How to: Edit Equipment - Compounds

From Trickster Development Wiki

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>