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D2HackIt.ini
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D2HackIt.ini
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;====================================================================
; D2HackIt.ini
; -------------------------------------------------------------------
; Main ini file for D2HackIt.
;
; <thohell@home.se>
;====================================================================
;====================================================================
; Misc options.
;
; Format:
; -------------------------------------------------------------------
; Autoload=plugin1,plugin2,...,pluginN
; InfoPrompt=ÿc3INFO
; ErrorPrompt=ÿc1ERROR
; VerbosePrompt=ÿc9VERBOSE
; Verbose=<on|off>
; -------------------------------------------------------------------
;
; D2HackIt! *is* maphack 4.1 (or above) compatible since it can load
; it as any other plugin. Rename d2maphack.dll to d2maphack.d2h and
; move all files in your maphack directory to your D2HackIt
; directory. Since maphack is not specifically build for D2HackIt
; and may conflict with D2HackIt modules (bind.d2h for example) it
; should be loaded first, preferably first on the Autoload line :)
;
; If you do not want to do this, make sure you load maphack *before*
; loading D2HackIt. If you fail to do this, maphack will fail with
; 'Unknown game version' error.
;
; -------------------------------------------------------------------
[Misc]
;fault isolation
;Autoload=mephbot
Autoload=mephbot,pickit
InfoPrompt=ÿc3::
ErrorPrompt=ÿc1::
VerbosePrompt=ÿc9::
Verbose=on
;
;====================================================================
;====================================================================
; Fingerprint definitions for D2HackIt v1.0. These fingerprints are
; working under 1.0cb.
;
; Format:
; -------------------------------------------------------------------
; Name=Module,patchsize,offset,fingerprint
; -------------------------------------------------------------------
;
; The first character in the fingerprint determines what type of
; fingerprint this is:
;
; ! An ordinal inside (ex. !NameOfFuntion or !10)
; # An actual hexadecimal adress (ex. #6fba80b4)
; other Fingerprint pattern (see below)
;
; Patterns are interpreted as a string of bytes. The value 00 to ff
; represents an actual value. A byte represented as 'xx' is not
; important to the fingerprint and are masked out. Example of masked
; bytes are absolute addresses/offsets inside the code that are
; likely to change location on blizzard patches.
;
; -------------------------------------------------------------------
[FingerprintData]
; This is now GrabIt! compatible.
GamePacketReceivedIntercept=D2Client.dll,7,13,8B5C2410xxxxxxxxxxxx8D145B8B0495
; This lets us send packets even in single player games
GamePacketSentIntercept=D2Net.dll,5,0,!10005
; We hook this to set playerinfo when game starts/ends
GamePlayerInfoIntercept=D2Client.dll,6,12,33C9E8xxxxxxxxE8xxxxxxxx89xxxxxxxx
; Just a pointer to playerinfo, available any time
pPlayerInfoStruct=D2Client.dll,0,14,33C9E8xxxxxxxxE8xxxxxxxx8935xxxxxx
; This is out entrypoint for displaying text
GamePrintStringLocation=D2Client.dll,0,0,81ECxxxxxxxx53558BE956578A45xx84C0
; This is the struct passed to us by the loader
; The modules searched for are actually: Game.exe, Diablo II.exe and D2Loader.exe
LoaderStruct=Game.exe,0,0,1d10abd1
; This is used by bind.d2h
GameKeyDownIntercept=D2Client.dll,5,5,8B770833D2xxxxxxxxxxxxC0668B41043BC6
; Thanks to Techwarrior for this info
GameSendPacketToGameLocation=d2net.dll,0,21,81EC0C010000538B1Dxxxxxxxx5556
; Pointer to current game info, available at any time
;pGameInfoStruct=d2client.dll,0,2,8B0DxxxxxxxxBAxxxxxxxx516A00B9xxxxxxxx
pGameInfoStruct=d2client.dll,0,0,#6FAA1F51
;====================================================================