Creating a Quest with QEdit

For the map designation, you need to use the OPCode map_designate or map_designate_ex (I don't know the difference), written like this:

Code:
leti R60 [Value 1]
leti R61 [Value 2]
leti R62 00000000
leti R63 [Value 3]
leti R64 00000000
map_designate(_ex) R60

Where:

Value 1 = Floor Number
Value 2 = Map Number
Value 3 = Map Layout

R60~64 can be whatever successive registers you like.

For your BB issues, I'm not entirely sure why it would be crashing. You can send me the quest file if you'd like and I'll take a look at it (or just export the script into a text file).

I should probably rewrite this to use another map as Forest is kind of aggravating as well.


<grand edit>:
Ah sorry my bad, I mistook it for
set_floor_handler

The difference between map_designate and map_designate(_ex) is, you can reassign maps (unless _ex is BB specific)
 
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I'm having a bit of an issue making my first quest, I've made the scripting exactly the way you made it, but for some reason the game crashes at me talking to the quest person.(Also I actually have to walk up to them instead of it just moving me there)
Here is the script so far:

0: set_episode 00000000
set_floor_handler 00000000, 150
set_floor_handler 00000001, 200
set_floor_handler 00000002, 250
set_floor_handler 0000000B, 300
set_qt_success 250
get_slotnumber R250
get_difflvl2 R251
BB_Map_Designate 00, 0000, 00, 00
BB_Map_Designate 01, 0001, 00, 00
BB_Map_Designate 02, 0002, 00, 00
BB_Map_Designate 0B, 000B, 00, 00
set_mainwarp 00000001
1: ret
2: disable_movement2 R250
p_action_disable
hud_hide
cine_enable
cam_zmin
ret
3: enable_movement2 R250
p_action_enable
hud_show
cam_zmout
ret
150: switch_jmp R0, 2:151:1
151: leti R1, 000000ED
leti R2, 00000000
leti R3, 0000014D
leti R4, FFFFFFF1
p_setpos 00000000, R1
leti R1, 000000FF
leti R2, 00000000
leti R3, 00000152
leti R4, FFFFFFD5
p_setpos 00000001, R1
leti R1, 000000DE
leti R2, 00000000
leti R3, 00000142
leti R4, 00000019
p_setpos 00000002, R1
leti R1, 000000F8
leti R2, 00000000
leti R3, 00000143
leti R4, FFFFFFEC
p_setpos 00000003, R1
call 2
message 00000064, 'This is a big huuuuge test!'
add_msg 'Oh and here's another message...'
mesend
set R0
bgm 00000000
call 3
ret
200: ret
250: unlock_door2 00000002, 0000003F
ret
300: thread_stg 301
ret
301: sync
jmpi_= R254, 00000001, 1
leti R1, 0000000B
leti R2, 00000001
if_zone_clear R254, R1
jmpi_= R254, 00000000, 301
sync_leti R254, 00000001
jmp 301
350: jmpi_= R251, 00000000, 351
jmpi_= R251, 00000001, 352
jmpi_= R251, 00000002, 353
jmpi_= R251, 00000003, 354
351: window_msg 'You have received "wimpy" meseta.'
bgm 00000001
winend
pl_add_meseta2 00000001
ret
352: window_msg 'You have received "Nice Try" meseta.'
bgm 00000001
winend
pl_add_meseta2 000003E8
ret
353: window_msg 'You have received "Good Job" meseta.'
bgm 00000001
winend
pl_add_meseta2 00001388
ret
354: window_msg 'You have received "Awesome!" meseta.'
bgm 00000001
winend
pl_add_meseta2 00002710
ret
400: jmpi_= R255, 00000001, 402
jmpi_= R254, 00000001, 401
message 00000064, 'HEY! You're not done with the quest!'
add_msg 'GeddouttaheeEERE!!'
mesend
ret
401: message 00000064, 'HEY!...oh..You did it.'
add_msg 'Good job.'
mesend
sync_leti R255, 00000001
playbgm_epi 00000001
ret
402: message 00000064, 'What? WHAAAAT!!'
add_msg 'I'm done with ya kid, geddouuttaheeere!'
ret
 
Think you could send me the quest file? I'm not entirely sure why it's crashing either looking at that.

I actually write my scripts differently these days and should probably re-write the guide to be a little more streamlined.
 
Are you writing your script in a text editor?

Because:

upload_2017-9-24_5-17-19.png

it's completely messed up. If not, perhaps you are saving the quest incorrect (you need to make sure it is saved as a "Server Quest File (BB)" format)
 
O-o Yeahhh, I've been saving it as Server Quest File (BB) and it's been doing that to me too. Would me having updated the QEditor have anything to do with that?

(Edit) Okay, I think I know what I did wrong, try this one.
 

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OMG I am a derp, sorry. I was saving the .bin file as just a "quest file" and then packaging that into a BB .qst file. I had no idea that that part mattered, but it got me thinking when you were mentioning the file types and it fixed it when I saved both as BB files. >ω<
 
Yep, the new version you posted works fine for me as well, should be fine now. o.o
 
Yep, it is. Now I just gotta fix some more problems of my own creation. Like why wave 4 isn't spawning, but I think I know how to fix that one. ^^;
 
I should note that Qedit version I posted a couple of posts before is better than the one originally linked in the OP (which has now changed). It will automatically set the Y co-ordinates for you when you place something and actually stretch the window when made larger, along with making the maps black instead of the original gaudy red.

That will probably make placing waves easier and also make it so you don't accidentally put things like Event Collisions under the floor like I've done a few thousand times.
 
Edit: NVM, figured it out, but that brings up another question. So do you always need some sort of event collision in order to trigger events properly, and what other ways can you trigger events?
 
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I'm pretty sure there's no way to trigger events without a collision. If you want enemies to spawn after something like a cutscene or whatever, you'd have the script use the unhide_obj OPCode to make the Event Collision appear.
 
You could also use unhide_ene to spawn a wave, just need to keep all clients in sync.
http://qedit.info/index.php?title=Unhide_ene

Other way to trigger events is with the 'call' function in the event.
ex:
#1
RoomID: 1
Wave: 1
Delay: 0

call 2

Will start event 2 after event 1 is done. (I think roomid is named something else, but that's an autogenerated field.)
 
Thanks with all the help guys, I mean it. Also I think I have one last issue while making my new quest. I can't seem to get the victory condition of "Kill Dark Falz" to trigger. I've made a portal directly to Falz, for convenience, right next to Principals portal so I could just test the victory condition works and everytime I beat Falz nothing happens. Can you take a look at it for me pls?
 

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You wrote thread_stg 501 instead of thread_stg 551.
 
>ω< Thanks Matt, I was a stupid. Been messing with the numbers a bit while adding and removing stuff. Thanks for pointing out teh stupid.
 
Hey so I was following your guide, and my progress came to an abrupt halt when I realized I don't have the right sidebar that you do. Do you know why that is?
 

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That's... a very good question. I have no idea.

I have no suggestions either, you'll need to play around with it or redownload.
 
Ahh, that sucks. I have downloaded it twice and it's the same thing. Does it use any sort of Visual Studio Redistributable? Maybe I just need to download one of those?
 
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