IJ2 Gear Randomization - thethiny/NRS-Asset-Manager GitHub Wiki
IJ2 Gear Randomization
Static vs Randomized
Static (defined in data files)
- Visual mesh/appearance (
ITEMDEFINITIONSAUX.xxx) - Character + slot assignment (
CAPDEFINITIONS_ScriptAssets.xxx) - Gear piece name (
Coalesced.ENG) - Set membership (
mAssetGroupin ITEMDEFINITIONSAUX) - Visual rarity score (
DCF2GEARRARITYTABLE.xxx) - Color palette/shader (
CAPMaterialAsset+ CPT textures)
Randomized (per drop at runtime)
- Gear level (1-30, based on character level)
- Rarity tier (weighted by Mother Box tier)
- Stat values (4 stats: STR, ABL, DEF, HP)
- Which visual drops (weighted by
mVisualRarity) - Augment slots (0-3)
Visual Rarity Encoding
mVisualRarity = epic_layers * 1,000,000 + rare_layers * 10,000 + common_layers * 100 + position_weight
Example: 1020005 = 1 epic layer + 2 common layers + weight 5
What Can Be Extracted
From our extracted data:
- Complete gear catalog (24,982 items)
- Visual rarity breakdown per piece
- Set encyclopedia (~205 sets)
- Shader gallery (~814 shaders)
- Ability list (~735 abilities)
- Augment types and effects
- Character accessory names
What requires binary extraction or empirical data:
- Min/max stat values per level per rarity
- Drop rate percentages per Mother Box tier
- Budget allocation algorithm