Jump to content

Recommended Posts

Posted
3 hours ago, xBountyhunt3r said:

Post: 


Anyone know how to make augmented items visible on Trade window? 

Inventory:

image.png.fedb85481db01dcee29cc15ded966022.png

Trade Window:

image.png.3f382aca43eee76b591866259fa4f649.png

i try make it for me project... trade its ok only not see augu skills in trade and for it need edit client side too i think ...

Posted
On 2/3/2022 at 12:25 PM, xBountyhunt3r said:

Post: 


Anyone know how to make augmented items visible on Trade window? 

Inventory:

image.png.fedb85481db01dcee29cc15ded966022.png

Trade Window:

image.png.3f382aca43eee76b591866259fa4f649.png

Moved to client section

Posted
On 2/3/2022 at 7:56 PM, wongerlt said:

little edit in interface.u and server side.

http://prntscr.com/26o1gu5

 

just use unused variable to send aug. data to client and in interface.u set it as augment.

 

InventoryWnd -> ....     if ( IsKeyDown(16) ) ....... -> ...... if ( UnknownFunction123(info_3.AdditionalName,"")  does this info_3.AdditionalName stands for augment informations ? Can you please give us a hint ? am i on the wrong way ? The idea is that i have saw on java source that in inventory there is send some variables for augment information , when i try to add this variables into addtradeitem , i get in trade window items enchanting number messed , so yes we can't add augmented items info on client side without client modifications , well this is my first time im trying to use WOTgreal Explorer , and i was looking in inventoryWnd saw this additionalname , can someone tell me if this additionalname has any links with augmentation info ? Thx

 

Posted
12 hours ago, wongerlt said:

TradeWnd.uc
you need fill this var. with ur aug. data.
RefineryOp1
RefineryOp2

 

jPKtTkU.png

 

diff --git a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
index 8429f78..6a60785 100644
--- a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
+++ b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
@@ -503,7 +503,7 @@
 	 */
 	public boolean isTradable()
 	{
-		return isAugmented() ? false : _item.isTradable();
+		return isAugmented() ? true : _item.isTradable();
 	}
 	
 	/**
diff --git a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
index c202669..3810b76 100644
--- a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
+++ b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
@@ -39,7 +39,7 @@
 			writeD(item.getBodyPart());
 			writeH(temp.getEnchantLevel());
 			writeH(temp.getCustomType2());
-			writeH(0x00);
+			writeH(temp.getAugmentation() == null ? 0x00 : temp.getAugmentation().getId());
 		}
 	}
 }
\ No newline at end of file

 

 

I went to do some tests, and how are we going to receive these packages

Posted
4 hours ago, Williams said:

 

jPKtTkU.png

 

diff --git a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
index 8429f78..6a60785 100644
--- a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
+++ b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
@@ -503,7 +503,7 @@
 	 */
 	public boolean isTradable()
 	{
-		return isAugmented() ? false : _item.isTradable();
+		return isAugmented() ? true : _item.isTradable();
 	}
 	
 	/**
diff --git a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
index c202669..3810b76 100644
--- a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
+++ b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
@@ -39,7 +39,7 @@
 			writeD(item.getBodyPart());
 			writeH(temp.getEnchantLevel());
 			writeH(temp.getCustomType2());
-			writeH(0x00);
+			writeH(temp.getAugmentation() == null ? 0x00 : temp.getAugmentation().getId());
 		}
 	}
 }
\ No newline at end of file

 

 

I went to do some tests, and how are we going to receive these packages

writeH() is short int (max 32767)
Posted
5 hours ago, wongerlt said:
writeH() is short int (max 32767)

So you need to use writeD() instead of WriteH() ?

 

Hey guys can you tell me please what tools are you using to edit client files ?

9 hours ago, Williams said:

 

jPKtTkU.png

 

diff --git a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
index 8429f78..6a60785 100644
--- a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
+++ b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/model/item/instance/ItemInstance.java
@@ -503,7 +503,7 @@
 	 */
 	public boolean isTradable()
 	{
-		return isAugmented() ? false : _item.isTradable();
+		return isAugmented() ? true : _item.isTradable();
 	}
 	
 	/**
diff --git a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
index c202669..3810b76 100644
--- a/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
+++ b/L2jOne_C6_Interlude/java/net/sf/l2j/gameserver/network/serverpackets/TradeStart.java
@@ -39,7 +39,7 @@
 			writeD(item.getBodyPart());
 			writeH(temp.getEnchantLevel());
 			writeH(temp.getCustomType2());
-			writeH(0x00);
+			writeH(temp.getAugmentation() == null ? 0x00 : temp.getAugmentation().getId());
 		}
 	}
 }
\ No newline at end of file

 

 

I went to do some tests, and how are we going to receive these packages

Can you share your TradeWnd please ? 

Posted
19 hours ago, arm4729 said:

So you need to use writeD() instead of WriteH() ?

 

Hey guys can you tell me please what tools are you using to edit client files ?

Can you share your TradeWnd please ? 

no you can't change packet format.

Posted
On 2/3/2022 at 8:56 PM, wongerlt said:

little edit in interface.u and server side.

http://prntscr.com/26o1gu5

 

just use unused variable to send aug. data to client and in interface.u set it as augment.

 

can u show us "little edit in server side"?

 

20 hours ago, arm4729 said:

Can you share your TradeWnd please ? 

 

https://pastebin.com/JBfihjkw

I tried to change server side but i have same result as this...

On 2/9/2022 at 8:13 AM, Williams said:

jPKtTkU.png

 

Posted (edited)

Hey thank you for sharing your TradeWnd.uc !! I have tryed and got same results with blank space after <Augment Effects> , but i have changed

 

    itemInfo.RefineryOp2 = itemInfo.Blessed;
    itemInfo.RefineryOp1 = itemInfo.Damaged;

 

to

    itemInfo.RefineryOp2 = itemInfo.Damaged;
    itemInfo.RefineryOp1 = itemInfo.Blessed;

 

 

 

and managed to get it work but only showing ++ stats and not show what passive skill / active skill item has , this is getting weird 😃

 

unknown.png

Where is this text Maximum HP +80 comming from ? is some editable .dat file ?

Edited by arm4729

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • Very nice and passionate effort. Good luck.
    • SX.ORG is a global proxy platform offering residential, mobile and datacenter IPs for SEO, web scraping, ad verification and multi-account management. It provides flexible IP rotation, precise geo-targeting, HTTP(S)/SOCKS5 support, API access and pay-as-you-go pricing based only on the traffic you use.
    • L2-IMBA — SEASON 2  Custom PvP / PvE Interlude · Every Class Playable BETA — LIVE NOW GRAND START — 11 September 2026, 20:00 GMT+2 https://l2-imba.com · https://discord.com/invite/jmhVpj8ySv ═══════════════════════════════════════ RATES & CORE SETTINGS ═══════════════════════════════════════ Chronicle — Interlude XP / SP — x45, level-adjusted curve Adena — x1 Max level — 90 Subclass — 1, to level 80 Starting hub — Giran Skills — Auto-learn, post-80 via custom trainers Loot — Auto-loot with low-value filtering Buffs — Extended duration, expanded slots, saved schemes Client limit — NO DUAL-BOXING, one client per player Automation — Built-in auto-farm with daily time limit Offline — Trading and crafting enabled Current beta configuration. Final values confirmed at launch sign-off. ═══════════════════════════════════════ All 31 third classes are developed to level 90 through five specialized trainers — there are no dead classes here. Tanks, daggers, archers, warriors, summoners, healers, buffers and crafters all have real post-80 progression and a role worth playing. Full PvE progression through ten farm zones, thirty-five themed encounters and eighteen tracked raids, feeding into gear-equalized Team vs Team and open-world PvP. This isn't a stat patch with a new name. L2-IMBA keeps the combat, classes and world of Interlude and builds a new endgame on top of it — new equipment branches, custom class development past level 80, purpose-built farm ecosystems, boss progression, crafting, and augmentation, all connected into one progression loop. Level and develop your class → choose an armor identity → clear themed farm content → collect materials and boss resources → craft and upgrade without abandoning your build → compete in equalized and open-world PvP → reach God's equipment. ═══════════════════════════════════════ ROLE MASTERY ARMOR ═══════════════════════════════════════ Starting at Dynasty, armor becomes a real build choice instead of a mandatory set everyone wears. Each armor type offers three role masteries plus a flexible Universal path — twelve paths per tier, sixty full-set configurations across the progression. The chest piece selects your mastery; a matching five-piece set activates it. HEAVY   Juggernaut — frontline wall, shield synergy, reflection   Spellbreaker — anti-magic fortress, spell disruption   Slayer — heavy armor turned offensive, vampiric sustain LIGHT   Bowmaster — ranged pressure, kiting, accuracy   Assassin — positional burst, blow reliability, dagger lethals   Berserker — high-risk carry, power rises as HP falls ROBE   Arcanist — rapid-fire critical casting   Invoker — high-impact nuking and debuffs   Oracle — dedicated healing and support Upgrade recipes preserve your chosen path through every tier: Dynasty → Zariche → Valakas → Cursed → God's The system is gear-driven, not class-locked. Build creatively. ═══════════════════════════════════════ LEVEL 90 CLASS DEVELOPMENT ═══════════════════════════════════════ Max level extended to 90. Five specialized trainers — Archer, Tank, Rogue, Warrior, Mystic — cover all 31 third classes in post-80 progression, with 470+ learning entries. Every race gets a custom passive from level one. Tanks get distinct Human/Elf/Dark Elf identities. Duelist gains a two-handed greatsword path. Fortune Seeker becomes a real fighter without losing its spoil identity. Maestro gets a durable frontline route. Summoners, cubics and servitors get deeper combat logic rather than stat scaling. This is backed by server-side combat work — dedicated handling for debuff proficiency, PvE skill damage, blows, lethals, bow reuse, vampirism and reflection. ═══════════════════════════════════════ THE FARMING WORLD ═══════════════════════════════════════ Ten dedicated farm destinations via Global Gatekeeper: Farm Coins 1 & 2, Holy, Fire/Water, Wind, Earth, Unholy, Golden, Chaotic and Night zones. Seven themed enemy families — Undead, Demon, Angel, Beast, Bug, Water, Fire — each with four stages and a mini-boss. Thirty-five distinct encounters, each with its own resource identity feeding crafting. Eighteen tracked raids — twelve Farm Raid Bosses and six Custom Epic Raid Bosses. Plus a scheduled group-based Party Zone with dynamically managed normal and rare spawns. ═══════════════════════════════════════ CRAFTING & ENDGAME ═══════════════════════════════════════ SOUL FORGE — recycle old weapons into tier resources, convert boss and farm materials, craft Legendary components. Old gear becomes input, not warehouse clutter. CURATED AUGMENTATION — data-driven Top-Grade and Legendary profiles with meaningful stat, active and passive pools. Active effects are categorized so the same effect can't be stacked through equipment swapping. EXTENDED ENCHANT — Custom Crystal and Legendary stages. On the Legendary route, a failed enchant does not destroy the item or reduce its enchant level. Long-term progression, not an all-or-nothing gamble. TREASURE CHESTS — Rare, Immortal, Epic and Legendary tiers feeding gear growth, crafting and augmentation. ═══════════════════════════════════════ PvP ═══════════════════════════════════════ Gear-equalized Team vs Team on a recurring schedule — your equipment is snapshotted and restored, so the fight is about play, not who farmed longest. Open-world PvP with rewards and ranks alongside it. ═══════════════════════════════════════ QUALITY OF LIFE ═══════════════════════════════════════ - No dual-boxing — one client per player, enforced - Built-in auto-farm with a daily time limit — no third-party software needed, and third-party automation is bannable - Auto-learn skills, auto-loot with low-value drop filtering - Extended-duration buffs, expanded slots, saved schemes - Offline trading and crafting - Global Gatekeeper, global class change - Offline combat automation disabled ═══════════════════════════════════════ BY THE NUMBERS ═══════════════════════════════════════ 380+ custom item definitions · 110+ weapons and shields · 210+ armor and wearables · 250+ custom skill definitions · 2,700+ custom monster placements · 90+ shop and exchange catalogs · 1,100+ offers ═══════════════════════════════════════ BETA ═══════════════════════════════════════ Core systems, progression identities and content routes are in place. Exact item bonuses, mastery values, skill strength, reuse times, augment pools, enchant chances, drop rates and crafting costs remain subject to testing. Beta changes will refine balance without removing the defining role of each mastery or the overall progression structure. All beta characters are wiped at full launch. Beta testers keep their rewards. ═══════════════════════════════════════ OPEN BETA — 4 SEPTEMBER 2026 · 18:00 GMT+2 Website: https://l2-imba.com Wiki: https://l2-imba.com/wiki Register: https://l2-imba.com/account Download: https://l2-imba.com/start-playing Discord:  https://discord.com/invite/jmhVpj8ySv
    • 🛡️ 100% Safe on your personal Gmail. Zero VPN required and works globally. Grab yours directly on klouditem.com!
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..