xarius wrote: ↑
Wed Sep 12, 2018 7:12 am
Thanks for your work. Spent a little bit of time playing around with the quest editor.
The thing that stands out is that monsters you add over the base quest won't spawn. I had no issue changing map or targets, as long as target number was the same as the base quest. The way they spawned also mimicked the base quest (spawning one at a time vs all on the map). Faint number is also changed even though I didn't edit that field. Game never crashed, but I didn't try to break anything.
Quest rewards are based off of the base quest you use and don't seem to reflect the target change, but that's minor I think since I don't care too much about using this to farm (you get carves or correct capture rewards anyway). There are some other minor cosmetic things that are wrong (like the mission progress icon).
Yeah I know where the spawn behavior is, but I don't understand it yet. As for the exact number of the allowed faints in the dropdowns, I messed that up and need to revise it. Aside from the encryption they're also using this ""allowed carts" = "constant" / "encrypted mission parameter for carts" formula and I forgot about it when I added the values yesterday. It shouldn't change on its own though.
The main quest rewards like black crystal ticket can be changed,the values are inside already. It's not using item ids though. Do you get rewards for the wrong monster? I thought most of the reward items would depend on the quest monsters?
Can you do a screenshot for the mission progress icon? It may just be a detail for you, but for me it's one unknown spot in the quest datatype less, when I find that. If you can think of other quest features, cosmetic or not, that I'm missing, I'd like to hear them too.
And if anyone tests this out with friends I'd love to hear if changing the text works.
In general it's pretty robust and crash free, if you try to put in a monster that isn't fit for a map, the monster just isn't there. You can add all monsters as tempered variants even though normally you never have tempered variants of those in the game. And once I get the spawn heavior down, you should be able to add 5 monsters per map or maybe even the full 7 monster roster.
It would be nice, if someone could test the monster stats, they're like 13 or so, probably the standard stuff like hp, atk, def is there and probably something to determine the size as well and apart from that I don't know. Could be stuff like how fast a monster regenerates or exhausts or anything.
The dissect data/structures tool in CE witht he structure that I left in can be useful for mapping leftover data in the quest object, if someone wants to take a look.