CItemData.bin, the Unwanted Child
Even EnchantData.bin gets more love than you. :/
No other changes other than that on Aerialand.
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Even EnchantData.bin gets more love than you. :/
No other changes other than that on Aerialand.
RSS feed for comments on this post. TrackBack URL
They clearly don’t think there’s a problem with it
I wonder how bad this will break any future patches now…
Let me drag up some historical evidence:
Mana’s broken cooldown/unable to re-union with runestone of life/etc… were issues that broke out the previous time the item file was corrupted.
Those issue were only fixed when plasma got nerfed and Cave finally sync up Aeria’s item file.
Chances of future patches being affected by an unfix item file is over 9001%
Hey guys, mistranslation on slot 2/slot 3 are working as intended! Various items not been correctly split up are working as intended too! It’s your fault if you actually believe our translations.
This is what you get when you combine pathetic translations, a pathetic dev and a pathetic publisher together. SI bugged forever here we come! File untouched == fixed magically with pixie dust.
Does Dantine even bother to log in and look at ONE item? Received XXX damage!
Dantine? Log in? For anything apart from oogling her Thor and doing GM Q&As? Blasphemy!
Dear Fifi I know you’re a god to dozens of MegaTen denizens and your word is law to them but are you certain all items related to SI are limited to this file only and that this is not just a basic descriptor file for item stats?
I say this because in the last update on June 29 one of the broken things in SI was indeed fixed. After the SI implementation there was an error where a great success on Armor was not being correctly applied to any armors however the bonus was being correctly applied to weapons.
The June 29 patch fixed this problem and armors now gain the great success bonus from armor as they did from weapons.
However I have to disagree with Dantine on blaming players for bad SI’s when they sent out an email to everyone playing the game giving them bad SI examples only to rush to get the dwarf quest then SI themselves only to do wrong fusions because of DISPLAY BUGS which should have been noticed during testing (I’m assuming there never was any testing prior to the SI release as this is a HUGE bug).
That is a separate issue: a display one. Much like how slot 2 details wasn’t displayed previously. These are ultimately very minor issues and data is actually properly captured/reflected.
CItemData contains the mapping information of EVERY single characteristic, base stat, skill triggers for every EVERY single item in-game, including consumables.
It basically serves as a junction table in a M:N relationship.
Things aren’t completely map correctly now on Aeria. Various items have flawed mappings, and I’ve affirm that the data integrity is compromised at the server level as well.
For example, item 1 is suppose to map to base stat 1, base stat 2, base stat 7, characteristic 1, characteristic 3.
However, item 1 is mapping to base stat 1, base stat 2, , base stat 7, characteristic 1.1, characteristic 3.142 now on Aeria.
These are illegal mappings. The invalid mapping right now are shifted to the next sane value and presented as such.
Here’s an extraction from some live characteristic data off the JP server:
0001adda HPコスト-2% HP Cost: -2%
0001addb HPコスト+2% HP Cost: +2%
0001addc HPコスト-3% HP Cost: -3%
0001addd HPコスト+3% HP Cost: +3%
0001d4c0 全てのスキルの、 MPコスト-5% MP Cost of All Skills: -5%
0001d4c1 全てのスキルの、 MPコスト-10% MP Cost of All Skills: -10%
0001d4c2 全てのスキルの、 MPコスト-15% MP Cost of All Skills: -15%
As you can see, the ID don’t run in sequence.
Right now, we have things on Aeria pointing to say 0001adde, which does not exist.
Sanity check kicks in and adjust it to 0001addd, and the item is flagged with HP Cost: +3%. However the sanity check can easily be adjusted to push forward and instead the item now will get -5% MP cost.
Or worse, somewhere down the line, a real 00001adde might get added, and the item will now take on this new characteristic.
Things MIGHT look okay now, but if stuff get fixed, you might jolly well see mismatch characteristics and such on your items.
This is a huge issue that’s been overlooked.
I’ve reread your post now 5 times and every time I do I think I understand it a bit less but I’ll trust your knowledge of all things techincal and complicated.
You’re absolutely right things are still broke on our server with SI. Dantine should not have proclaimed everything to be fixed. There is obviously still a problem with slot 1 basic stats and characteristics being displayed as boosts when they obviously shouldnt be especially when you check the SI with the dwarf and the bonuses show up as active stats (not just in the buggy descriptions) – again possibly leading to more bad SI’s that Aeria has to take responsibility for.
As for the bug concerning the the great successes bonuses on armors it wasn’t a display issue. The great successeses were shown on the items but the stats were not added to the character when the item was worn. Here is my original bug report for the error that was fixed including screenshots:
http://forums.aeriagames.com/viewtopic.php?t=854379
Comment was somehow flagged as spam. Had to rescue it out from trash. *shakes fist at WordPress 3.0*
I’ve already explain it. That IS a display issue, similar to the slot 2 no display issue. The great success data for the armor pieces is correctly captured on the server end, but was just simply not reflected on the character’s status.
—
I’ll try to simply what’s the issue that I’m driving about:
Item 1 is suppose to have +10% rush damage. However internally on Aeria, the item is actually flagged with +10.1% rush damage.
+10.1% rush damage don’t exist, so the server fix itself by making it 10%.
It appears right now, but internally it’s still wrong. A few patches down the road, someone might make the server round things up instead of rounding down, and the item now might end up as +11% rush damage.
Or worse. If +11% rush damage don’t exist either, the item might given the next valid characteristic, which could be 1% shot damage, completely breaking the item, along with whatever it was been SIed to.
What should be done is to change all these invalid values to proper ones, so that future errors won’t appear.
Yeah when I didn’t see my post after 2 days I though the spam filter didn’t like the Aeria link. My email provider treats all Aeria emails as spam too.. I guess we now know what the rest of the non gaming world thinks of Aeria Games.
Anyways about the technical stuff you bring up very interesting and somewhat worrying issues.
Would this same problem apply to other things such as success chances for SI themselves?
For example I know because of the formula you posted that I have a fraction less than 94% success for a spirit infusion if no items are CP. However this number is always displayed as 94%. This has me worrying about people that might have builds that are a fraction less than 100% for CP Spirit Fusions that will always be rounded up to show 100% success even though we know this number to be incorrect.
I know that I have over 100% success (100.33%) so worried more for other people and their gear rather than myself cause I would hate to see someone fail an SI on something which contained 3 expensive items like Saibu/fighting maid/jasmine.
As far as messing up the items in the future due to this error.. I’ve now probably done well over a thousand SI’s for people on server so if something were to come up in the future that could not be fixed we’d more than likely be looking at the end of the game cause theres alot of expensive stuff I’ve SI’d and people are loot whores that love their gears (me included) and there is no possible way Aeria could deal with those kind of reimbursements.
Success rate should be working as display.
At the end of it all, Aeria should have better technical knowledge about the game.
Dantine obviously visit this blog since my “patch notes” were partially copied over to the known issue list.
It’s incredibly dumb that someone who don’t even play on the EN server knows more about the internal working than a GM, who has supposedly tested the content before pushing it live.
Anyone with a pair of eyes can easily tell there’s still something off with SI by inspecting any item with a boost on them.
inb4 more masking of problems with mistranslations, ala pallas’ ss effect.
Sounds sadistic, but I can’t wait to see the EN server explode due to future SI tempering. ~<3
Sorry to interrupt your moment of sadistic glee for the impending apocalypse.~
But I have a curious question.
Are you aware of any glitches that allow players to retain ‘non-learnt skills’? What I mean is special skills which are only granted through a item or a SS effect but when the said item or SS is removed the skill remains and is still usuable. eg. Still can use Bloody Strike with no sickle or Loki SS.
I figure skillbars/sets are stored on the server side so its probably something quirky with them again. But I’m curious to know if you’ve ever heard of something similar happening or if its some similar corruption with the CSkillData.bin.
Bloody strike used to have an ancient bug:
1) SS an item that grants bloody strike innately with Loki’s crystal
2) SS another weapon with Loki’s crystal
3) Switch between the two weapons a few times, server will get confuse and bloody strike still remains even when neither items are equipped.
This is the only case I recall of where something like this happen. That bug was fixed at least a year or more ago though.
Typically set/item skills will check for the existence of set/item equip before allowing the skill to be triggered.
Regarding this bug, I remember a similar thing happened to me and Viro back when the Arcana tarots quest still wasn’t implemented and Hanumans were the best melee tarot for Neutral people: I usually carry two-three talismans with me, all enchanted with Lilith. I lent him one so he could help me tame some monkeys, and for some strange, fucked up reason, he didn’t take off the talisman, but put it directly in the trade window to give it back. After the trade had cleared and I had my item back, he could still use Alluring Whisper/Whisper of Temptation. Does this consistently work for using stone-learned skills without having the item? (i.e. equipping the skill-granting item, then trading it without taking it off.)
The trading thing is something I’ve never seen here. It might be an Aeria only issue.
Typically, skills will check for prerequisite before activating.
In bloody strike’s case, the server get confuse over what is granting the skill, Loki’s ss or the weapon itself from the constant swapping.
That’s the only case I know of.