Now that we have code for augments, you can start implementing some of the augment mod effects that arent present on armor (and thus dont have a mod)
All of the JSE augments that were used for relic v2 stuff havent been implimented yet, and a fair number of augments dont have effects present either.
To find an unimplimented augment:
First check out the augment table under the mysql stuff
AugmentID: ID of the augment
modID: ID of the mod effect for doing math on the server
Value: a +/- value applied at the start of the aug
Multiplier: how much 1 point of augment is worth, general this is 1.
https://wiki.dspt.info/index.php/Augments
Thats the list of augments that appear on gear and exist on the client.
So once you find an augment that hasnt been implimented, you go to the modID list (the enum MODIFIER found in modifier.h)
Then you see if a relevant MOD_whatever exists for that augment, if so, fill in the vals on the mysql table to match the Mod_Id and etc you just found.
If it doesn't exist, add a new MOD_whatever (Id recommend keeping a big space between the augment mods and normal gear mods. Id use 1024-1445 for the augments 1024-1445 for example)
Follow the same naming conventions, make sure its aligned the same way, and then fill in the spots of the mysql table.
This wont IMPLIMENT the mod, as nothing will happen in game any different. But now the augments will tic up their respective mod values.
Which means later on we can go in and implement checks for stuff like (if MOD_Aug_BackhandBlow) then (WSDMG+5 * Aug's value)
So on and so forth.
Id start by tackling augments 1024+, which are all the ws dmg+ and job specific augments. So I'd add something like:
Code: Select all
MOD_WS_BACKHAND_BLOW = 0x400,
MOD_WS_SPINNING_ATTACK = 0x401,
MOD_WS_HOWLING_FIST = 0x402,
MOD_WS_DRAGON_KICK = 0x403,
MOD_WS_VIPER_BITE = 0x404,
MOD_WS_SHADOWSTITCH = 0x405,
MOD_WS_CYCLONE = 0x406,
MOD_WS_EVISCERATION = 0x407
Add that to enum MODIFIER at the end, and keep going after that.
Then update over on the mysql table:
Code: Select all
1024 | 5 | 1024 | 5 |
1025 | 5 | 1025 | 5 |
1026 | 5 | 1026 | 5 |
1027 | 5 | 1027 | 5 |
1028 | 5 | 1028 | 5 |
1029 | 5 | 1029 | 5 |
1030 | 5 | 1030 | 5 |
1031 | 5 | 1031 | 5 |
1032 | 5 | 1032 | 5 |
1033 | 5 | 1033 | 5 |
1034 | 5 | 1034 | 5 |
And so on and so forth