Missing/New Augments

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bluesolarflare
Posts: 127
Joined: Wed May 27, 2015 4:23 pm

Missing/New Augments

Post by bluesolarflare » Mon Jan 28, 2019 11:46 am

I have spent the past week looking into why Augments from the .DAT file located at ROM/220/58 are different than the ones that are displayed in the game. There are a lot of augments not present such as "occ atk twice" or "occ deals double dmg". While these are simply just visual augments, I was hoping to find these. I thought maybe they were simply referenced in another index via some offset to a negative number which I tried in the core but it didn't work. I did however, discover that SE filled in some of the unused augments with some from the .DAT's as of the most recent update. Below is the list that I found:

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72  -- Experience Points Bonus +1%
73  -- Experience Points Bonus +33%

251 -- Daken +1

347 -- Healing Magic Recast Delay -1
348 -- Elemental Recast Delay -1
349 -- Enfeebling Recast Delay -1

355 -- Enhancing Recast Delay -1

379 -- Enmity +1 for each Utsuemi
380 -- Physical Damage Limit +1%

639 -- Counter +2

899 -- Sword Enhancment Spell +1%

1081  -- Final Heaven: DMG+5% (increases by 5)
1082  -- Ascetic's Fury: DMG+5% (increases by 5)
1083  -- Stringing Pummel: DMG+5% (increases by 5)
1084  -- Victory Smite: DMG+5% (increases by 5)
1085  -- Mercey Stroke: DMG+5% (increases by 5)
1086  -- Pyrrhic Kleos: DMG+5% (increases by 5)
1087  -- Mandalic Stab: DMG+5% (increases by 5)
1088  -- Mordant Rime: DMG+5% (increases by 5)
1089  -- Rudra's Storm: DMG+5% (increases by 5)
1090  -- Knights of Round: DMG+5% (increases by 5)
1091  -- Death Blossom: DMG+5% (increases by 5)
1092  -- Expiacion: DMG+5% (increases by 5)
1093  -- Chant du Cygne: DMG+5% (increases by 5)
1094  -- Randgrith: DMG+5% (increases by 5)
1095  -- Mystic Boon: DMG+5% (increases by 5)
1096  -- Scourge: DMG+5% (increases by 5)
1097  -- Torcleaver: DMG+5% (increases by 5)
1098  -- Onslaught: DMG+5% (increases by 5)
1099  -- Primal Rend: DMG+5% (increases by 5)
1100  -- Cloudsplitter: DMG+5% (increases by 5)
1101  -- Metatron Torment: DMG+5% (increases by 5)
1102  -- King's Justice: DMG+5% (increases by 5)
1103  -- Ukko's Fury: DMG+5% (increases by 5)
1104  -- Catastrophe: DMG+5% (increases by 5)
1105  -- Insurgency: DMG+5% (increases by 5)
1106  -- Quietus: DMG+5% (increases by 5)
1107  -- Geirskogul: DMG+5% (increases by 5)
1108  -- Drakesbane: DMG+5% (increases by 5)
1109  -- Camlann's Torment: DMG+5% (increases by 5)
1110  -- Blade: Metsu: DMG+5% (increases by 5)
1111  -- Blade: Kamu: DMG+5% (increases by 5)
1112  -- Blade: Hi: DMG+5% (increases by 5)
1113  -- Tachi: Kaiten: DMG+5% (increases by 5)
1114  -- Tachi: Rana: DMG+5% (increases by 5)
1115  -- Tachi: Fudo: DMG+5% (increases by 5)
1116  -- Gate of Tartarus: DMG+5% (increases by 5)
1117  -- Omniscience: DMG+5% (increases by 5)
1118  -- Vidohunir: DMG+5% (increases by 5)
1119  -- Garland of Bliss: DMG+5% (increases by 5)
1120  -- Namas Arrow: DMG+5% (increases by 5)
1121  -- Jishunu's Radiance: DMG+5% (increases by 5)
1122  -- Trueflight: DMG+5% (increases by 5)
1123  -- Coronach: DMG+5% (increases by 5)
1124  -- Leaden Salute: DMG+5% (increases by 5)
1125  -- Wildfire: DMG+5% (increases by 5)
1126  -- Dimidation: DMG+5% (increases by 5)
1127  -- Exudiation: DMG+5% (increases by 5)
1128  -- Shijin Spiral: DMG+5% (increases by 5)
1129  -- Exenterator: DMG+5% (increases by 5)
1130  -- Requiescat: DMG+5% (increases by 5)
1131  -- Upheaval: DMG+5% (increases by 5)
1132  -- Entropy: DMG+5% (increases by 5)
1133  -- Stardiver: DMG+5% (increases by 5)
1134  -- Blade: Shun: DMG+5% (increases by 5)
1135  -- Tachi: Shoha: DMG+5% (increases by 5)
1136  -- Realmrazer: DMG+5% (increases by 5)
1137  -- Shattersoul: DMG+5% (increases by 5)
1138  -- Resolution: DMG+5% (increases by 5)
1139  -- Ruinator: DMG+5% (increases by 5)
1140  -- Last Stand: DMG+5% (increases by 5)
1141  -- Apex: Arrow: DMG+5% (increases by 5)

1251  -- Enfeebling Effect Duration +1%

1536-1652  -- Repeat of Weapon Skill damage+ IDs 1024 to 1141

I am still looking into a way to pull the other indexes but I haven't figured it out yet.

bluesolarflare
Posts: 127
Joined: Wed May 27, 2015 4:23 pm

Re: Missing/New Augments

Post by bluesolarflare » Tue Jan 29, 2019 2:43 pm

Update: I found the other indexes that point to other augments.

Basically the leading augment code in item_armor as seen below:

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    if (type != 0)
    {
        setSubType(ITEM_AUGMENTED);
        ref<uint8>(m_extra, 0x00) |= 0x02;
        ref<uint8>(m_extra, 0x01) |= 0x03;
    }
Has to be changed based on type. One index I found requires that the first 16 bits of the augment field start be 02 03 00 00 so i changed the above to

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    if (type != 0)
    {
        setSubType(ITEM_AUGMENTED);
        ref<uint8>(m_extra, 0x00) |= 0x02;
        ref<uint8>(m_extra, 0x01) |= 0x03;
        ref<uint8>(m_extra, 0x02) |= 0x00;
        ref<uint8>(m_extra, 0x03) |= 0x00;              
    }
 
Then I changed the size of the type from 11 (which is 2048) to 16 (which is 65535). I did an armor packet capture on a weapon that had "occ att twice" augment and the augment was set as 90 43 00 00. It looks like it swaps the hex around in the first two values so 9043 becomes 4390 which becomes 17,296. I then tested this by entering in

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@additem 17701 1 17296
This is the result:

Image


Since there are different indexes we could simply set aside a specific range and then shift the number to meet the expected packet number. For instance, there is nothing from 560 - 639. In the .DATs after Occ Atk Twice is:

Occ Atk Twice
Blank
Occ Atk Twice
Occ Atk 2-3 Times
Occ Atk 2-4 Times
Occ Deals Double dmg

We could make those 560-565. Then in the core if the value = that range then add 16,744 and use the 020300 leading code from above.

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