add warning about ItemPT/RT not reloading at quest start

This commit is contained in:
Martin Michelsen
2025-12-30 21:17:38 -08:00
parent 7ab3175f80
commit 227e88f906
2 changed files with 54 additions and 62 deletions
+7 -1
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@@ -1253,6 +1253,11 @@ static const QuestScriptOpcodeDefinition opcode_defs[] = {
// valueA = 1: Spaceship (floor 0x11)
// valueA > 1 and < 0x12: Episode 1 areas (Pioneer 2, Forest 1, etc.)
// valueA >= 0x12: No effect
// Note that if the player doesn't start in the city (Pioneer 2 or Lab), the client will not reload the common and
// rare item tables (ItemPT and ItemRT). This means, for example, that starting an Episode 2 quest from an Episode
// 1 game will result in Episode 2 enemies' drop-anything rates being all zeroes, since the Episode 1 ItemPT is
// still loaded. This is only an issue in client drop mode; on newserv, you can forbid client drop mode in the
// quest's metadata JSON file if needed. (See q058.json for documentation on how to do this.)
{0xF810, "ba_initial_floor", nullptr, {I32}, F_V2_V4 | F_ARGS},
// Clears all battle rules.
@@ -2427,7 +2432,8 @@ static const QuestScriptOpcodeDefinition opcode_defs[] = {
// Sets the floor where the players will start. This generally should be used in the start label (where
// map_designate, etc. are used). This is exactly the same as ba_initial_floor, except the floor numbers are not
// remapped: in Episode 1, 0 means Pioneer 2, 1 means Forest 1, etc.
// remapped: in Episode 1, 0 means Pioneer 2, 1 means Forest 1, etc. The warning on ba_initial_floor about common
// and rare item tables also applies to this opcode.
{0xF945, "initial_floor", nullptr, {I32}, F_V3_V4 | F_ARGS},
// Computes the sine, cosine, or tangent of the input angle. Angles are in the range [0, 65535].
+47 -61
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@@ -1,86 +1,72 @@
{
// Each quest may have an optional JSON file (like this one) that defines
// server-side behaviors for the quest.
// Each quest may have an optional JSON file (like this one) that defines server-side behaviors for the quest.
// Quests may be set to be unavailable until a preceding quest has been
// cleared or a team reward has been purchased. To enable this behavior, set
// a value for AvailableIf in the quest's JSON file. (This is ignored if the
// player has the DISABLE_QUEST_REQUIREMENTS flag in their account.) This
// field's value should be an expression that tests any of the following:
// Quests may be set to be unavailable until a preceding quest has been cleared or a team reward has been purchased.
// Quests that are considered unavailable don't appear in the quest menu at all. To set a condition for a quest to be
// available, you can set AvailableIf in the quest's JSON file. The value for AvailableIf should be an expression
// that tests any of the following:
// F_XXXX: Quest flag specified in hex (e.g. F_014D)
// CC_EpX_Y: Whether or not Challenge stage X in Episode Y is complete
// T_ZZZ: Whether or not the player's BB team has reward ZZZ
// CC_EpX_Y: Whether or not Challenge stage X in Episode Y is complete (e.g. CC_Ep1_7)
// T_ZZZ: Whether or not the player's BB team has reward with key ZZZ (as defined in TeamRewards in config.json)
// V_NumPlayers: The number of players in the current game
// V_Event: The holiday event in the current game
// V_V1Present: Whether there are any V1 players in the current game
// You can also use constants, parentheses, and many common integer and
// boolean operators. An example expression with random values is shown here.
// V_V1Present: Whether there are any V1 players in the current game (true or false)
// You can also use constants, parentheses, and many common integer and boolean operators. An example expression with
// random values is shown here.
// "AvailableIf": "(F_016D || T_MyCustomQuest || (V_NumPlayers <= 2)) && !F_0173",
// On BB, quests may be disabled but still visible to the player. This
// expression controls when that should be the case. If AvailableIf evaluates
// to false, this is ignored. This field is also ignored if the player has
// the DISABLE_QUEST_REQUIREMENTS flag in their account.
// On BB, quests may be disabled but still visible to the player. This expression controls when that should be the
// case. This field is ignored if AvailableIf evaluates to false, since the quest isn't even shown to the player.
// "EnabledIf": "!F_0169",
// On BB, a quest's joinability flag is part of the quest file header, but
// other versions don't natively support joining quests in progress. This
// flag, if present, enables non-BB quests to be joined when already in
// progress. Note that this will likely not work properly unless the quest
// script is designed to support joining players.
// On BB, a quest's joinability flag is part of the quest file header, but other versions don't natively support
// joining quests in progress. This flag, if present, enables non-BB quests to be joined when already in progress.
// Note that this will likely not work properly unless the quest script is designed to support players joining after
// it has already started.
// "Joinable": true,
// If a quest is joinable and this field is specified, then setting this
// register to a nonzero value via the sync_register opcode will cause the
// game to be locked and not allow any further joins. If the register is set
// to zero again, joining will be allowed again. This field is ignored for
// quests that do not have the Joinable option set above.
// If a quest is joinable and this field is specified, then setting this register to a nonzero value via the
// sync_register opcode will cause the game to be locked and not allow any further joins. If the register is set to
// zero again, joining will be allowed again. This field is ignored for quests that do not have the Joinable option
// set above. (If the quest is joinable and this field is not set, players may join at any time during the quest.)
// "LockStatusRegister": 249,
// Normally, the $quest command requires $debug to be enabled, but if this
// option is set, this quest may be loaded via $quest even if $debug is off
// if there are no other players present in the game. When a quest is loaded
// via $quest, AvailableIf and EnabledIf are not checked, so it's inadvisable
// to use this option if either of those options are also used.
// Normally, the $quest command requires $debug to be enabled, but if this option is set, this quest may be loaded
// via $quest even if $debug is off if there are no other players present in the game. When a quest is loaded
// via $quest, AvailableIf and EnabledIf are not checked, so it's inadvisable to use this option if either of those
// options are also used.
// "AllowStartFromChatCommand": true,
// If this field is specified, it overrides the default common item table for
// the duration of the quest. The common item table name must begin with
// either "common-table-" or "ItemPT-", and the corresponding file should be
// in system/item-tables/ and should be in .json, .afs, .gsl, or .gslb
// format. The file extension (.json, etc.) should not be included here. If
// you use this, make sure to set AllowedDropModes appropriately below.
// If this field is specified, it overrides the default common item table for the duration of the quest. The common
// item table name must begin with either "common-table-" or "ItemPT-", and the corresponding file should be in
// system/item-tables/ and should be in .json, .afs, .gsl, or .gslb format. The file extension (.json, etc.) should
// not be included here. If you use this, make sure to set AllowedDropModes appropriately below so the CLIENT drop
// mode is not allowed (since the client won't use the custom table).
// "CommonItemSetName": "common-table-custom1",
// If this field is specified, it overrides the default rare item table for
// the duration of the quest. The rare item table name must begin with either
// "rare-table-" or "ItemRT-". As for common item sets, the rare table must
// be in system/item-tables/. If it's in JSON format, the table name must end
// with -v1, -v2, -v3, or -v4. If you use this, make sure to set
// AllowedDropModes appropriately below.
// If this field is specified, it overrides the default rare item table for the duration of the quest. The rare item
// table name must begin with either "rare-table-" or "ItemRT-". As for common item sets, the rare table must be in
// system/item-tables/. If it's in JSON format, the table name must end with -v1, -v2, -v3, or -v4. If you use this,
// make sure to set AllowedDropModes appropriately below so the CLIENT drop mode is not allowed (since the client
// won't use the custom table).
// "RareItemSetName": "rare-table-custom1",
// If these fields are specified, they override the allowed drop modes and
// the default drop mode for the game when the quest is loaded. These
// function analogously to the drop mode fields in config.json; see the
// comments there for more information. If a custom common or rare table is
// also specified above, the client drop mode should be disallowed here (by
// clearing the 0x02 bit of AllowedDropModes).
// If these fields are specified, they override the allowed drop modes and the default drop mode for the game when
// the quest is loaded. These function analogously to the drop mode fields in config.json; see the comments there for
// more information. If a custom common or rare table is also specified above, the client drop mode should be
// disallowed here (by clearing the 0x02 bit of AllowedDropModes).
// "AllowedDropModes": 0x1D,
// "DefaultDropMode": "SERVER_PRIVATE",
// Quests may override enemies' stats, which may result in a different amount
// of experience than the enemy would give by default. If the quest uses the
// set_enemy_physical_data opcode (or get_physical_data in qedit), then the
// EXP values should be set in this dictionary. Each entry here applies to a
// specific enemy type in a specific difficulty level on a specific floor (or
// on all floors).
// Quests may override enemies' stats, which may result in a different amount of experience than the enemy would give
// by default. If the quest uses the set_enemy_physical_data opcode (or get_physical_data in qedit), then the EXP
// values should be set in this dictionary. Each entry here applies to a specific enemy type in a specific difficulty
// level on a specific floor (or on all floors).
// "EnemyEXPOverrides": {
// // Key is like "Difficulty:Floor:EnemyType" or "Difficulty:EnemyType",
// // where floor is a decimal or hexadecimal integer and EnemyType matches
// // one of the values in the EnemyType enum in EnemyType.hh. For example:
// "Normal:1:GOBOOMA": 100, // Normal difficulty, floor 1 (Forest 1) only
// "VeryHard:0x0B:DRAGON": 10000, // Very Hard difficulty, floor 11 (Dragon)
// "Ultimate:DELSABER": 200, // Ultimate difficulty, all floors
// // Key is like "Difficulty:Floor:EnemyType" or "Difficulty:EnemyType", where floor is a decimal or hexadecimal
// // integer and EnemyType matches one of the values in the EnemyType enum in EnemyType.hh. For example:
// "Normal:1:GOBOOMA": 100, // Normal difficulty, floor 1 (Forest 1) only, Gobooma
// "VeryHard:0x0B:DRAGON": 10000, // Very Hard difficulty, floor 11 (Under the Dome), Dragon
// "Ultimate:DELSABER": 200, // Ultimate difficulty, all floors, Delsaber
// },
}