I noticed one or two legendary items once created don't seem to have their legendary affixes, "Vile Ward" for example are listed as having this stat: "Furious Charge deals 30–35% increased damage for every enemy hit while charging." Another one is Leoric's Crown: "Increase the effect of any gem socketed into this item by 75–100%." - this affix never appears in game after creation in the editor None of the editor's item strings (legacy/legacy old) for this item seem to result in the item having it's affix in-game, is it another xbone/ps4/pc item that 360 users can't have? Or is it because the affix is secondary? http://us.battle.net/d3/en/item/leorics-crown http://us.battle.net/d3/en/item/vile-ward
anything that doesn't show up is obviously hardcoded and only works in newest patch only found on next-gen consoles or on pc like you assumed yes. There is only 1 exception prior to patch that has a special affix that is transferable which is the stat found on "reapers wraps" on the new patch on the other hand the passive ability found on hellfire amulet is also transferable, but unless a new patch is released for last-gen we won't be seeing that anytime soon unless you have next gen and do an export.
For Everyone that don't follow what is being done.. comment 37083 by CKY Today 10:03 AM DIIIRoSEdit: Added Portuguese translation Changed all Numeric Up/Down controls to fire change event after validating Added level as a known attribute to unknown attributes list 37082 by CKY Fri 10:11 AM DIIIRoSEdit: Added German translation files. Fixed Locker> Inventory tab> Property's tab >Tier Quality drop-down population Added Locker> Inventory tab Added Locker> Raw tab 7073 by CKY Wed 11:30 AM DIIIEdit: Fixed ":" Delemited affixes. notice the difference between DIIIEDIT and DIIIRoSEDIT 2 different programs one for diablo 3 and one for RoS
OK So here is the question after the second day of the new database format Whats everyone think I have heard a few complainants that legendary/set should be after the item let me here your thoughts..
I think it has to do with translations I'm finely able to spend a small amount of time with translators so that anyone can use this. its taken a while to get it all together so why not let the world use it in there own language I dont know if you know this or not but its been used in China with a Chinese user interface since February of 2014..
I like it the way it is now better. If you want to make any kind of belt, for example, you just select belts and they are all in one place.
New FAQ page https://diiiedit.codeplex.com/wikipage?title=FAQ&referringTitle=Documentation Anyone see anything missing let us know. If theirs something you think should be added let us know.
Just registered to offer an idea. I'm a little late to the game and you might already have figured this out, I trust your sympathy in my lack of desire in scouring every page since this post. When you're examining flags, consider that the integers you see might be stored as bit booleans, ie the integer 3 is stored bitwise as 11, which could indicate true/true. If the flag is changed to 2 then the bits change to 10, indicating true/false. In this example where a flag value of int20 (10100) indicates unidentified and int21 (10101) indicates unidentified AND x2roll gives me the impression that either the first or third bit is the identifying bit flag for unidentified, and that the 1 extra indicates the secondary of x2roll. In the most simple of scenarios, instead of testing flags by running integers 1-4quadrillion, try testing only values with a single 1 bit value, eg 1, 2, 4 etc. That way you'll only need to test once per bit position instead of one for each of 2^32 integers. I say most simple because I don't imagine the flags to be simple booleans, whatever byte space is being used is likely a combination of bits and int8 or int16 values. Any rate, thanks for the work you've done, it's always great to see others with the same hunger for curiosity.
In most cases I would agree with you. Here is where this is flawed when dealing with Flag messages for the account flags this is what the save file tells me message Digest { enum Flags { HARDCORE_HERO_UNLOCKED_DEPRECATED = 1; ADVENTURE_MODE_UNLOCKED = 2; PARAGON_100_VANILLA_FEAT = 3; MASTER_DIFFICULTY_UNLOCKED = 4; TORMENT_DIFFICULTY_UNLOCKED = 5; ADVENTURE_MODE_TUTORIAL_PLAYED = 6; HARDCORE_MASTER_DIFFICULTY_UNLOCKED = 7; HARDCORE_TORMENT_DIFFICULTY_UNLOCKED = 8; HARDCORE_ADVENTURE_MODE_UNLOCKED = 9; } required uint32 version = 1; required .D3.OnlineService.EntityId last_played_hero_id = 2; required BannerConfiguration banner_configuration = 3; required uint32 flags = 4 [default = 0]; optional uint64 pvp_cooldown = 5 [default = 0]; optional uint32 unknown6 = 6 [default = 0]; optional uint32 season_id = 7 [default = 0]; optional uint64 guild_id = 8 [default = 0]; repeated uint32 alt_levels = 9; } If you look here there are 9 enumerations OK and value flags is a UINT32 OK If we use bitwise we it means that there a 9 bits that can be true/false interesting lets look at the thread where I was trying to test this. http://www.xpgamesaves.com/topic/111524-flags-needed/ well yes that seems to follow what you are saying quite well until you get to ask a few hundred save files the same question. and this is there reply 1012 2 948 500 52 48 16 116 4 436 384 244 960 20 756 432 1 68 84 640 54 896 502 758 49 1008 692 50 163 I still think that you might be correct because instead of using 2^32 now we are using 9^9. Uint32 is 8 bytes Or 32 bits but so fate only 11 bits are used Thank you for your input now that you have more information maybe you can come to a different conclusion then I did, or the same one. Now I just to to figure out what each number actually represents. Edit: I attached the application using bitwise if you want to play around with it. [sharedmedia=core:attachments:4554]
Right, as far as the remaining bits, notice that enum1 is HARDCORE_HERO_UNLOCKED_DEPRECATED - the remaining bits are reserved for future use to maintain backwards compatibility. Just out of curiosity, where did you get the message digest schema from?
Google White papers on protobuffers Most games since 2007 use protocol buffers they they dont read the byte's like a hex editor. if you would like to carry this conversation further lets move to [link removed]
I like it too - there is a book of the UEE - console edition for anyone who doesn't know made by "Brady Games" of coarse none of us need it for the game , but its a wikipedia of all the "items" and gear in the game. Also-you'll know what some of the best in-slot items are for all your characters. Once you know all the items n the game well enough it won't matter if CK lists set items separate because you'll already know that the item in question IS a set item. .Likely many of us are using set items already so with the alphabetic listings you can find what you are looking for faster. As for me i like the alphabetic listing. (see Nightmares comment-I agree)
Hello guys, I'm unsure if any of you have encountered these issues, but I had several. I had the previous version of D3 for PS3 with modded gear, and at the time, I had reached paragon level 15 or so. When I converted my characters to the RoS version, of course, by patch, some of my modded items were "nerfed". Anyway, as I followed ViperX420's tutorial, I found my crusader wasn't doing much damage to the Act 1 Normal zombies (before the Captain Rumford scene); it appears as if they're almost invincible - no damage at all. Also, the zombies can one-shot kill my lvl 1 character, which shouldn't be the case. Tried it with my modded char from previous save and it appears they can't one hit kill those same zombies from Act 1 Normal (it'll usually take them 2 swings to kill em, and that's with modded gear). So, I deleted all versions of my D3 and D3 RoS and re-made all 12 characters (male and female), and got them all safely passed the first quest in Act 1 Normal. Followed ViperX420s instructions and I was able to mod my gear fine, however, I encounter the same problem as before. Starting out at lvl 69 and ready to gain my 1 level to 70, my level 69 crusader equipped only with his starter shield and the debugged Russian's fast sword cannot kill a zombie from Act 1 Normal, and those same zombies one-hit kill my crusader. Also, when I finally equipped my modded Lvl 70 gear, my crusader still cannot one-hit kill some of these Act 1 Normal mode zombies. Additionally, previously (before deleting my D3 and D3 RoS versions), when I tried it with my barbarian (the one with the modded gear from the previous D3 version), he cannot quite kill them in 1 hit, and again these are Act 1 Normal mode zombies. Also, when I modded his level to 69, he had a hard time gaining that 1 level to 70, in fact, he didn't get that 1 level until after the Wretched Queen quest. Anyone else encounter this issue? Did I miss something from the tutorial?