Minimum value per level and enhanced damage item stats fix (#26)

* Added a temporary fix to have a minimum value of 1 for per level mods

* Expose Stat Aliases and Type Aliases (#25)

* Fixed setting a minimum value of 1 for per level item stats

* Added minimum value of attack rating per level to be 15

* Added min value for replenish durability/quantity

* Added fix for reading item modifiers - enhanced damage now works

* Delete .idea/.gitignore

* Delete .idea/d2go.iml

* Delete .idea/modules.xml

* Delete .idea/vcs.xml

* Added gitignore file

* Refactored code

---------

Co-authored-by: dmeli <d.melia@outlook.fr>
Co-authored-by: Arto Simonyan <artosimonyan@protonmail.com>
This commit is contained in:
SoundsLegit
2024-08-05 16:48:06 +02:00
committed by GitHub
parent 67692abea3
commit 938bfeb753
4 changed files with 89 additions and 36 deletions

View File

@@ -181,54 +181,80 @@ func (gd *GameReader) Inventory(rawPlayerUnits RawPlayerUnits, hover data.HoverD
}
func (gd *GameReader) getItemStats(statsListExPtr uintptr) (stat.Stats, stat.Stats) {
// Initial full and base stats extraction
fullStats := gd.getStatsList(statsListExPtr + 0x88)
baseStats := gd.getStatsList(statsListExPtr + 0x30)
// Flags and last stat list pointers
flags := gd.Process.ReadUInt(statsListExPtr+0x1C, Uint64)
lastStatsList := uintptr(gd.Process.ReadUInt(statsListExPtr+0x70, Uint64))
// If the special flag isn't set, return the current base and full stats
if (flags & 0x80000000) == 0 {
return baseStats, fullStats
}
attempts := 0
statListFlags := uintptr(0)
statListPrev := lastStatsList
for (0x40 & statListFlags & 0xFFFFDFFF) == 0 {
attempts++
if attempts == 10 {
return baseStats, fullStats
// Prepare for additional stats processing
additionalStats := stat.Stats{}
statListPtr := lastStatsList
// Traverse the stat lists to accumulate additional stats
for statListPtr != 0 {
statListFlags := gd.Process.ReadUInt(statListPtr+0x1C, Uint64)
// If we hit a condition where no further traversal is needed, break
if (0x40 & statListFlags & 0xFFFFDFFF) != 0 {
break
}
statListPrev = uintptr(gd.Process.ReadUInt(statListPrev+0x48, Uint64))
statListFlags = uintptr(gd.Process.ReadUInt(statListPrev+0x1C, Uint64))
if statListPrev == 0 {
return baseStats, fullStats
// Move to the previous stat list
statListPtr = uintptr(gd.Process.ReadUInt(statListPtr+0x48, Uint64))
}
// If we found a valid previous stat list
if statListPtr != 0 {
additionalBaseStats := gd.getStatsList(statListPtr + 0x30)
// Add only the additional stats that are not already present in fullStats
for _, statM := range additionalBaseStats {
if _, found := fullStats.FindStat(statM.ID, statM.Layer); !found {
additionalStats = append(additionalStats, statM)
}
}
}
modifierBaseStats := gd.getStatsList(statListPrev + 0x30)
if len(modifierBaseStats) != 0 {
for _, mStat := range modifierBaseStats {
if _, found := fullStats.FindStat(mStat.ID, mStat.Layer); !found {
fullStats = append(fullStats, mStat)
}
}
// Merge additional stats into fullStats (but not into baseStats)
fullStats = append(fullStats, additionalStats...)
modifierStatsPrevEx := uintptr(gd.Process.ReadUInt(statListPrev+0x48, Uint64))
modifierBaseStatsPrev := gd.getStatsList(modifierStatsPrevEx + 0x30)
// Handle base stats from potential modifiers and ensure they don't pollute baseStats
statListPtr = lastStatsList
for _, mStat := range modifierBaseStatsPrev {
for i, st := range fullStats {
if st.ID == mStat.ID && st.Layer == mStat.Layer && st.Value != mStat.Value {
fullStats[i].Value = st.Value + mStat.Value
for statListPtr != 0 {
statListFlags := gd.Process.ReadUInt(statListPtr+0x1C, Uint64)
if statListFlags != 0 {
modifierBaseStats := gd.getStatsList(statListPtr + 0x30)
for _, mStat := range modifierBaseStats {
// Update fullStats
if existingStat, found := fullStats.FindStat(mStat.ID, mStat.Layer); found {
existingStat.Value = mStat.Value
} else {
fullStats = append(fullStats, mStat)
}
// Add to baseStats only if this stat qualifies as a base stat
if (flags&0x80000000) != 0 && statListFlags == 0x80000000 {
if _, found := baseStats.FindStat(mStat.ID, mStat.Layer); !found {
baseStats = append(baseStats, mStat)
}
}
}
if _, found := fullStats.FindStat(mStat.ID, mStat.Layer); !found {
fullStats = append(fullStats, mStat)
}
if _, found := baseStats.FindStat(mStat.ID, mStat.Layer); !found {
baseStats = append(baseStats, mStat)
}
}
// Move to the previous stat list
statListPtr = uintptr(gd.Process.ReadUInt(statListPtr+0x48, Uint64))
}
return baseStats, fullStats