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MuleFactory


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 Post subject: [Farming Utility] Loot Alert
PostPosted: Thu Sep 13, 2012 3:04 pm 
 
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Joined: Fri Apr 15, 2011 9:03 pm
What it does
Plays a sound everytime a new legendary (or other items depending on settings) is dropped. Here is an image that shows the approximate range: http://i.imgur.com/vRjli.jpg. Left side is where I dropped the item and right side is where I heard the sound.

How it works
Uses memory reading to detect items. Sound files and exe must be in the same folder.

Why I made this
I play a barb with the Sprint/WW build, and mobs usually die offscreen. This makes sure I do not miss any legendaries or set items that drops.

Download link: http://www.mediafire.com/download.php?5477dj4n878syxd
Source: http://www.mediafire.com/download.php?wstudj9ml34jif0

Made in C#, you will most likely need .NET 4.0 framework atleast.

Please let me know if there are any bugs through PM or post in this thread.

v 1.0.6a
- Updated to work with 1.0.6a


v 1.0.6
- Updated to work with 1.0.6


v 1.0.5a
- Fixed a bug with multiboxing and co-op play

- Fixed a bug related to retrieving LevelArea causing the list of ignored objects to reset, playing a sound over and over for the same object.

- Filter for Keywardens are now included by default

- Filter for Fleeting Shrine is now included by default (because I love them)


v 1.0.5
- Now works with Diablo III version 1.0.5

- Fixed some bugs


v 1.0.4
- Finding items and other objects is now based on filters, which can be edited, added and removed however you like.
Example: http://i.imgur.com/cA7XZ.png

- There are two types of filters available right now, name and items. Name filters simply check the names of ingame objects match the specified string. Item filters have several settings to specifiy what items you want to find. Filters can be edited by selecting them and pressing "Edit".

- Settings are now saved in the same folder as the executable file.

- The default settings file has filters to make it identical to the previous version.

- Pressing "Start" while two or more diablo 3 processes are running will now allow you to select the one you want to attach to.

- Fixed a bug that made the program stop working sometimes in co-op.

- "Test sound" now plays the sound of the currently selected filter.


v 1.0.3
- Jewelry and class specific items now have separate item level settings

- Added option for alerting when treasure goblins are found. sound_Goblin.wav will override the default sound.

- Added the missing settings files in the source, alot of the code is also rewritten.


Last edited by Evozer on Wed Dec 12, 2012 1:56 pm, edited 14 times in total.
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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Thu Sep 13, 2012 4:24 pm 
 
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Joined: Fri Sep 20, 2002 2:38 am
Location: ٩(͡๏̯͡๏)۶Chatsubo Shacko Factory
Thanks. ;D

This only reads memory from the Diablo process, but has no such kind of Warden protection. This is a harmless utility dealing with an issue Blizzard plans to handle themselves down the line (soon) -- so I doubt it will get you banned. It's also not obfuscated and you can reflect if you wish.

Cool tool, bro.

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Thu Sep 13, 2012 8:26 pm 
 
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Joined: Sun Aug 22, 2004 4:48 am
Location: DaLLaS, TeXaS
I've been using this for a few days and man, it works great. I can farm so much more efficiently. Thank you!

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Fri Sep 14, 2012 2:08 am 
 
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I still think you should make this open-sourced. If you want some expansion ideas: Notify when Gob in proximity (use chat via Macro "Goblin!"), notify on Fallen Maniacs in proximity, detect elite pack (use chat macro "Elite!"). If you really want to get useful, you can use the data you get and draw map with notifications and stuff outside of the game or parse position data to determine if items/whatever is North/South/North West/etc. to player and overlay some notification text, but then you'd definitely get Blizz's attention. I think you're good as is, though.

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Fri Sep 14, 2012 8:41 am 
 
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Joined: Fri Apr 15, 2011 9:03 pm
I have been thinking of making an overlay to draw the position of items, goblins, elites etc. on the small minimap in the upper right corner, however that would probably be a separate program since it's would be a tracking program instead of an alert.

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Fri Sep 14, 2012 1:02 pm 
 
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Joined: Sun Jul 29, 2012 5:04 pm
Thanks. ;D

This only reads memory from the Diablo process, but has no such kind of Warden protection. This is a harmless utility dealing with an issue Blizzard plans to handle themselves down the line (soon) -- so I doubt it will get you banned. It's also not obfuscated and you can reflect if you wish.

Cool tool, bro.


nvm.

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Fri Sep 14, 2012 8:32 pm 
 
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Joined: Wed Aug 29, 2012 4:16 pm
Awesome tool, thanks.

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Sat Sep 15, 2012 12:14 pm 
 
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Joined: Fri Jun 08, 2012 9:56 pm
Location: Germany
Great work! Open source it please, would love to tinker with it

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Sat Sep 15, 2012 6:41 pm 
 
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Joined: Sat Jul 07, 2012 10:46 pm
Location: 01000111
Very handy program, tyvm

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Sat Sep 15, 2012 7:32 pm 
 
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Joined: Tue Jul 09, 2002 5:39 am
Been using it when farming for Leoric's Signet. I can imagine it'd be really easy to miss a drop when blazing through mobs. Great work!

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lord2800 wrote:
I can, but I don't want to run an AV in the first place
I'm as likely to get a virus as Bush is to shoot himself in the head, intentionally.

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Sat Sep 15, 2012 7:38 pm 
 
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Joined: Sat Sep 15, 2012 6:29 pm
Please, do try to deploy open source or you have a different sound for each object type :)
Amazing work, thank you very much, I expected something a while.

P.D. I registered just to say thank you and give you that advice. :)

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Sun Sep 16, 2012 12:47 am 
 
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Joined: Thu Aug 27, 2009 7:10 am
Would be nice if it was open-source so I can add some small things.

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Sun Sep 16, 2012 5:09 pm 
 
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Joined: Thu May 24, 2012 7:12 pm
it is kinda open source as dark mage already stated. Reflect that thing, then you get back the source.

If the author wanted to keep it closed source, he would have obfuscated the code.

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Mon Sep 17, 2012 12:30 pm 
 
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Joined: Fri Jul 18, 2008 6:48 am
Sound pack i made for this, just put these in the lootalert folder and your good 2 go.

-Legendary item detected
-Crafting item detected
-Rare item detected
-Magic item detected

http://www.mediafire.com/?hlyapaalxaaa3x9

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 Post subject: Re: [Farming Utility] Loot Alert
PostPosted: Tue Sep 18, 2012 2:20 am 
 
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Joined: Tue Sep 18, 2012 2:05 am
I reflected the code and fixed the bugs preventing the code to compile, here's the source: http://www.mediafire.com/?qg8ytqhf8fo8d4w

However, in LegendaryFinder.cs line 29: actor2.GetInt(Attrib.Item_Quality_Level) is always returning 0, so it doesn't work. Everything else about the program seems to work, just that one spot isn't returning the item quality level as it should. If someone wants to take it from there and find the problem in the guts, feel free. I give up at this point.

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