Why this matters for your server
Augmenting is one of the few Interlude systems you can turn into a long-term economy without touching rates. Every augmented item becomes a unique piece with its own market value, and the player who already has top gear still has something to chase.
Opening augmenting to chest, full armor and necklace triples the surface of that system. A full set goes from one bonus slot to four, and the second-hand market gains a real reason to exist — because now two Draconic Leather Armor +16 are no longer the same thing.
How the player uses it
- They use an Augment Scroll (item range 9212 to 9243) from the inventory.
- The
AugmentWndwindow opens with the blacksmith, the scroll slot on one side and the target slot on the other. - The drawer lists only what that scroll accepts: weapon, chest, full armor or necklace, C grade or better, not yet augmented, not hero, not shadow and owned by the player.
- They confirm and the bonus is written into the item.
The result shows in the tooltip, in the Augmentation Effects block — and it shows everywhere the item is seen: inventory, private store and trade window. The buyer reads the effects before closing the deal, without having to trust the seller.
The augment scroll no longer opens the enchant window. If the player clicks an augment scroll from the enchant drawer, the server asks for the item and the new panel takes over.
The files
Three files in augmentation/ control the whole system.
enchant.xml — which scrolls exist
This is where you declare each scroll and what it grants. One line per scroll:
<enchant itemId="9212" augId="16285" /><!-- Passive: Duel Might -->
<enchant itemId="9213" augId="16283" /><!-- Passive: Might -->
<enchant itemId="9224" augId="16206" /><!-- Active: Might -->
| Attribute | What it does |
|---|---|
itemId | The scroll item ID in your datapack. It is what the player holds. |
augId | The bonus granted. It must exist in skills.xml. |
isArmor | Legacy. Still read for compatibility, but it no longer restricts anything: what can be augmented is decided by server-side validation. It used to block chest and necklace, because none of the 32 lines defined it. |
skills.xml — what a scroll can grant
The bonus catalogue. Each line ties an augment id to a real datapack skill:
<augmentation id="16285" skillId="3203" skillLevel="1" type="blue" />
| Attribute | What it does |
|---|---|
id | The augment identifier. This is the number you put in augId over in enchant.xml. |
skillId | The granted skill. It must exist under skills/. |
skillLevel | The level the skill is granted at. |
type | The bonus class — blue, and the other bands the interface uses to colour the effect. |
The comment beside each line says whether the bonus is Active (the player triggers it), Passive (always on) or Chance (fires by itself in combat). Keep those comments when adding lines: they are what makes the file readable six months later.
stats.xml — the attribute bonuses
Beyond the skill, an augment grants raw attributes: P. Def., M. Def., max HP, CP, attack speed and so on. This file holds the value tables per position.
<set order="0">
<stat name="pDef">
<table name="#soloValues">15.4 16.3 17.3 …</table>
<table name="#combinedValues">7.7 8.4 8.6 …</table>
</stat>
</set>
#soloValues— the value applied when that attribute comes alone on the item.#combinedValues— the value applied when it shares the item with another attribute. Always lower, and it is what stops an item from stacking two full bonuses.
To make augmenting stronger or weaker, this is what you edit — not enchant.xml. Multiplying the whole table by a factor is the safest way to calibrate: it keeps the original curve and only shifts the level.
Adding a new scroll
- Create the scroll item in your item datapack, inside the 9212–9243 range. Outside that range the new window does not take over and the client falls back to the enchant one.
- Pick the bonus. If it already exists, note its
idinskills.xml. If not, declare a new line pointing at the skill you want. - Add the line to
enchant.xmltyingitemId(the scroll) toaugId(the bonus). - Reload the data or restart the server.
Watch out for
- The 9212–9243 range is fixed on the client. It is declared in the interface script, so a scroll with an ID outside it opens the wrong window. If you need more scrolls than the range holds, the change is client-side, not in the XML.
- An already augmented item does not appear in the list. There is no re-augment by default: the player has to remove the current bonus first.
- Hero and shadow items are excluded by server rule, regardless of what the XML says.
- Editing the tables in
stats.xmlaffects every item already augmented on the server, not just the next ones. Calibrate before launch, or tell the community before you change it.
How this connects to the rest of the base
The augment capsules (capsula/augmentActive.xml and augmentPassive.xml) are boxes that hand out a random scroll instead of the player buying a specific one. That is the route for anyone who wants to turn augmenting into an event or rotating-shop reward, with the odds controlled from a file.