Minegarde: Complete Guide to Using CQ Editor - Minegarde

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Complete Guide to Using CQ Editor Guide on quest dumping in the works. I had it, then lost it.

#1 User is offline   Mr. Popo 

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Posted 20 August 2010 - 08:59 AM

Top Buttons- These are labeled in english. Read english.
Top Button 1-New: You click this button, and then navigate to wherever it is that your templates(the quest areas) are stored. You then select one. It is loaded in the Quest Editor.
Top Button 2-Open: Use this to open a quest you are working on, or one of the template areas. Again, navigate to where the quest you want is, and click it.
Top Button 3-Save: Save. You click this to save. All quests are automatically saved in japanese format.
Top Button 4- Save As: Click this to save the file under a different name/into a different folder.
Top Button 5-Clos: Closes the current quest, rendering the QE as if it had just been activated.
Top Button 6-Map: Shows the area in which the quest is located.
Top Button 7-Quit: Quit. Its the damn Quit button. What more do you want from me?

TAB 1

Quest

Quest ID: Put 60004 in this slot. Prevents most problems related to "DUMMY" quests.
Title: The quest title that will appear on the quest form in the Guild Hall.
Main Mons: What you want to appear in the "Main Monsters" part of the quest form.
Sucsscond: What you want to appear in the "Success Conditions" part of the quest form.
Failcond: What you want to appear in the "Failure Conditions" part of the quest form.
Client: What you want to appear in the "Client" part of the quest form.
Details: What you want to appear in the "Quest Details" part of the quest form.

Quest Data

Fee: The fee to start the quest.
Reward: The cash reward from the quest.
RedPerKO: Amount by which the reward is reduced each time you fall in battle.
Guildpnt: Amount of Guild Points received on completion of the quest
Time: Time given to complete the quest
Start At: Area at which you start. Rndm is a random area in the map, Camp is the Base Camp, and Special is the secret area in the map.
Quest Type: There are several types of quests, to be explained in detail below:
---KillMinr: A minion killing quest.
---KillBoss: A Slaying only quest.
---Gatherng: A gathering quest.
---Hunting: A typical hunting quest.
---Killmany: In theory, I suppose this is for 10 monster quests. However, these crash the game.
---MultiWyvrn: Epic/Marathon quests. Set the last monster to be fought as the quest target. More on this later.
---Special: You get a purple note above your head instead of a red one. Congratulations. You haz Winner.
---Treasure: Treasure Hunting Quest. Fairly self explanatory. Don't try to make one, you will personally have to change all of the gathering spots to treasure items.
---Kill{Othr}: Yama, Lao, Shen quests.
---Hunt{Othr}: God only knows. I've only ever seen this on Elder Final Invitation.
---Kill{Drge}: Used for normal Elder Dragons. In theory, it, combined with Keep Damage(Dge), which it makes available, allows for the way Elder Dragons hold damage.
---Spcl{Drge}: Used for Fatalis rounds quests. In theory, it, combined with Keep Damage(Dge), which it makes available, allows for the way the Fatalises hold damage. Also, its purple.
Type: Don't mess with this. The numbers denote the type of quest you are making.
Stars: How many stars you want the quest to have. Has no bearing on the actual difficulty of the quest.
JoinCond: Conditions that need to be met by all players who wish to join. This is where you set the necessary HR, Required Weapon Type, Naked Only, Itemless, etcetera.
Target: The first thing you want to take notice of is the Keep Damage(Dge) box. You cannot use this box unless you are making a Kill{Drge} or Spcl{Drge}. This allows for the monster you are fighting to retain damage until the next time you fight it. Of course, since all custom quests are loaded outside the game, there is no "Next Time." Next, look at the rows below. There are 2 rows, labeled 1 and 2. The first option in either of the rows is a monster. The second is the amount of that monster that must be killed to complete the quest. If you use both rows, note that you will have 2 monsters as the goal, in whatever amounts you have specified. Adequate numbers of target monsters must be slain to finish the quest.
Failure: Generally, set it on "Time is up". "No spec. fail" can mess up quests.

TAB 2

Supplies

Name: The name of the item you want to appear in the supply box
Qnty: How much of that item you want to appear in the supply box
1,2,3,4...31,32 are the slots in the supply box.

Supplysettng

Start: Items in supply box at the start of the quest
Condition: Basically, a target that must be reached(Slain Monster, Delivered Item) before the supplies arrive.
Random: They arrive at a random time.

Gatherng

Loctn(First Box): The area that contains the gathering spot you would like to modify.
Loctn(Second Box): The specific gathering point within that area.
Type: Method of gathering. Mining, Bugcatching or Gathering.
Prfit: Somehow relates to how many times you can use a Pickaxe or Bugnet before it breaks. Either that or it ties into the amount of uses as well as the Use tab. The first is more likely. Im not sure on the actual relationship.
Pos: Coordinates of the gathering spot. Don't mess with this unless you know EXACTLY what you're doing.
Use: The minimum(Box 1) and Maximim(Box 2) amount of times you can gather from a certain spot.
Name: The item that you can gather.
Rate: The chance of getting said item.

TAB 3

CarvingSettng

Quality: The level you want the carves to be at. Village, Low, High, Treasure, Training or G

Reward

Name: The item you want in rewards.
XXX%: The total percent chance. If it goes over 100, the game will choose about 8 of them that will go in the reward. If there is ONLY one item in the rewards, and it is at 100%, it will appear about 8 times in rewards.
Qnty: The amount of the item you want to be granted in rewards if it is there.

AddReward: Used for Elder Dragons(And 10 monster quests). In their case, the "Reward" is for repelling, and the "AddReward"(Read: Additional Reward) is added in the case of a kill.

Same rules apply here as with the "Reward" section of this tab. Name, XXX% and Qnty are all the same definition. Generally, dont use this section.

TAB 4

Boss Data

Difft: The basic strength modifier. JUMP is the strongest, Weaken the weakest, and Normal is (guess what?!) normal, meaning fully dependant on the "Strn" option(more on that later).
Size: Percentage of normal size the monster should be. In other words, putting 75 into here will yield a monster 75% of its normal size.
Var: Variation in the size. If you put "100" into "Size", and "-15~25" into "Var", the monster could be anywhere from 85% to 125% of its normal size.
That Chinese button at the top: Limits or unlimits the number of monsters in a quest to 5.

BossSettn(Chart)
#: The order the monsters spawn in. This can be the same number, if you want multiples to spawn every time.
Name: The chinese name of the monster. Sorry, no copypasting here. Just a dropdown list.
Strn: Not exactly a direct strength command. 99% of the time, it is direct, with 1 being the weakest and 31 being the strongest, but on "bosses" such as Aka and Lao, it is different. For Aka, the strongest one is at 14 strn. For Lao, anything over 5 yields a wierd glitchy low HP one.
Addt: Some kind of special function. I'm honestly not sure what it does. It has a value of 1 on the Elder Final Invitation.
Qnty: Amount of monsters that will spawn.
Spcl: Special variations on monsters. For example, a 1 in this category turns Diablos into Devil Blos(One horn).
Location: The area into which the monster will spawn. Sometimes includes the base camp as area 1, sometimes not.
X-Pos: The distance in either direction from a set point within area on its East-West(Right-Left) axis where the monster will spawn.
Y-Pos: The distance in either direction from a set point of the area on its East-West(Forward-Backward) axis where the monster will spawn.
Z-Pos: The distance on the Up-Down axis at which point the monster will spawn.
Unkw: Hex value. Sets AI. For those of you that do not know what a hex value is, just enter any 4 digit combination of numbers 0-9 and letters A-H.

TAB 5

MinorStng

Strength: Strength of the minion, on the same 1-31 scale.
Optn: This bears some explaining. Basically, it allows you to set up to two conditions that must be fulfilled before the minions spawn. This is used in conjunction with the Mnfst buttons, which will be explained later. The requirements consist of monster and item names, and a box for numbers. What this means is that either the monster(s) must be killed or the item(s) delivered before the minions spawn. Minions do include those giant rocks, and the exploding rocks.

MinorStng(2)

Area: The area into which the monster spawns.
Mnfst: This also bears explaining. For "Basic", no conditions on spawning are set. For "AddConfg1", the condition in "Addrequirment1" is enabled. Same goes for 2.

Chart
Strt: As far as I know, you can't edit this. I'm not quite sure, not many of my quests use minions.
Name: The name of the minion.
Minr: Changes the minion based on the number. Changes tend to be size related, but I haven't tested it with all the minions.
Qnty: The respawn limit of the minion.
X-Pos: Same as on the BossSettn chart in Tab 4, but for the minion.
Y-Pos: Same as on the BossSettn chart in Tab 4, but for the minion.
Z-Pos: Same as on the BossSettn chart in Tab 4, but for the minion.
Unkw: Same as on the BossSettn chart in Tab 4, but for the minion.

TAB 6

Training: Click this to make a training quest. The rest of the tab is specifics for such a quest. If you are not attempting to make a training quest, disregard this tab.

Max.Ppl: The maximum number of people that can join the quest.

Armorset: allows you to edit which armor sets(See ArmorSetn section) appear at the beginning of the quest. Clicking each of the numbered sets allows you to modify that set.

Pnt
Multp: Point multiplier. In percentage format.

Objects
Name: Item you want to appear in the inventory of the player.
Qnty: Amount of said item you want to appear in the inventory of the player.

ArmorSetn
This allows you to modify the 5 armor sets that are at the beginning of each training quest. For each set, choose the corresponding "Armorset" button.

Weaptyp: Allows you to pick which weapon the set is for. I assume you know what the weapons are. The three options below it are permanently grayed out.
NOTE: on the chart, Ra is uneditable, and LV is the level at which you want the armor to be at(Upgrade Wise). The three boxes below each equipment slot are the jewels you want to slot in there.
Weap: Allows you to choose the specific weapon. Which has to be in chinese. Which is a huge pain in the ass. No dropdown list. Even bigger pain in the ass.
Head: Allows you to choose the helmet. There is a dropdown list.
Brst: Allows you to choose the torso armor. There is a dropdown list.
Arm: Allows you to choose the gauntlets. There is a dropdown list.
Loin: Allows you to choose the waist armor. There is a dropdown list.
Leg: Allows you to choose the leg armor. There is a dropdown list.

Thats it for the actual editor. The seventh tab is a credits tab.

Quest Dumping guide is in the works. Currently getting all the materials together to put on mediafire.

Enjoy

Mr. Popo/CenturySC
Halcyon-Dtier: My wife is awesome at whacking my peen
Halcyon-Dtier: I arrive like a tank through a brick wall

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