I have no idea, cause I'm not interested in S17, but I can help you with an idea to reverse engineer the effect list and it's actually what I've done on S6E3 item list.
Split the hex code into 36 characters chunks (or 18 bytes)
Ex. First 2:
Code:
First buff maybe? -> 001D61B886C80032000000000000A8000000
Second buff maybe? -> 001E61B8879600640032000000000000E043
Test the buffs: Take each byte and modify it. Trial and error. Document the changes.
There should be an ID somewhere. maybe the first 4 bytes (which is the int32 value).
Let's take the first buff in the list:
001D61B8 - could be the ID - 4 bytes - try modify it with another value from the Effect List
86C8 - could be something - 2 bytes? maybe 4 (like 86C80032) - try to modify it
00320000000000 - could be buff properties (7 bytes) - try to modify it
00A8000000 - could be more buff properties (5 bytes) - try to modify it
Compare values with your documentation between the effects.
The only thing you need is some free time ^^ Play with the values and document the changes.
Take a look on this buff: FFFFFFFFFFFFFFFFFFFFFFFFFF0000000000 It's the last one in the hex list.
This could be an empty effect in the list. So try to modify it.
Also, maybe, it's possible that from the Effect List, these aren't only just buff effects, but things that other systems/modules/NPCs are using.
Why don't you ask your server files developers since you've paid for the files?
You are limited of what they are giving you anyway.
Anyway, I hope it helps ya somehow. ^^