How to: Edit Equipment - Compounds
Enable Compound Slots
- Equip_Property
- Pet_Property
1. Add ID
2. Enable properties :3c
Note: Limit is 10 compound options
EnableProperty Values
- 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
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
For Gear with fixed stats:
- 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:
- ItemParam - OptionsEx - 1 -> stats now point to RandomStatValueTable
- RandomStatValueTable - set parameters here for the random stats
Adding Attribute
- 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)
ItemParam2 or ItemParamCM2:
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
| 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
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>
