Zealar is right
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if you have the aug attribute, e.g.
969343077:
969343077 % 65536 => this is division with the rest (
http://en.wikipedia.org/wiki/Modulo)
=> 969343077 / 65536 =
14791,0015411376953125
=> the bold number is the augment id which you find in the augmentation_skillmap.xml and gives you the skill id and its level
=> the rest of the division 969343077 % 65536 =
101
(the rest of the division can be also calculated as: 969343077 - 14791*65536 = 101)
=> this are the stats and it is defined in the client
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if you want to give you an augment:
=> find the skill id of the skill you want to have on l2jdp.com/l2jdb, it has to be an item skill (active/passive/chance)
=> find the appropriate augment id in the
augmentation_skillmap.xml (there can be more than 1 augment id for 1 skill and skill lvl)
=> augmentId * 65536 gives you the base for your aug attribute
=> if you want also stats, add the stats id (in client) to the base aug attribute calculated in the previous step (so you have:
augId*65536 + statId = aug attribute )
=> in database, table item_attributes, check if the weapon has already a record (search after its objectId), if not then add a new record for the weapon with its objectId (you get it from the items table searching for charId and itemId), fill in the aug attribute you calculated, fill in also the skillId and skillLvl (this is what you really get!), elem can be set to -1 if you don't want any elemental enhancement (not the matter of this topic)