Set Item Maker

Index: string key to item's name in a .tbl file
Set: string key to the index field in Sets.txt - the set the item is a part of.
Rarity: Chance to pick this set item if more then one set item of the same base item exist, this uses the common rarity/total_rarity formula, so if you have two set rings, one with a rarity of 100 the other with a rarity of 1, then the first will drop 100/101 percent of the time (99%) and the other will drop 1/101 percent of the time (1%), rarity can be anything between 0 and 255.
The quality level of this set item, monsters, cube recipes, vendors, objects and the like most be at least this level or higher to be able to drop this item, otherwise they would drop a magical item with twice normal durability.
lvl req: The character level required to use this set item.
ChrTransform: palette shift to apply to the the DCC component-file and the DC6 flippy-file (whenever or not the color shift will apply is determined by Weapons.txt, Armor.txt or Misc.txt). This is an ID pointer from Colors.txt.
InvTransform: palette shift to apply to the the DC6 inventory-file (whenever or not the color shift will apply is determined by Weapons.txt, Armor.txt or Misc.txt). This is an ID pointer from Colors.txt.
InvFile: overrides the invfile and uniqueinvfile specified in Weapons.txt, Armor.txt or Misc.txt for the base item. This field contains the file name of the DC6 inventory graphic.
FlippyFile: overrides the flippyfile specified in Weapons.txt, Armor.txt or Misc.txt for the base item. This field contains the file name of the DC6 flippy animation.
DropSound: overrides the dropsound (the sound played when the item hits the ground) specified in Weapons.txt, Armor.txt or Misc.txt for the base item. This field contains an ID pointer from Sounds.txt.
DropSfxFrame: how many frames after the flippy animation starts playing will the associated drop sound start to play. This overrides the values in Weapons.txt, Armor.txt or Misc.txt.
UseSound: overrides the usesound (the sound played when the item is consumed by the player) specified in Weapons.txt, Armor.txt or Misc.txt for the base item. This field contains an ID pointer from Sounds.txt.
Cost Mult: the base item's price is multiplied by this value when sold, repaired or bought from a vendor.
Cost Add: after the price has been multiplied, this amount of gold is added to the price on top.

AddFunc add func: a property mode field that controls how the variable attributes will appear and be functional on a set item. See the appendix for further details about this field's effects.

Blue Attributes

Green Attributes

Note: Edit boxes in Vertical Order.
[aprop1a, aprop1b][aprop2a, aprop2b]

aprop1a,aprop1b to aprop5a,aprop5b: An ID pointer of a property from Properties.txt, these columns control each of the five pairs of different variable (green) modifiers a set item can grant you at most.

apar1a,apar1b to apar5a,apar5b: The parameter passed on to the associated property, this is used to pass skill IDs, state IDs, monster IDs, montype IDs and the like on to the properties that require them, these fields support calculations.

amin1a,amin1b to amin5a,amin5b: Minimum value to assign to the associated property. Certain properties have special interpretations based on stat encoding (e.g. chance-to-cast and charged skills). See the File Guide for Properties.txt and ItemStatCost.txt for further details.

amax1a,amax1b to amax5a,amax5b: Maximum value to assign to the associated property. Certain properties have special interpretations based on stat encoding (e.g. chance-to-cast and charged skills). See the File Guide for Properties.txt and ItemStatCost.txt for further details.