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Quest Editor Field Breakdown
Fexty edited this page Jul 9, 2022
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1 revision
Note: Rampage Quest data is mostly unexplored and undocumented. If you have any adjustments you can simply ping me on the modding discord.
Field | Description |
---|---|
Quest ID | The ID of the quest in game. You can look at the Quest IDs page on the wiki to see which quest is which. To Create a new quest set it to an ID that is not yet used. |
Quest Level | The Star level of the quest. The quest will appear in the according category. |
Monster Level | The Monster difficulty level (Village/Low/High). Effects unknown. |
Map | The map the quest takes place in. |
Quest Time | The start time of the quest. 24h time format. E.g.: 21 is 21:00 or 9 PM. |
Time Limit | The time limit of the quest in minutes. |
Carts | The amount of faints before failing the quest. |
Battle BGM" | The quest background music. |
Quest Clear BGM | The music that plays when the player clears the quest. |
Quest Condition (1 / 2) | Conditions that need to be met before the quest can be accepted. |
Money | The amount of Zenny received for completing the quest. |
Village Points | The amount of Kamura Points received for completing the quest. |
HR Points | The amount of Hunter Rank Points received for completing the quest. |
Supply Table ID | The ID of the supply table data which will determine which items are in the supply box. |
Icons | The quest icons on the quest info page. Top-Bottom -> Left-Right |
Field | Description |
---|---|
Objective Type | The objective type. I.e. the condition that needs to be fulfilled to complete the quest. Note: There are certain rampage conditions listed, these are not supposed to be used here, but in the Rampage tab instead. |
Monster | Only used if the objective type is either Hunt, Kill, Capture, or Hunt-a-thon. |
Item | Only used if the objective type is Gather. |
Amount | The amount of the selected Monster/Item that needs to be Gathered/Hunted/Killed to complete the quest. |
Quest Type | Flags for determining the type of quest. Multiple can be selected but not all of them work together. As of now, selecting these has no impact on where in the menu the quest will appear. |
Field | Description |
---|---|
Monster | The Monster that will spawn. |
Sub Type | The Sub Type of the monster. Not all monsters have one. Mostly only used for rampage monsters that need to be always enraged or similar. |
Health | The HP modifier, in percent, applied on top of the monsters base HP. A value of 124% will multiply the monsters base HP by 1.24 . |
Attack | The Attack modifier, in percent, applied to the monsters damage. |
Part HP | The HP multiplier, in percent, applied to the monsters part HP. |
Other | An ID for the set of extra stats to use. Actual values are displayed under "Other Stats" in the bottom right of the window. |
Stamina | The stamina table ID. More info in natives\STM\enemy\emXXX\YY\user_data\emXXX_YY_stamina_data.user.2
|
MP Modifier | Multiplayer modifier ID. |
Difficulty Variance | Unknown |
Set Name | The spawn name of the monster. This is related to the name found in natives\STM\enemy\emXXX\YY\user_data\emXXX_YY_boss_init_set_data.user.2 . |
Spawn Condition | The Monster spawn/swap type. Further explanation below. |
Spawn Parameter | A parameter to go along with the Spawn Condition. For example if Spawn Condition is set to "Spawn Random %", then this field would hold the percentage/weight. |
Size Table | An index into a size array. Specifies how much a monsters size can deviate from the given size. |
Size | An absolute size modifier, in percent. |
Condition | Description |
---|---|
Spawn Always | Spawn at the start of the quest. |
Slot N Free | Spawn when that specific slot is free. |
Timer 1/2 | One of them refers to the quest timer, the other is unknown. |
Monster N HP % | Spawn when the specified monster has only X% of its HP remaining. |
HP Monster x1/x2 | Unknown |
Spawn Random % | X% Chance of spawning when the quest starts. It's not a proper percentage but a weight instead. |
Swap Random % | Will swap for other monsters mid-quest with an X% chance. Is also a weight, not a percentage. |
Field | Description |
---|---|
Spawn Type | Which small monsters spawn, and how they spawn. Refers to the files in natives\STM\Quest\UserData
|
Health | The HP modifier, in percent, applied to all small monsters' base HP. |
Attack | The Attack modifier, in percent, applied to all small monsters' damage. |
Part HP | The HP modifier, in percent, applied to all small monsters' part HP. |
Other | An ID for the set of extra stats to use for all small monsters. Actual values can be seen at the bottom of the window under "Stats". |
MP Modifier | Multiplayer modifier ID. |
Field | Description |
---|---|
Extra Monster Count | The amount of extra monsters that aren't target monsters. Must not be 0, or your game will crash due to a division by 0. |
Swap Stop Type | Condition for a monster to stop leaving the area. Only option is HP % |
Stop Percentage | If Swap Stop Type is set to "Monster Health %" then this is the % HP at which the monster will no longer leave the area. |
Swap Exit Ride | Can a monster leave the map while wyvern riding. (???) |
Swap Exec Type | Unknown |
Swap Frequency | The frequency at which that monster swaps. Unit unknown. |
Swap Condition | The condition that needs to be met for a monster to leave the area. Only option is Quest Timer. |
Swap Parameter | If Swap Condition is set to "Quest Timer" then this gives the time, in minutes, after which this monster will leave the area. |
Swap Exit Time | Unknown |
Field | Description |
---|---|
Fence Default Active | Whether the arena fence is active or not. |
Fence Up-Time | The time, in seconds, for which the fence will remain up when activated. |
Fence Initial Delay | The amount of time, in seconds, after entering the quest until the fence switch becomes available. |
Fence Cooldown | The amount of time, in seconds, after the fence goes down until the fence switch is available again. |
Pillar N Active | Whether that pillar is active or not. |
Field | Description |
---|---|
Seed | Specifying a value other than 3 will guarantee that the monsters spawned in this quest will always be the same, depending on this seed. |
Attributes | Rampage quest attributes. Details below. |
Quest Level | The rampage quest star ranking. Takes precedence over the star ranking specified in the Main Tab. |
Map | The map the quest takes place in. Takes precedence over the map specified in the Main Tab. |
Category | Normal or Apex rampage quest. |
Base Time | The start time of the quest in 24h time format. |
Start Block | The section of the map where the quest starts in. |
End Block | The section of the map where the final gate is. |
Extra Wave Count | Unknown |
Weapon Unlock Table | An index into an array of rampage weapon unlock tables. Refers to natives\STM\huntingMachine\userdata\HmUnlockSettingData.user.2 . |
Extra Monster Diff. | An index into a difficulty table. More unknown. |
Apex Order Table | Unknown |
Sub Target 5 Wave | Unknown |
Village | Whether the Rampage quest is a village quest or not. Actual effects of this are unknown. |
Sub Targets | The sub targets for the Rampage quest. Only actual rampage objectives should be selected here. So anything downwards from "FinalBarrierDefense". |
Attribute | Description |
---|---|
Fix Wave Order | Unknown |
Lot HighEx | Unknown |
Lot TrueED | Unknown |
Final Boss Kill | Unknown |
(Helpful I know. This is mostly here for structure purposes.)
Field | Description |
---|---|
Boss Monster | The boss monster for that specific wave. |
Boss Sub Type | The sub type for the boss monster. (See Monsters for more info) |
Wave Order Table | Unknown |
Boss Monster Diff. | Unknown. Probably related to natives\STM\Quest\Hyakuryu\QuestData\HyakuryuEnemyData.user.2 . |
Wave Monster Diff. | Save as above. |
Wave Monsters | The monsters that can appear in this wave. |