L2JDP Revision Number: 9641
BACKGROUND FOR MY QUESTION:
So i was wondering about augments and i found how to create base skill number here: viewtopic.php?f=80&t=11122&p=48959&hili ... 077#p48959
But i could not find anything about bonus stats, just that they are defined in client. So through quite long process i found out about the "C:\server\game\data\stats\options" folder and concluded that when people said "defined in client" they were talking about augment description on client.
The next thing i noticed was augment glow changes. While i came to the previous conclusion i documented some augment number and effect relations.
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16285 - aug skill id1067253760 - Aug start, no particle1067254670 - No particle end1067254671 - Particle start1067255580 - Particle peak1067255581 - Lightning start1067257400 - Strong glow end1067257401 - no glow3640 - Glow Cycle (910 => 911 => Add Particles => 1820 => 1821 => Add Lightning => 340 => Lightning Peak) |cycle - Stat| 0 - Noone1 - Acu 1.59 & Crit 15.552 - ~"~3 - Acu 1.6 & Crit 10.37 (glow no more)4 - ~"~5 - +Passive fire P.def +1 gives Passive Holy def6 - Max mp 34.04 & HP regen 0.147 - None8 - None9 - None ends at 1067319295 => 1067319296 is new skill id (16286)|cycle - Stat| has same results
QUESTIONS:
Augment description is defined in client, actual effects are server sided - correct?
In "Character.properties" you can define augment glow chances. Do these chances only determine in what id range it will randomise and the actual augment-glow relationship is defined in client only?
Example:
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<option id="3640" name="o_f_75_1u_91"> <!-- Accuracy increases by 1.59. Critical increases by 15.55. --> <for> <add order="0x40" stat="accCombat" val="1.587203" /> <add order="0x40" stat="rCrit" val="15.549451948" /> </for></option>