How to: Edit Equipment - Compounds
Enable Compound Slots[edit | edit source]
- Equip_Property
- Pet_Property
1. Add ID
2. Enable properties :3c
Note: Limit is 10 compound options
EnableProperty Values[edit | edit source]
- Equip_Property / Pet_Property
Set values to determine what stat property can be mature compounded to equipment/pets.
ItemId: The ID of the equipment.
ApplyRatio: Possibly an increase for better results(?)
Most are set to (1.000000) while some are set to (1.20000/1.500000/etc)
EnableProperty#: Apply an option index for mature compounding; up to 10 options.
Option_Index List:
| Value ID | Property |
|---|---|
| 10000 | AP |
| 10001 | AC |
| 10002 | -DX |
| 10003 | MP |
| 10004 | MA |
| 10005 | MD |
| 10006 | WT |
| 10007 | DA |
| 10008 | LK |
| 10009 | HP |
| 10010 | DP |
| 10011 | HV |
| 10012 | Gun AP |
| 20000 | Fire Attr |
| 20001 | Water Attr |
| 20002 | Wind Attr |
| 20003 | Soil Attr |
| 20004 | Elec Attr |
| 20005 | Light Attr |
| 20006 | Dark Attr |
| 21000 | Fire Res |
| 21001 | Water Res |
| 21002 | Wind Res |
| 21003 | Soil Res |
| 21004 | Elec Res |
| 21005 | Light Res |
| 21006 | Dark Res |
| Note: I've tried testing with these IDs below before, aside from Critical... Everything else seems to break/EE. | |
| 24000 | HP Recovery |
| 24001 | MP Recovery |
| 24002 | Critical |
| 24003 | Normal Block Probability |
| 23000 | Shockvibe Protection |
| 23001 | Blind (Rust) Protection |
| 23002 | Mana Web / Water Web Protection |
| 23003 | Armor Breaker / Armor Destructor Protection |
| 23004 | Sense Breaker Protection |
| 23005 | Sticky Foot Protection |
| 23006 | Luck Breaker Protection |
| 23007 | Magic Meltdown Protection |
| 23008 | Magic Def Breaker Protection |
| 23009 | Skunk Pouch / Faint Protection |
| 23010 | Electroshock / Hinder Snare Protection |
| 23011 | Defense Failure (Guard Break) Protection |
Equip_Property/Pet_Property Template[edit | edit source]
Using ID: 601014 (Ult. Knife) as the example:
<ROW> <ItemId>601014</ItemId> <ApplyRatio>1.000000</ApplyRatio> <EnableProperty1>10001</EnableProperty1> <EnableProperty2>10007</EnableProperty2> <EnableProperty3>10008</EnableProperty3> <EnableProperty4>20003</EnableProperty4> <EnableProperty5>0</EnableProperty5> <EnableProperty6>0</EnableProperty6> <EnableProperty7>0</EnableProperty7> <EnableProperty8>0</EnableProperty8> <EnableProperty9>0</EnableProperty9> <EnableProperty10>0</EnableProperty10> </ROW>
- AC, LK, DA, Soil Attribute
Adjusting Compound Slots[edit | edit source]
For Gear with fixed stats:[edit | edit source]
- ItemParam - OptionsEx - 0 - Row -> Compound Slots - adjust compound slot number
Note: If the ID is present in RandomStatValueTable despite the OptionsEx being set to 0, it will roll random slots but not the stats.
For Gear with random stats:[edit | edit source]
- ItemParam - OptionsEx - 1 -> stats now point to RandomStatValueTable
- RandomStatValueTable - set parameters here for the random stats
Adding Attribute[edit | edit source]
- ItemParam - OptionsEx - 2 -> stats now bring up Attribute options
- Item_Attribute -> Flat Attribute Amount %
Note: The player elemental resistance is capped at 70%. Anything higher would be to counter shredding.
OptionsEx Examples (From Left to Right)[edit | edit source]
ItemParam2 or ItemParamCM2:[edit | edit source]
Note: Reminder that APPlus is the Gun/Throwing AP stat, not the Attack Power stat.
| ID | Name | OptionsEx | APPlus | AP | MA | DA | HV | Slot |
|---|---|---|---|---|---|---|---|---|
| 301 | Equip 1 | 0 | 0 | 100 | 5 | 5 | 5 | 3 |
| 302 | Equip 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| 303 | Equip 3 | 2 | 0 | 100 | 5 | 5 | 5 | 3 |
| 304 | Equip 4 | 1/2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 305 | Equip 5 | 0 | 0 | 100 | 5 | 5 | 5 | 0 |
RandomStatValueTable[edit | edit source]
| ROW | ItemID | APMin | APMax | APImport | MAMin | MAMax | MAImport | DAMin | DAMax | DAImport | HVMin | HVMax | HVImport | GunApMin | GunApMax | GunApImport | MixSlotMin | MixSlotMax | MixSlotImport | /ROW |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ROW | 302 | 80 | 120 | eq1 | 3 | 8 | eq1 | 3 | 8 | eq1 | 3 | 8 | eq1 | 0 | 0 | 2 | 3 | slot | /ROW | |
| ROW | 304 | 80 | 120 | eq1 | 3 | 8 | eq1 | 3 | 8 | eq1 | 3 | 8 | eq1 | 0 | 0 | 0 | 4 | slot | /ROW | |
| ROW | 305 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 5 | slot | /ROW |
Because ItemID: 305 was included here, it will ignore the random stats, but not the random slots. Despite the OptionEx value being set at 0. (May require more testing later.)
RandomStatValueTable Template[edit | edit source]
Using Equip 2 as the example:
<ROW> <ItemId>302</ItemId> <APMin>80</APMin> <APMax>120</APMax> <APImport><![CDATA[eq1]]></APImport> <ACMin>0</ACMin> <ACMax>0</ACMax> <ACImport><![CDATA[ ]]></ACImport> <DXMin>0</DXMin> <DXMax>0</DXMax> <DXImport><![CDATA[ ]]></DXImport> <MPMin>0</MPMin> <MPMax>0</MPMax> <MPImport><![CDATA[ ]]></MPImport> <MAMin>3</MAMin> <MAMax>8</MAMax> <MAImport><![CDATA[eq1]]></MAImport> <MDMin>0</MDMin> <MDMax>0</MDMax> <MDImport><![CDATA[ ]]></MDImport> <WTMin>0</WTMin> <WTMax>0</WTMax> <WTImport><![CDATA[ ]]></WTImport> <DAMin>3</DAMin> <DAMax>8</DAMax> <DAImport><![CDATA[eq1]]></DAImport> <LKMin>0</LKMin> <LKMax>0</LKMax> <LKImport><![CDATA[ ]]></LKImport> <HPMin>0</HPMin> <HPMax>0</HPMax> <HPImport><![CDATA[ ]]></HPImport> <DPMin>0</DPMin> <DPMax>0</DPMax> <DPImport><![CDATA[ ]]></DPImport> <HVMin>3</HVMin> <HVMax>8</HVMax> <HVImport><![CDATA[eq1]]></HVImport> <GunApMin>0</GunApMin> <GunApMax>0</GunApMax> <GunApImport><![CDATA[ ]]></GunApImport> <MixSlotMin>0</MixSlotMin> <MixSlotMax>3</MixSlotMax> <MixSlotImport><![CDATA[slot]]></MixSlotImport> </ROW>
