{ // 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. // 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: // P_SID: Current effective section ID for the game; see name_to_section_id in StaticGameData.cc for values // F_XXXX: Quest flag specified in hex (e.g. F_014D) for the difficulty the player is currently playing in // F_N_XXXX, F_H_XXXX, F_V_XXXX, F_U_XXXX: Same as F_XXXX, but read from a specific difficulty regardless of which // difficulty the player is currently playing in // 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 (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. 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 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 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. // "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/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/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). // "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). // "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, Gobooma // "VeryHard:0x0B:DRAGON": 10000, // Very Hard difficulty, floor 11 (Under the Dome), Dragon // "Ultimate:DELSABER": 200, // Ultimate difficulty, all floors, Delsaber // }, }