interesting point, i was running the old one and i realized this. possible to create and overwrite or add, but not possible to edit it yet.
mamba, possible to do an overwrite function for now?
interesting point, i was running the old one and i realized this. possible to create and overwrite or add, but not possible to edit it yet.
mamba, possible to do an overwrite function for now?
never really used it, have no need for it
I’m not going to post any information on how that is possible as crate otherwise will punch me
wait a second, are you saying it creates new stash tabs in an existing stash, not just a new stash file ?
I guess I should try this tool after all to verify this
adding a tab should be trivial, I believe I have all code for that already in my stash class, I just do not do so in the UI
It is written in C# so it’s not that much different as Java and C# share similar or nearly similar syntaxes.
syntax yes, the code will be very different regardless however (different functionality, different standard classes, different design decisions)
I won’t overwrite, not quite sure what the point of that would be. To me that seems inferior to editing the existing one.
Why you you want that option (what do you try to accomplish with it) ?
mamba, don’t take me too serious on that one. i was being light hearted.
i apologise, i’m too used to overwriting memory values that i use that word too often.
i believe it is a new stash tab in existing stash from my brief use. it had the ability to do infinite items in stash tabs and it was usable while the game is open (you just needed to close the ingame stash, delete/overwrite your old transfer.gst with the new one in the save folder while the game is running).
Yes, infinite items in one tab is supported by the stash format. Give two items the same X and Y position and they overlap without any issues.
It will always be useable while the game is open but the shared stash closed in game, that is a feature of GD, not the program.
Technically I also create a new stash file, it’s just that it contains the content of the old plus user changes
When you talked about overwrite and Elfe about creating a new stash, not editing an existing one, I assumed you wanted to / the other tool to overwrite the existing stash with a new blank stash, plus whatever items you added to it, thereby losing the content of the existing stash.
That to me felt like a bad idea.
When my program saves the stash file, it does overwrite the existing one with the new data, so it does overwrite, it’s just that the data is similar
In theory you can seamlessly put items into the shared stash, close it in-game, add them to my stash database, create some items in my program, save the changed shared stash and open it in-game again without ever leaving the game - but for this to work, I need the new stash format first.
I actually meant the whole file. Making the stash use more than 4 pages doesn’t work as there are specific database entries for each of them and the game will not read more thought technically you could add them to the stash file.
The functionality is now pretty much what I wanted it to be.
Added a few options and rearranged some screens, to make them smaller, since there were some concerns about that
Regular size (Font 12, images 100%)
Small size (Font 8, images 50%)
Large size (Font 18, images 150%)
That should cover most screen sizes (maximum is 24 Font and 200% image scale)
Looking good, mamba! Really impressive stuff.
Ha, that was spotted fast
There is some other tool out there that let’s you pick any affix for any item, figured it would not hurt to have that option too
Looking good, mamba! Really impressive stuff.
Thanks, now it really is time we figure out the new format
So your tool can differentiate between valid and nonvalid affix combinations? Very cool.
Supposing one experimented with that other tool you mentioned and put affixes on Epic items (for the hell of it), would your tool recognize those items, ignore them, or throw up an error?
It can, so far I only make use of that while crafting however, i.e. once you have selected a prefix (or suffix), the list of available suffixes (or prefixes) will be adjusted to only allow the ones that are possible with the selected affix
Of course, initially both lists start out with all valid affixes.
Supposing one experimented with that other tool you mentioned and put affixes on Epic items (for the hell of it), would your tool recognize those items, ignore them, or throw up an error?
Right now it would not care, but that is certainly something I could change.
I can see it checking the items that get imported for meeting that setting and reporting ones that do violate it. Might be worth adding, so people can keep their collection ‘clean’ if they want to.
Import is a two step process, I first load all items into a list, and then the user can select which ones to import from that list. I could mark the invalid ones in that list.
Great job mamba! Keep going.
Really apreciate it
Great Job !!! So looking forward to be able to use this …
Awesome, can’t wait! My char list is full of unorganized lvl 4 bank mules haha.
wow mamba. great job. just a quick question, did you manage to figure out the database?
Not quite sure what you mean by figuring out the database.
I know the format, I do not know all content or what all of it does. I know enough to get this program working however
Now it does recognize them
In order of errors
mamba, i pm’d you.
i meant the new stash format.
No, neither my tool nor the other one supports the new format.
As GD still supports the old format, both tools can still write it and GD can load the files.
As long as all you do is create items, that is not much of a limitation, but for a stash it is a major hurdle…
Yes, I tried it digging through what I thought was the stash and had to reinstall my files because I crashed some components
Just curious when create an item, does it always end up in the item transfer of the smuggler or to the current stash of the hero?
Anyways to try out what you’ve done so far?