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Sacred 2 Muling Application
  • Current rank: 1 Star. Next Rank at 100 Posts.
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    Kozarac posted on Oct 20, 2011 1:06:41 AM - Report post
     
    Greetings to all,

    I am trying to make a muling application for Sacre2, much like
    what ATMA was for Diablo2, but I need some help.

    1)For the item identification inside the program I need
    to know the correspondence between the bytes in the
    decodes stash files item sequence and the actual meaning.

    That is what I have already managed to guess:
    Item X,Y position in the stash(upper left square), Item Lvl, Item Size.

    What I need are the offset references for: Item's Id, Item's Name, Item Quality LvL, Class Specific info, Item Bonuses Name&Value, Item Sockets Info, etc ...

    2)Can somebody give me any clue on how to construct the current in-Game item's name and where to look for the item's picture?
    In which files are those info stored and how to access them?

    Thanks in advance.

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    jimbouk posted on Oct 23, 2011 9:14:33 AM - Report post
     
    Hi Kozarac

    This is what I have figured out;

    Chest Properties

    Offset 16: 2 byte value giving build number of Sacred 2 version that created the chest file.

    Offset 136: 2 byte value giving length of decoded file (have to add 252 to value).

    Offset 256: 1 byte value giving attainment of movies (0 - 30 in odd numbers).

    Offset 267: 2 byte fixed value giving reference point (FVRP) for items start (this is a different offset for Sacred 2 versions before 2.43.0).

    FVRP + 3: 2 byte value giving number of items. Taken as ItemStart for first item.


    Item Properties

    Offset ItemStart: 1 byte value giving start position of item.

    Offset ItemStart + 4: 1 byte value giving X position in chest of item.

    Offset ItemStart + 5: 1 byte value giving Y position in chest of item.

    Offset ItemStart + 6: 1 byte value giving X size of item.

    Offset ItemStart + 7: 1 byte value giving Y size of item.

    Offset ItemStart + 8: 1 byte value giving Number of items in that position.

    Offset ItemStart + 13: 1 byte value giving fixed value of 2.

    Offset ItemStart + 17: 2 byte value giving type of item.

    Offset ItemStart + 25: 2 byte value giving length of item (have to add 21).

    Offset ItemStart + 29: 2 byte value giving length of item (have to add 25).

    Offset ItemStart + 34: 2 byte value giving type of item.

    Offset ItemStart + 76: 2 byte value giving ID of item.

    Offset ItemStart + 80: 1 byte value giving level of item.

    Offset ItemStart + 81: 1 byte value giving colour of item.

    Offset ItemStart + 82: 1 byte value giving difficulty of item.

    Offset ItemStart + 89: 2 byte value giving type of item.

    Offset ItemStart + 94: 1 byte value giving number of sockets for forging. Each socket takes 5 lines if empty and 32 if item is forged into it.

    Offset ItemStart + 95: 1 byte value giving socket start position (SSP). Value of 2 if item forged into socket, 0 if not.

    Offset SSP + 1: 1 byte value giving type of socket.


    Possible Offsets of Interest

    Offset ItemStart + Item Length - 4: 4 byte value may give value of item.

    Offset ItemStart + 72: 1 byte value that may affect item attributes.

    Offset ItemStart + 73: 1 byte value that may affect item attributes.

    Offset ItemStart + 74: 1 byte value that may affect item attributes.

    Offset ItemStart + 75: 1 byte value that may affect item attributes.

    The item bonuses, class info, name I think are can be over-ridden by one of the values but I haven't figured out where. Otherwise they are set in one of the other game files which loads at the start of the game.

    Item bonuses are in blueprint.txt
    Some of the names and bonuses may also be added from the files in the locale folder. I have the english version so are in /locale/en_UK/ as .csv files.
    The pictures are somewhere in the pak folder but I don't know where.

    Good luck in writing your application.

    jimbouk
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    Kozarac posted on Oct 23, 2011 11:14:53 AM - Report post
     
    Thanks a lot jimbouk!

    These informations are going to be extremely useful.
    About the items' pictures, I have searched the web and found that in-games objects are stored in .gr2 (Granny) files, a 3D format. Only the HUD images (icons,pointer,..) seems to be stored as plain .tga files. I suspect that I shall need to convert someway those .gr2 files in plain images for the application.
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    Kozarac posted on Nov 12, 2011 5:54:51 AM - Report post
     
    Greetings to everybody again,

    right now I am trying to figure out where in the items' byte stream are stored the informations of the base name,suffix and prefix.

    I would like to ask for somebody to lend me a savegame from Sacred2 full of items of the same classification,(as defined in the file "Itemnames.csv", for example a stash file full of the Ring class (Ring,Signet Ring,Hoop), Amulet class (Amulet,Pendant,Talisman) or Javelin class (Spear,Javelin,Impaler) of quality trash / normal / magical / rare.


    Thanks.

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