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7Soul

Atelier Ryza 2 recipe modding info

Mar 21st, 2024 (edited)
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XML 5.08 KB | Gaming | 0 0
  1. <FieldData tag="ITEM_MIX_BAKU_UNI">
  2.   <!-- Ring (aka Node) -->
  3.   <!-- elem | 0 = fire, 1 = ice, 2 = lightning, 3 = wind -->
  4.   <!-- Types | 0 = "Effect 1" | 1 = "Effect 2" | 2 = "Effect 3" | 3 = "Effect 4" | 4 = "Quality | 5 = "Traits" | 6 = "Recipe morph" | 7 = "Level" | 8 = "-CC" | 9 = "HP" | 10 = unused (MP?) | 11 = "ATK" | 12 = "DEF" | 13 = "SPD" | 17 = "All Stats" (doesn't display node title) | 18 = "Quantity" (no display) | 19 = "Elemental Value" (no display)  -->
  5.   <!-- is_essential="true" | node has to be lit before the crafting can be complete -->
  6.   <!-- restrict | id of material from itemrecipedata defined with MatTag -->
  7.   <!-- ex_material | material needed when not listed in itemrecipedata. Ex: "ITEM_MIX_MATERIAL_INGOT_001" -->
  8.   <!-- x/y | positive x = moves right by half a node distance | positive y = move down by half a node distance -->
  9.   <!-- EvLv="1" hides the node until this item has been transformed with EV-link -->
  10.     <!-- 0 | central node -->
  11.     <Ring elem="2" type="0" is_essential="true" restrict="0">
  12.       <Child indexes="1,-1,6,-1,2,-1," /> <!-- id of child node connections starting at the north going 60 degrees clockwise. -1 means no connection -->
  13.       <!-- param values | indicates the elemental requirements and the effects that the node gives -->
  14.       <!-- v0... index of effect from itemrecipedata when the required elemental value is reached -->
  15.       <!-- e1... required number of elements (elem) to unlock -->
  16.       <!-- n1... how many entries is displayed. n1="True" means 1 entry is shown etc -->
  17.       <!-- a v number equal to n can be set for when this node can be boosted by essence. In this instance here, we only see v0 and v1, while v2 only appears when lightning essence is used -->
  18.       <Param v0="0" v1="1" v2="2" e0="2" e1="3" e2="4" n2="True" />
  19.     </Ring>
  20.     <!-- 1 | effect 2 -->
  21.     <Ring elem="0" type="1" is_essential="true" restrict="1" y="-2">
  22.       <Child indexes="15,8,-1,-1,-1,3," />
  23.       <!-- Connect | indicates how we got to this node -->
  24.       <!-- idx | id of the node we came from -->
  25.       <!-- dir | direction we came from from 1 to 5. 0 is technically top but the game prefers to omit dir when this is the case -->
  26.       <!-- elem | element to use for locking | 0 = fire, 1 = ice, 2 = lightning, 3 = wind -->
  27.       <!-- val | number of elements needed to unlock -->
  28.       <!-- qual | quality required to unlock -->
  29.       <Connect idx="0" dir="3" />
  30.       <Param v0="0" v1="1" v2="2" v3="3" e0="1" e1="2" e2="3" e3="4" n3="True" />
  31.     </Ring>
  32.     <!-- 2 | effect 3 (first) -->
  33.     <Ring elem="0" type="2" restrict="2" x="-1" y="1">
  34.       <Child indexes="-1,-1,-1,-1,-1,4," />
  35.       <Connect idx="0" val="3" elem="2" dir="1" />
  36.       <Param v0="0" v1="1" v2="2" e0="1" e1="2" e2="3" n2="True" />
  37.     </Ring>
  38.     <!-- 3 | Fuel ice quality (top-left)-->
  39.     <Ring elem="1" type="4" restrict="0" x="-1" y="-3">
  40.       <Connect idx="1" val="3" elem="0" dir="2" />
  41.       <Param v0="10" v1="20" v2="30" v3="50" e0="1" e1="2" e2="3" e3="4" n3="True" />
  42.     </Ring>
  43.     <!-- 4 | effect 3 (second) -->
  44.     <Ring elem="3" type="2" restrict="1" x="-2">
  45.       <Connect idx="2" val="3" elem="0" dir="2" />
  46.       <Param v0="2" v1="3" e0="2" e1="3" n1="True" />
  47.     </Ring>
  48.     <!-- 5 | nothing? -->
  49.     <Ring elem="4">
  50.       <Connect val="3" elem="0" dir="4" />
  51.       <Param e0="2" e1="3" e2="4" />
  52.     </Ring>
  53.     <!-- 6 | traits (bot-right )-->
  54.     <Ring elem="3" type="5" restrict="2" x="1" y="1">
  55.       <Child indexes="-1,14,-1,-1,-1,-1," />
  56.       <Connect idx="0" val="3" elem="2" dir="5" />
  57.       <Param v0="1" v1="2" v2="3" e0="1" e1="2" e2="3" />
  58.     </Ring>
  59.     <!-- 7 | unused -->
  60.     <Ring elem="4">
  61.       <Connect dir="4" />
  62.     </Ring>
  63.     <!-- 8 | quality fuel (top-right)-->
  64.     <Ring elem="0" type="4" restrict="2" x="1" y="-3">
  65.       <Connect idx="1" dir="4" />
  66.       <Param v0="10" v1="20" v2="30" v3="50" e0="1" e1="2" e2="3" e3="4" n3="True" />
  67.     </Ring>
  68.     <Ring /> <!-- 9 -->
  69.     <Ring /> <!-- 10 -->
  70.     <Ring /> <!-- 11 -->
  71.     <Ring /> <!-- 12 -->
  72.     <Ring /> <!-- 13 -->
  73.     <!-- 14 | quality (bot-right 2) -->
  74.     <Ring elem="1" type="4" ex_material="ITEM_MIX_MATERIAL_NEUTRALIZE_002" x="2">
  75.       <Connect idx="6" elem="4" dir="4" />
  76.       <Param v0="20" v1="30" v2="50" e0="1" e1="2" e2="3" n2="True" />
  77.     </Ring>
  78.     <!-- 15 | recipe morph -->
  79.     <Ring elem="0" type="6" ex_material="ITEM_MAT_NUT_003" y="-4">
  80.       <Connect idx="1" val="4" elem="0" dir="3" />
  81.       <Param v0="ITEM_RECIPE_ITEM_MIX_CRAFT" e0="2" />
  82.     </Ring>
  83.     <!-- 16 | an unused quality requirement -->
  84.     <Ring>
  85.       <Connect qual="120" dir="3" />
  86.       <Param e0="1" e1="2" e2="3" e3="4" n3="True" />
  87.     </Ring>
  88.     <Ring /> <!-- 17 -->
  89.     <Ring /> <!-- 18 -->
  90.     <Ring /> <!-- 19 -->
  91.     <Ring /> <!-- 20 -->
  92.     <Ring /> <!-- 21 -->
  93.     <Ring /> <!-- 22 -->
  94.     <Ring /> <!-- 23 -->
  95.     <Ring /> <!-- 24 -->
  96.     <Ring /> <!-- 25 -->
  97.     <Ring /> <!-- 26 -->
  98.     <Ring /> <!-- 27 -->
  99.     <Ring /> <!-- 28 -->
  100.     <Ring /> <!-- 29 -->
  101.     <Ring /> <!-- 30 -->
  102.     <Ring /> <!-- 31 | max loops -->
  103.   </FieldData>
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