const memoryjs = require('memoryjs'); async function getProcessInfo() { const processName = "D2R.exe"; return new Promise((resolve, reject) => { memoryjs.openProcess(processName, (error, processObject) => { if(error) { process.stdout.write("Error getting process") return reject(error) } return resolve(processObject); }); }) } async function readMemoryBuffer (handle, address, size) { return new Promise((resolve, reject) => { memoryjs.readBuffer(handle, address, size, (error, value) => { if(error) { process.stdout.write("Error reading memory as buffer") return reject(error) } return resolve(value); }); }) } async function main() { // Get D2 Process info const processInfo = await getProcessInfo(); const handle = processInfo.handle; const startingAddress = processInfo.modBaseAddr + 0x2055E40; // Create a buffer and store data on it const buf = await readMemoryBuffer(handle, startingAddress, 8); const playerUnit = Number(buf.readBigUInt64LE(0)); const pPlayer = playerUnit + 0x10; const pAct = playerUnit + 0x20; // Get the actual player memory address const newBuf = await readMemoryBuffer(handle, pPlayer, 8); const playerAddress = Number(newBuf.readBigUInt64LE(0)); const playerNameBuff = await readMemoryBuffer(handle, playerAddress, 16); const playerName = playerNameBuff.toString(); // console.log("Txt file no: ", (playerUnit + 0x04).toString(16)) // console.log("Unit ID: ", (playerUnit + 0x08).toString(16)) // console.log("Mode: ", (playerUnit + 0x0c).toString(16)) // console.log("Map Seed pointer: ", (playerUnit + 0x20).toString(16)) // console.log("Seed a: ", (playerUnit + 0x28).toString(16)) // console.log("Seed b: ", (playerUnit + 0x2c).toString(16)) // console.log("Pointer Act: ", (playerUnit + 0x20).toString(16)) // console.log("Pointer path: ", (playerUnit + 0x38).toString(16)) // console.log("Player address: ", playerAddress.toString(16)) // console.log("Player address quest?: ", (playerAddress + 0x10).toString(16)) // console.log("Player name: ", playerName) const difficultyAddress = playerAddress + 0x10; const _buff0 = await readMemoryBuffer(handle, difficultyAddress, 8); const difficulty = Number(_buff0.readBigUInt64LE(0)); // process.stdout.write("Difficulty address: ", difficultyAddress); // process.stdout.write("Difficulty: " + difficulty); const _buff1 = await readMemoryBuffer(handle, pAct, 8); const actAddress = Number(_buff1.readBigUInt64LE(0)); const mapSeedAddress = actAddress + 0x14; const pPathAddress = playerUnit + 0x38; const _buff2 = await readMemoryBuffer(handle, pPathAddress, 8); const path = Number(_buff2.readBigUInt64LE(0)); const posXAddress = path + 0x02; const posYAddress = path + 0x06; const _buff3 = await readMemoryBuffer(handle, mapSeedAddress, 8); const actIdAddress = playerUnit + 0x18; const _buff6 = await readMemoryBuffer(handle, actIdAddress, 8); // 6 console.log("Act id address" + actIdAddress.toString(16)); console.log("Act ID " + _buff6.readUInt32LE()); const _buff4 = await readMemoryBuffer(handle, posXAddress, 8); console.log("X Pos ADDRESS : " + posXAddress.toString(16)); const _buff5 = await readMemoryBuffer(handle, posYAddress, 8); const message = 'Map Seed: ' + _buff3.readUInt32LE() + ' - X Pos: ' + _buff4.readUInt16LE() + ' - Y Pos: ' + _buff5.readUInt16LE(); // const message = "1" console.log(message); } setInterval(main, 1000)
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Javascript(JS) is a object-oriented programming language which adhere to ECMA Script Standards. Javascript is required to design the behaviour of the web pages.
var readline = require('readline');
var rl = readline.createInterface({
input: process.stdin,
output: process.stdout,
terminal: false
});
rl.on('line', function(line){
console.log("Hello, " + line);
});
Keyword | Description | Scope |
---|---|---|
var | Var is used to declare variables(old way of declaring variables) | Function or global scope |
let | let is also used to declare variables(new way) | Global or block Scope |
const | const is used to declare const values. Once the value is assigned, it can not be modified | Global or block Scope |
let greetings = `Hello ${name}`
const msg = `
hello
world!
`
An array is a collection of items or values.
let arrayName = [value1, value2,..etc];
// or
let arrayName = new Array("value1","value2",..etc);
let mobiles = ["iPhone", "Samsung", "Pixel"];
// accessing an array
console.log(mobiles[0]);
// changing an array element
mobiles[3] = "Nokia";
Arrow Functions helps developers to write code in concise way, it’s introduced in ES6.
Arrow functions can be written in multiple ways. Below are couple of ways to use arrow function but it can be written in many other ways as well.
() => expression
const numbers = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
const squaresOfEvenNumbers = numbers.filter(ele => ele % 2 == 0)
.map(ele => ele ** 2);
console.log(squaresOfEvenNumbers);
let [firstName, lastName] = ['Foo', 'Bar']
let {firstName, lastName} = {
firstName: 'Foo',
lastName: 'Bar'
}
const {
title,
firstName,
lastName,
...rest
} = record;
//Object spread
const post = {
...options,
type: "new"
}
//array spread
const users = [
...adminUsers,
...normalUsers
]
function greetings({ name = 'Foo' } = {}) { //Defaulting name to Foo
console.log(`Hello ${name}!`);
}
greet() // Hello Foo
greet({ name: 'Bar' }) // Hi Bar
IF is used to execute a block of code based on a condition.
if(condition){
// code
}
Else part is used to execute the block of code when the condition fails.
if(condition){
// code
} else {
// code
}
Switch is used to replace nested If-Else statements.
switch(condition){
case 'value1' :
//code
[break;]
case 'value2' :
//code
[break;]
.......
default :
//code
[break;]
}
For loop is used to iterate a set of statements based on a condition.
for(Initialization; Condition; Increment/decrement){
//code
}
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while (condition) {
// code
}
Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.
do {
// code
} while (condition);
ES6 introduced classes along with OOPS concepts in JS. Class is similar to a function which you can think like kind of template which will get called when ever you initialize class.
class className {
constructor() { ... } //Mandatory Class method
method1() { ... }
method2() { ... }
...
}
class Mobile {
constructor(model) {
this.name = model;
}
}
mbl = new Mobile("iPhone");