add warning about ItemPT/RT not reloading at quest start
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@@ -1,86 +1,72 @@
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{
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// Each quest may have an optional JSON file (like this one) that defines
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// server-side behaviors for the quest.
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// Each quest may have an optional JSON file (like this one) that defines server-side behaviors for the quest.
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// Quests may be set to be unavailable until a preceding quest has been
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// cleared or a team reward has been purchased. To enable this behavior, set
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// a value for AvailableIf in the quest's JSON file. (This is ignored if the
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// player has the DISABLE_QUEST_REQUIREMENTS flag in their account.) This
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// field's value should be an expression that tests any of the following:
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// Quests may be set to be unavailable until a preceding quest has been cleared or a team reward has been purchased.
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// Quests that are considered unavailable don't appear in the quest menu at all. To set a condition for a quest to be
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// available, you can set AvailableIf in the quest's JSON file. The value for AvailableIf should be an expression
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// that tests any of the following:
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// F_XXXX: Quest flag specified in hex (e.g. F_014D)
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// CC_EpX_Y: Whether or not Challenge stage X in Episode Y is complete
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// T_ZZZ: Whether or not the player's BB team has reward ZZZ
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// CC_EpX_Y: Whether or not Challenge stage X in Episode Y is complete (e.g. CC_Ep1_7)
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// T_ZZZ: Whether or not the player's BB team has reward with key ZZZ (as defined in TeamRewards in config.json)
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// V_NumPlayers: The number of players in the current game
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// V_Event: The holiday event in the current game
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// V_V1Present: Whether there are any V1 players in the current game
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// You can also use constants, parentheses, and many common integer and
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// boolean operators. An example expression with random values is shown here.
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// V_V1Present: Whether there are any V1 players in the current game (true or false)
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// You can also use constants, parentheses, and many common integer and boolean operators. An example expression with
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// random values is shown here.
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// "AvailableIf": "(F_016D || T_MyCustomQuest || (V_NumPlayers <= 2)) && !F_0173",
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// On BB, quests may be disabled but still visible to the player. This
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// expression controls when that should be the case. If AvailableIf evaluates
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// to false, this is ignored. This field is also ignored if the player has
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// the DISABLE_QUEST_REQUIREMENTS flag in their account.
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// On BB, quests may be disabled but still visible to the player. This expression controls when that should be the
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// case. This field is ignored if AvailableIf evaluates to false, since the quest isn't even shown to the player.
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// "EnabledIf": "!F_0169",
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// On BB, a quest's joinability flag is part of the quest file header, but
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// other versions don't natively support joining quests in progress. This
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// flag, if present, enables non-BB quests to be joined when already in
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// progress. Note that this will likely not work properly unless the quest
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// script is designed to support joining players.
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// On BB, a quest's joinability flag is part of the quest file header, but other versions don't natively support
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// joining quests in progress. This flag, if present, enables non-BB quests to be joined when already in progress.
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// Note that this will likely not work properly unless the quest script is designed to support players joining after
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// it has already started.
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// "Joinable": true,
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// If a quest is joinable and this field is specified, then setting this
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// register to a nonzero value via the sync_register opcode will cause the
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// game to be locked and not allow any further joins. If the register is set
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// to zero again, joining will be allowed again. This field is ignored for
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// quests that do not have the Joinable option set above.
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// If a quest is joinable and this field is specified, then setting this register to a nonzero value via the
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// sync_register opcode will cause the game to be locked and not allow any further joins. If the register is set to
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// zero again, joining will be allowed again. This field is ignored for quests that do not have the Joinable option
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// set above. (If the quest is joinable and this field is not set, players may join at any time during the quest.)
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// "LockStatusRegister": 249,
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// Normally, the $quest command requires $debug to be enabled, but if this
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// option is set, this quest may be loaded via $quest even if $debug is off
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// if there are no other players present in the game. When a quest is loaded
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// via $quest, AvailableIf and EnabledIf are not checked, so it's inadvisable
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// to use this option if either of those options are also used.
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// Normally, the $quest command requires $debug to be enabled, but if this option is set, this quest may be loaded
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// via $quest even if $debug is off if there are no other players present in the game. When a quest is loaded
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// via $quest, AvailableIf and EnabledIf are not checked, so it's inadvisable to use this option if either of those
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// options are also used.
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// "AllowStartFromChatCommand": true,
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// If this field is specified, it overrides the default common item table for
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// the duration of the quest. The common item table name must begin with
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// either "common-table-" or "ItemPT-", and the corresponding file should be
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// in system/item-tables/ and should be in .json, .afs, .gsl, or .gslb
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// format. The file extension (.json, etc.) should not be included here. If
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// you use this, make sure to set AllowedDropModes appropriately below.
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// If this field is specified, it overrides the default common item table for the duration of the quest. The common
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// item table name must begin with either "common-table-" or "ItemPT-", and the corresponding file should be in
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// system/item-tables/ and should be in .json, .afs, .gsl, or .gslb format. The file extension (.json, etc.) should
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// not be included here. If you use this, make sure to set AllowedDropModes appropriately below so the CLIENT drop
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// mode is not allowed (since the client won't use the custom table).
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// "CommonItemSetName": "common-table-custom1",
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// If this field is specified, it overrides the default rare item table for
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// the duration of the quest. The rare item table name must begin with either
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// "rare-table-" or "ItemRT-". As for common item sets, the rare table must
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// be in system/item-tables/. If it's in JSON format, the table name must end
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// with -v1, -v2, -v3, or -v4. If you use this, make sure to set
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// AllowedDropModes appropriately below.
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// If this field is specified, it overrides the default rare item table for the duration of the quest. The rare item
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// table name must begin with either "rare-table-" or "ItemRT-". As for common item sets, the rare table must be in
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// system/item-tables/. If it's in JSON format, the table name must end with -v1, -v2, -v3, or -v4. If you use this,
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// make sure to set AllowedDropModes appropriately below so the CLIENT drop mode is not allowed (since the client
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// won't use the custom table).
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// "RareItemSetName": "rare-table-custom1",
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// If these fields are specified, they override the allowed drop modes and
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// the default drop mode for the game when the quest is loaded. These
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// function analogously to the drop mode fields in config.json; see the
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// comments there for more information. If a custom common or rare table is
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// also specified above, the client drop mode should be disallowed here (by
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// clearing the 0x02 bit of AllowedDropModes).
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// If these fields are specified, they override the allowed drop modes and the default drop mode for the game when
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// the quest is loaded. These function analogously to the drop mode fields in config.json; see the comments there for
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// more information. If a custom common or rare table is also specified above, the client drop mode should be
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// disallowed here (by clearing the 0x02 bit of AllowedDropModes).
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// "AllowedDropModes": 0x1D,
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// "DefaultDropMode": "SERVER_PRIVATE",
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// Quests may override enemies' stats, which may result in a different amount
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// of experience than the enemy would give by default. If the quest uses the
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// set_enemy_physical_data opcode (or get_physical_data in qedit), then the
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// EXP values should be set in this dictionary. Each entry here applies to a
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// specific enemy type in a specific difficulty level on a specific floor (or
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// on all floors).
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// Quests may override enemies' stats, which may result in a different amount of experience than the enemy would give
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// by default. If the quest uses the set_enemy_physical_data opcode (or get_physical_data in qedit), then the EXP
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// values should be set in this dictionary. Each entry here applies to a specific enemy type in a specific difficulty
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// level on a specific floor (or on all floors).
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// "EnemyEXPOverrides": {
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// // Key is like "Difficulty:Floor:EnemyType" or "Difficulty:EnemyType",
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// // where floor is a decimal or hexadecimal integer and EnemyType matches
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// // one of the values in the EnemyType enum in EnemyType.hh. For example:
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// "Normal:1:GOBOOMA": 100, // Normal difficulty, floor 1 (Forest 1) only
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// "VeryHard:0x0B:DRAGON": 10000, // Very Hard difficulty, floor 11 (Dragon)
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// "Ultimate:DELSABER": 200, // Ultimate difficulty, all floors
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// // Key is like "Difficulty:Floor:EnemyType" or "Difficulty:EnemyType", where floor is a decimal or hexadecimal
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// // integer and EnemyType matches one of the values in the EnemyType enum in EnemyType.hh. For example:
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// "Normal:1:GOBOOMA": 100, // Normal difficulty, floor 1 (Forest 1) only, Gobooma
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// "VeryHard:0x0B:DRAGON": 10000, // Very Hard difficulty, floor 11 (Under the Dome), Dragon
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// "Ultimate:DELSABER": 200, // Ultimate difficulty, all floors, Delsaber
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// },
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}
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