobject = 0
startIterateObjectsList($index, $offset, $count)
While iterateObjectsList($index, $offset, $count, $item)
If StringInStr($item[1], "instability") Then
Return _MemoryRead($item[8] + 0x40C, $d3, 'float')
EndIf
WEnd
EndFunc ;==>Getarcane
;;--------------------------------------------------------------------------------
;; checkForSpell()
;;--------------------------------------------------------------------------------
Func checkForSpell()
checkForPotion()
;Local $mesurepot = TimerInit() ;;;;;;;;;;;;;;
local $source
local $MaximumSource
Switch $nameCharacter
Case "DemonHunter"
$discipline = GetDisc()
$hatred = GetHatred()
$life = GetLifep()
$diffRightClick = TimerDiff($timeforRightclick)
If $RightClickSpell = "True" And $life <= $LifeForRightClickSpell / 100 And $diffRightClick > $RightClickSpellDelay Then
If $RightClickSpellEnergy <> "" Then
If $RightClickSpellEnergy = "hatred" Then
If $hatred > $RightClickSpellEnergyNeeds/$MaximumHatred Then
mouseclick("right")
$timeforRightclick = TimerInit()
EndIf
else
If $discipline > $RightClickSpellEnergyNeeds/$MaximumDiscipline Then
mouseclick("right")
$timeforRightclick = TimerInit()
EndIf
EndIf
Else
mouseclick("right")
$timeforRightclick = TimerInit()
EndIf
EndIf
$discipline = GetDisc()
$hatred = GetHatred()
$life = GetLifep()
$diffSpell1 = TimerDiff($timeforSpell1)
If $Spell1Activated = "True" And $life <= $LifeForSpell1 / 100 And $diffSpell1 > $DefayForSpell1 Then
If $EnergySpell1 <> "" Then
If $EnergySpell1 = "hatred" Then
If $hatred > $EnergyNeedsSpell1/$MaximumHatred Then
Send("1")
$timeforSpell1 = TimerInit()
EndIf
else
If $discipline > $EnergyNeedsSpell1/$MaximumDiscipline Then
Send("1")
$timeforSpell1 = TimerInit()
EndIf
EndIf
Else
Send("1")
$timeforSpell1 = TimerInit()
EndIf
EndIf
$discipline = GetDisc()
$hatred = GetHatred()
$life = GetLifep()
$diffSpell2 = TimerDiff($timeforSpell2)
If $Spell2Activated = "True" And $life <= $LifeForSpell2 / 100 And $diffSpell2 > $DefayForSpell2 Then
If $EnergySpell2 <> "" Then
If $EnergySpell2 = "hatred" Then
If $hatred > $EnergyNeedsSpell2/$MaximumHatred Then
Send("2")
$timeforSpell2 = TimerInit()
EndIf
else
If $discipline > $EnergyNeedsSpell2/$MaximumDiscipline Then
Send("2")
$timeforSpell2 = TimerInit()
EndIf
EndIf
Else
Send("2")
$timeforSpell2 = TimerInit()
EndIf
EndIf
$discipline = GetDisc()
$hatred = GetHatred()
$life = GetLifep()
$diffSpell3 = TimerDiff($timeforSpell3)
If $Spell3Activated = "True" And $life <= $LifeForSpell3 / 100 And $diffSpell3 > $DefayForSpell3 Then
If $EnergySpell3 <> "" Then
If $EnergySpell3 = "hatred" Then
If $hatred > $EnergyNeedsSpell3/$MaximumHatred Then
Send("3")
$timeforSpell3 = TimerInit()
EndIf
else
If $discipline > $EnergyNeedsSpell3/$MaximumDiscipline Then
Send("3")
$timeforSpell3 = TimerInit()
EndIf
EndIf
Else
Send("3")
$timeforSpell3 = TimerInit()
EndIf
EndIf
$discipline = GetDisc()
$hatred = GetHatred()
$life = GetLifep()
$diffSpell4 = TimerDiff($timeforSpell4)
If $Spell4Activated = "True" And $life <= $LifeForSpell4 / 100 And $diffSpell4 > $DefayForSpell4 Then
If $EnergySpell4 <> "" Then
If $EnergySpell4 = "hatred" Then
If $hatred > $EnergyNeedsSpell4/$MaximumHatred Then
Send("4")
$timeforSpell4 = TimerInit()
EndIf
else
If $discipline > $EnergyNeedsSpell4/$MaximumDiscipline Then
Send("4")
$timeforSpell4 = TimerInit()
EndIf
EndIf
Else
Send("4")
$timeforSpell4 = TimerInit()
EndIf
EndIf
Case "Monk"
$MaximumSource = $MaximumSpirit
actionForSpell($MaximumSource)
Case "Barbarian"
$MaximumSource = $MaximumFury
actionForSpell($MaximumSource)
Case "wizard"
$MaximumSource = $MaximumArcane
actionForSpell($MaximumSource)
Case "WitchDoctor"
$MaximumSource = $MaximumMana
actionForSpell($MaximumSource)
EndSwitch
EndFunc ;==>checkForSpell
Func actionForSpell($MaximumSource)
$life = GetLifep()
Switch $nameCharacter
Case "Monk"
$source = GetSpirit()
Case "Barbarian"
$source = GetFury()
Case "wizard"
$source = GetArcane()
Case "WitchDoctor"
$source = GetMana()
EndSwitch
$diffRightClick = TimerDiff($timeforRightclick)
If $RightClickSpell = "True" And $life <= $LifeForRightClickSpell / 100 And $diffRightClick > $RightClickSpellDelay Then
If $RightClickSpellEnergy <> "" Then
If $source > $RightClickSpellEnergyNeeds/$MaximumSource Then
mouseclick("right")
$timeforRightclick = TimerInit()
EndIf
Else
mouseclick("right")
$timeforRightclick = TimerInit()
EndIf
EndIf
$life = GetLifep()
Switch $nameCharacter
Case "Monk"
$source = GetSpirit()
Case "Barbarian"
$source = GetFury()
Case "wizard"
$source = GetArcane()
Case "WitchDoctor"
$source = GetMana()
EndSwitch
$diffSpell1 = TimerDiff($timeforSpell1)
If $Spell1Activated = "True" And $life <= $LifeForSpell1 / 100 And $diffSpell1 > $DefayForSpell1 Then
If $EnergySpell1 <> "" Then
If $source > $EnergyNeedsSpell1/$MaximumSource Then
Send("1")
$timeforSpell1 = TimerInit()
EndIf
Else
Send("1")
$timeforSpell1 = TimerInit()
EndIf
EndIf
$life = GetLifep()
Switch $nameCharacter
Case "Monk"
$source = GetSpirit()
Case "Barbarian"
$source = GetFury()
Case "wizard"
$source = GetArcane()
Case "WitchDoctor"
$source = GetMana()
EndSwitch
$diffSpell2 = TimerDiff($timeforSpell2)
If $Spell2Activated = "True" And $life <= $LifeForSpell2 / 100 And $diffSpell2 > $DefayForSpell2 Then
If $EnergySpell2 <> "" Then
If $source > $EnergyNeedsSpell2/$MaximumSource Then
Send("2")
$timeforSpell2 = TimerInit()
EndIf
Else
Send("2")
$timeforSpell2 = TimerInit()
EndIf
EndIf
$life = GetLifep()
Switch $nameCharacter
Case "Monk"
$source = GetSpirit()
Case "Barbarian"
$source = GetFury()
Case "wizard"
$source = GetArcane()
Case "WitchDoctor"
$source = GetMana()
EndSwitch
$diffSpell3 = TimerDiff($timeforSpell3)
If $Spell3Activated = "True" And $life <= $LifeForSpell3 / 100 And $diffSpell3 > $DefayForSpell3 Then
If $EnergySpell3 <> "" Then
If $source > $EnergyNeedsSpell3/$MaximumSource Then
Send("3")
$timeforSpell3 = TimerInit()
EndIf
Else
Send("3")
$timeforSpell3 = TimerInit()
EndIf
EndIf
$life = GetLifep()
Switch $nameCharacter
Case "Monk"
$source = GetSpirit()
Case "Barbarian"
$source = GetFury()
Case "wizard"
$source = GetArcane()
Case "WitchDoctor"
$source = GetMana()
EndSwitch
$diffSpell4 = TimerDiff($timeforSpell4)
If $Spell4Activated = "True" And $life <= $LifeForSpell4 / 100 And $diffSpell4 > $DefayForSpell4 Then
If $EnergySpell4 <> "" Then
If $source > $EnergyNeedsSpell4/$MaximumSource Then
Send("4")
$timeforSpell4 = TimerInit()
EndIf
Else
Send("4")
$timeforSpell4 = TimerInit()
EndIf
EndIf
EndFunc
;;--------------------------------------------------------------------------------
;;############# Stats by YoPens
;;--------------------------------------------------------------------------------
Func StatsDisplay()
Local $index, $offset, $count, $item[4]
startIterateLocalActor($index, $offset, $count)
While iterateLocalActorList($index, $offset, $count, $item)
If StringInStr($item[1], "GoldCoin-") Then
$GOLD = IterateActorAtribs($item[0], $Atrib_ItemStackQuantityLo)
ExitLoop
EndIf
WEnd
If $Totalruns = 1 Then
$GOLDINI = $GOLD
$begin_timer_stat = TimerInit()
$GF = Ceiling(IterateActorAtribs($_MyGuid, $Atrib_Gold_Find) * 100)
$MF = Ceiling(IterateActorAtribs($_MyGuid, $Atrib_Magic_Find) * 100)
$PR = IterateActorAtribs($_MyGuid, $Atrib_Gold_PickUp_Radius)
$MS = (IterateActorAtribs($_MyGuid, $Atrib_Movement_Scalar_Capped_Total) - 1) * 100
Else
$GOLDInthepocket = $GOLD - $GOLDINI
$GOLDMOY = $GOLDInthepocket / ($Totalruns - 1)
$dif_timer_stat = TimerDiff($begin_timer_stat)
$GOLDMOYbyH = $GOLDInthepocket * 3600000 / $dif_timer_stat
EndIf
;stat XP
;Xp nécessaire pour passer un niveau de paragon
If $Totalruns = 1 Then
global $level[101]
$level[1]=7200000
$level[2]=8640000
$level[3]=10080000
$level[4]=11520000
$level[5]=12960000
$level[6]=14400000
$level[7]=15840000
$level[8]=17280000
$level[9]=18720000
$level[10]=20160000
$level[11]=21600000
$level[12]=23040000
$level[13]=24480000
$level[14]=25920000
$level[15]=27360000
$level[16]=28800000
$level[17]=30240000
$level[18]=31680000
$level[19]=33120000
$level[20]=34560000
$level[21]=36000000
$level[22]=37440000
$level[23]=38880000
$level[24]=40320000
$level[25]=41760000
$level[26]=43200000
$level[27]=44640000
$level[28]=46080000
$level[29]=47520000
$level[30]=48960000
$level[31]=50400000
$level[32]=51840000
$level[33]=53280000
$level[34]=54720000
$level[35]=56160000
$level[36]=57600000
$level[37]=59040000
$level[38]=60480000
$level[39]=61920000
$level[40]=63360000
$level[41]=64800000
$level[42]=66240000
$level[43]=67680000
$level[44]=69120000
$level[45]=70560000
$level[46]=72000000
$level[47]=73440000
$level[48]=74880000
$level[49]=76320000
$level[50]=77760000
$level[51]=79200000
$level[52]=80640000
$level[53]=82080000
$level[54]=83520000
$level[55]=84960000
$level[56]=86400000
$level[57]=87840000
$level[58]=89280000
$level[59]=90720000
$level[60]=92160000
$level[61]=95040000
$level[62]=97920000
$level[63]=100800000
$level[64]=103680000
$level[65]=106560000
$level[66]=109440000
$level[67]=112320000
$level[68]=115200000
$level[69]=118080000
$level[70]=120960000
$level[71]=126000000
$level[72]=131040000
$level[73]=136080000
$level[74]=141120000
$level[75]=146160000
$level[76]=151200000
$level[77]=156240000
$level[78]=161280000
$level[79]=166320000
$level[80]=171360000
$level[81]=177840000
$level[82]=184320000
$level[83]=190800000
$level[84]=197280000
$level[85]=203760000
$level[86]=210240000
$level[87]=216720000
$level[88]=223200000
$level[89]=229680000
$level[90]=236160000
$level[91]=244800000
$level[92]=253440000
$level[93]=262080000
$level[94]=270720000
$level[95]=279360000
$level[96]=288000000
$level[97]=296640000
$level[98]=305280000
$level[99]=313920000
$level[100]=322560000
endif
If $Totalruns = 1 Then
$NiveauParagon = IterateActorAtribs($_MyGuid, $Atrib_Alt_Level)
$ExperienceNextLevel = IterateActorAtribs($_MyGuid, $Atrib_Alt_Experience_Next)
$Expencours = $level[$NiveauParagon+1] - $ExperienceNextLevel
$Xp_Run = 0
$Xp_Total = 0
$Xp_Moy_Run = 0
$Xp_Moy_Hrs = 0
$time_Xp = 0
_format_time($time_Xp)
Else
;calcul de l'xp du run
if $NiveauParagon = IterateActorAtribs($_MyGuid, $Atrib_Alt_Level) then; verification de level up (égalité => pas de level up
$Xp_Run = ($level[IterateActorAtribs($_MyGuid, $Atrib_Alt_Level)+1] - IterateActorAtribs($_MyGuid, $Atrib_Alt_Experience_Next)) - $Expencours;experience run n - experience run n-1
endif
$Expencours = $level[IterateActorAtribs($_MyGuid, $Atrib_Alt_Level)+1] - IterateActorAtribs($_MyGuid, $Atrib_Alt_Experience_Next)
if $NiveauParagon <> IterateActorAtribs($_MyGuid, $Atrib_Alt_Level) then
$Xp_Run = $ExperienceNextLevel + $Expencours
endif
$Xp_Total = $Xp_Total + $Xp_Run
$Xp_Moy_Run = $Xp_Total / ($Totalruns - 1)
$Xp_Moy_Hrs = $Xp_Total * 3600000 / $dif_timer_stat
$NiveauParagon = IterateActorAtribs($_MyGuid, $Atrib_Alt_Level)
$ExperienceNextLevel = IterateActorAtribs($_MyGuid, $Atrib_Alt_Experience_Next)
;calcul temps avant prochain niveau
$Xp_Moy_Sec = $Xp_Total * 1000 / $dif_timer_stat
$time_Xp = int($ExperienceNextLevel/$Xp_Moy_Sec)*1000
_format_time($time_Xp)
$time_Xp = $dif_timer_stat_formater
EndIf
;########
_format_time($dif_timer_stat)
$timer_stat_total = $dif_timer_stat_formater
If $Totalruns = 1 Then
$timer_stat_run_moyen = 0
;Lv_stat=lv
;Xp_next_stat=Xp_next
;Xprun=0
;Xptotal=0
;Xpmoyen=0
Else
$dif_timer_stat_moyen = $dif_timer_stat / ($Totalruns - 1)
_format_time($dif_timer_stat_moyen)
$timer_stat_run_moyen = $dif_timer_stat_formater
EndIf
$DebugMessage = "Nombre de Runs : " & $Totalruns & @CRLF
$DebugMessage = $DebugMessage & "Nombre de Mort : " & $Death & @CRLF
$DebugMessage = $DebugMessage & "Nombre de Réparation/Vente : " & $RepairORsell & @CRLF
$DebugMessage = $DebugMessage & "Nombre d'objet stocké dans le Coffre : " & $ItemToStash & @CRLF
$DebugMessage = $DebugMessage & "Nombre d'objet Vendu : " & $ItemToSell & @CRLF
$DebugMessage = $DebugMessage & "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~" & @CRLF
$DebugMessage = $DebugMessage & "GOLD Obtenu : " & $GOLDInthepocket & @CRLF
$DebugMessage = $DebugMessage & "GOLD Moyen par run : " & Ceiling($GOLDMOY) & @CRLF
$DebugMessage = $DebugMessage & "GOLD Moyen par heure : " & Ceiling($GOLDMOYbyH) & @CRLF
;stats XP
$DebugMessage = $DebugMessage & "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~" & @CRLF
if($Xp_Total <1000000) then ;afficher en "K"
$DebugMessage = $DebugMessage & "XP Obtenu : " & int($Xp_Total/1000) & " K" & @CRLF
endif
if($Xp_Total >999999) then ;afficher en "M"
$DebugMessage = $DebugMessage & "XP Obtenu : " & int($Xp_Total/1000)/1000 & " M" & @CRLF
endif
if($Xp_Moy_Run <1000000) then ;afficher en "K"
$DebugMessage = $DebugMessage & "XP Moyen par run : " & int($Xp_Moy_Run/1000) & " K" & @CRLF
endif
if($Xp_Moy_Run >999999) then ;afficher en "M"
$DebugMessage = $DebugMessage & "XP Moyen par run : " & int($Xp_Moy_Run/1000)/1000 & " M" & @CRLF
endif
if($Xp_Moy_Hrs <1000000) then ;afficher en "K"
$DebugMessage = $DebugMessage & "XP Moyen par heure : " & int($Xp_Moy_Hrs/1000) & " K" & @CRLF
endif
if($Xp_Moy_Hrs >999999) then ;afficher en "M"
$DebugMessage = $DebugMessage & "XP Moyen par heure : " & int($Xp_Moy_Hrs/1000)/1000 & " M" & @CRLF
endif
;$DebugMessage = $DebugMessage & "temps avant prochain niveau : " $ExperienceNextLevel/ & " M" & @CRLF
$DebugMessage = $DebugMessage & "temps avant prochain niveau : " & $time_Xp & @CRLF
$DebugMessage = $DebugMessage & "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~" & @CRLF
;$DebugMessage = $DebugMessage & "XP Moyen par heure : " & $Xp_Moy_Hrs & @CRLF
;$DebugMessage = $DebugMessage & "XP avant prochain niveau : " & int($ExperienceNextLevel/1000)/1000 &" M" & @CRLF
;$DebugMessage = $DebugMessage & "niveau paragon actuel : " & $NiveauParagon & @CRLF
;$DebugMessage = $DebugMessage & "#################################"& @CRLF
;$DebugMessage = $DebugMessage & "test 1 : " & $level[$NiveauParagon+1] & @CRLF
;$DebugMessage = $DebugMessage & "exp en cours : " & int($Expencours/1000)/1000 &" M" &@CRLF
;$DebugMessage = $DebugMessage & "Xp_Run : " & int($Xp_Run/1000)/1000 &" M" &@CRLF
;$DebugMessage = $DebugMessage & "#################################"& @CRLF
;#########
$DebugMessage = $DebugMessage & "Durée Total : " & $timer_stat_total & @CRLF
$DebugMessage = $DebugMessage & "Durée moyenne d'un run: " & $timer_stat_run_moyen & @CRLF
$DebugMessage = $DebugMessage & "Nombre de déconnections : " & $disconnectcount & @CRLF
$DebugMessage = $DebugMessage & "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~" & @CRLF
$DebugMessage = $DebugMessage & "Statistique du Personnage : " & @CRLF
$DebugMessage = $DebugMessage & "Gold Find ( Hors Paragon & Compagnon ) : " & $GF & " %" & @CRLF
$DebugMessage = $DebugMessage & "Magic Find ( Hors Paragon & Compagnon ) : " & $MF & " %" & @CRLF
$DebugMessage = $DebugMessage & "PickUp Radius: " & $PR & @CRLF
$DebugMessage = $DebugMessage & "Movement Speed: " & $MS & " %" & @CRLF
$MESSAGE = $DebugMessage
ToolTip($MESSAGE, $DebugX, $DebugY)
$Totalruns = $Totalruns + 1 ;compte le nombre de run
EndFunc ;==>StatsDisplay
;;--------------------------------------------------------------------------------
;;############# END ########### of Stats by YoPens
;;--------------------------------------------------------------------------------
Func _format_time($time_milisecond)
Local $seconde_arrondi
Local $minute
Local $seconde
Local $heure
If ($time_milisecond < 60000) Then
$dif_timer_stat_formater = Round(($time_milisecond / 1000), 2) & " secondes"
ElseIf (($time_milisecond >= 60000) And ($time_milisecond < 3600000)) Then
$seconde_arrondi = Int($time_milisecond / 1000)
$minute = Int($seconde_arrondi / 60)
$seconde = Round((($time_milisecond / 1000) - $minute * 60), 0)
$dif_timer_stat_formater = $minute & " min " & $seconde & " sec"
Else
$seconde_arrondi = Int($time_milisecond / 1000)
$heure = Int($seconde_arrondi / 3600)
$minute = Int((($seconde_arrondi - $heure * 3600) / 60))
$seconde = Round((($time_milisecond / 1000) - $heure * 3600 - $minute * 60), 0)
$dif_timer_stat_formater = $heure & "h " & $minute & "m " & $seconde & "s"
EndIf
Return $dif_timer_stat_formater
EndFunc ;==>_format_time