Apprentice
|
|
Posts: 3
|
|
|
Last seen: Oct 31, 2019 14:18:49 GMT
|
|
Post by tussaldragon344 on Jan 16, 2019 22:57:17 GMT
Hi! I'm new to modding and making Custom Quests. I've opened 2 different quests (1 vanilla and 1 custom) in notepad++ to see the difference. What I've noticed so far: 1. Different numbers; custom had "-1.0" scattered nearly everywhere, whilst the vanilla had specific "long" numbers (eg. 1.20000005) 2. "il2", "f24" and "ait_table_entry", which I have no idea what each is or signifies 3. There are numerous "i##" in the code, under each char when specified their role in the quest (as either ally or enemy) 4. I don't know how to get the 3-lettered ID for the chars and the ID/ code-name of stages 5. I don't know what the numbers below 1 (like: 0.850000024) and those above 1 (like the one mentioned above) mean & 6. I don't know how to add multiple stages, like the vanilla ones
Any help is much appreciated. Thank you anyway!
|
|
Hero
|
|
Posts: 489
|
|
|
Last seen: Jun 27, 2024 14:13:26 GMT
|
|
Post by atsuraelu on Jan 19, 2019 1:05:23 GMT
2&3: Pretty much anything with a name like i# or f# are unknown. As in we have no idea what they do... ait_table_entry is probably the characters entry in the .ait (haven't messed with that, so idk for sure)
4: There's a subboard on this very forum called ID lists (it's in Resources). That has topics for both of those.
6: From one of eternitys example quest.x2qs:
; The stages for the quest. ; In parallel quest, the first 4 specified will appear in the portraits of the quest. ; In expert quest, only first will have a portrait. ; For expert quests with scatter attacks, it is mandatory to put more than one stage, or the ScatterAttack script function will crash the game. stages: ("BFtwn", "BFtwc", "BFtfl", "BFspe", "BFsky", "BFhel", -1, -1, -1, -1, -1, -1, -1, -1, -1, -1) And in the script.x2qs you only need to activate the portals via
Action PortalControl("BFtwn", "BFtwc", true, true) or change the stage directly by using
Action ChangeStage("BFtwc", NONBG) You should really take a look at the stages provided by eternity. Extract their x2m files with any zip compatible archiver (as always I recommend 7zip) and take a look at the x2qs files. They are annotated.
As for the others, I honestly don't even know, what you are asking...
|
|
Fighter
|
|
Posts: 13
|
|
|
Last seen: May 16, 2020 16:31:17 GMT
|
|
Post by gulfric on May 11, 2020 10:39:41 GMT
Did someone have an answer concerning the meaning of the i# (like i12, i36 ...) and the ait_table_entry please?
|
|
Hero
|
|
Posts: 185
|
|
|
Last seen: Oct 1, 2024 12:00:11 GMT
|
|
Post by bbvenom on May 12, 2020 14:23:27 GMT
I read somewhere that i12: X determines whether the character spawns looking wounded or not, with X = 0 being NO DAMAGE and X = 4 being BLEEDING like when you have 25%hp remaining (note: the characters only look damaged but their real HP is still determined purely by the rest of qxd entry).
ait_table_entry determines behaviour of COM-controlled characters. Those vary from 0 to about 410 I think. Those above 400 are mostly stuff like STAND STILL, STAND STILL & LOCK-ON et cet.. Values from 147 to 333 are most commonly used for difficulty settings. Some specific numbers are required if you want your COM character to be able to use marbling drop for example. 147 is easy enemy; 183 is medium, but allows the COM to attack with multiple characters at once instead of 1v1. You will have to experiment with them if you want more detailed knowledge.
|
|
Fighter
|
|
Posts: 13
|
|
|
Last seen: May 16, 2020 16:31:17 GMT
|
|
Post by gulfric on May 12, 2020 15:49:20 GMT
I read somehwere that i12: X determines whether the character spawns looking wounded or not, with X = 0 being NO DAMAGE and X = 4 being BLEEDING like when you have 25%hp remaining (note: the characters only look damaged but their real HP is still determined purely by the rest of qxd entry). ait_table_entry determines behaviour of COM-controlled characters. Those vary from 0 to about 410 I think. Those above 400 are mostly stuff like STAND STILL, STAND STILL & LOCK-ON et cet.. Values from 147 to 333 are most commonly used for difficulty settings. Some specific numbers are required if you want your COM character to be able to use marbling drop for example. 147 is easy enemy; 183 is medium, but allows the COM to attack with multiple characters at once instead of 1v1. You will have to experiment with them if you want more detailed knowledge.
Thank you for this reply
|
|