{ // Each quest may have an optional JSON file (like this one) that defines // server-side behaviors for the quest. // For battle quests, the BattleRules field should be defined to match the // rules that the quest defines internally. These are the rules for Battle 1. "BattleRules": { "TechDiskMode": "ALLOW", "WeaponAndArmorMode": "ALLOW", "MagMode": "ALLOW", "ToolMode": "ALLOW", "TrapMode": "ALL_PLAYERS", "RespawnMode": "ALLOW", "ReplaceChar": 0, "DropWeapon": 1, "IsTeams": 1, "HideTargetReticle": 1, "DeathLevelUp": 3, "MesetaMode": "ALLOW", "EnableSonar": 1, "TimeLimit": 10, "ForbidScapeDolls": 1, "DeathTechLevelUp": 1, "TrapCounts": [5, 5, 5, 5], "SonarCount": 5, "BoxDropArea": 10, // These rules are used by other battles, but not by Battle 1: // "Lives": 10, // "MaxTechLevel": 15, // "CharLevel": 1, }, // Challenge quests should specify the ChallengeTemplateIndex field, which // should match the template that the quest uses to replace player characters. // "ChallengeTemplateIndex": 0, // Quests may be set to be unavailable until a preceding quest has been // cleared or a team reward has been purchased. To enable this feature, 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 license.) This // field's value 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 // 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. // "AvailableIf": "(F_016D || T_EpicCustomQuest || (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 license. // "EnabledIf": "!F_0169", }