I'm trying to figure out where augmented info is stored on an item. I'm using L2OFF Epilogue.
I know that usually augmentations are stored in dbo.user_items table, in the variation_opt1 and variation_opt2. But where is it stored before then?
Let's say an augmented item dropped on the ground. I know it's not possible by default, but how does the item know that it's augmented?
I'm using Emca's extender to do my testing, and I'm able to generate an augmentation on an item as soon as it drops. It works completely, but the augmentation doesn't save on logout. I need to figure out a way to call some kind of force-item-save functionality. I don't know where to look!
I hope someone here can help me out.
I'm also looking into removing the cannot drop/trade limitation.
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Check the Player or ManufactureList classes first—there’s usually a hardcoded cap in there, like 20 slots for Interlude. If you spot something like maxSlots = 20, that’s the limit, and you can tweak it.
Question
Bumble
Hi,
I'm trying to figure out where augmented info is stored on an item. I'm using L2OFF Epilogue.
I know that usually augmentations are stored in dbo.user_items table, in the variation_opt1 and variation_opt2. But where is it stored before then?
Let's say an augmented item dropped on the ground. I know it's not possible by default, but how does the item know that it's augmented?
I'm using Emca's extender to do my testing, and I'm able to generate an augmentation on an item as soon as it drops. It works completely, but the augmentation doesn't save on logout. I need to figure out a way to call some kind of force-item-save functionality. I don't know where to look!
I hope someone here can help me out.
I'm also looking into removing the cannot drop/trade limitation.
Thanks!
-B
Edited by Bumble13 answers to this question
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