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mhxqe's Introduction

**** Archiving this project because I've moved to GitLab ****

Current limitations:
    * Only works with decrypted DLC quests.
    * Many of the settings don't have very good descriptions.
    * Small monster info is left in hex because the format is unknown.
    * You have to use other software to proxy quests to the game.

To use the quest editor visit: http://svanheulen.github.io/mhxqe
When the page loads, use the "Browse..." button to open a quest file from your
computer to edit.

This project uses these third party libraries:
    https://github.com/nodeca/pako
    https://github.com/eligrey/FileSaver.js

Licenses for third party libraries can be found in the THIRD_PARTY_LICENSES
file in this repository.

mhxqe's People

Contributors

svanheulen avatar

Stargazers

akiragatsu 皓月狩魂 avatar Patrick Zhai avatar Guillaume Gérard avatar Noah Gitalis avatar Phecda avatar Xiangda Shi avatar Vuze avatar

Watchers

 avatar James Cloos avatar Takuzo avatar

mhxqe's Issues

Mhxqe deviants

How to make custom quest with deviants on them? I can make the quest appear and make them spawn, but they have weird hp numbers (using cheat to see hp) and they also have the minimum amount of damage.

Mission crash due to setEmMain file name

When creating a mission in Forlorn Arena, I've found that the name of the setEmMain files should start with b_m17emYYY_ZZ. Otherwise, the quest would crash.
Maybe, b_mXXemYYY_ZZ follows this syntax:
XX -> Map ID (Checked at quest load)
YYY -> Monster ID (Not checked)
ZZ -> Monster Number (If there are more than one of the same type)

If this is true, it'll be nice to add it, or at least to state it somewhere.
Thanks,

Mowstyl.

Rewards are not given as they should.

Creating a custom quest and testing the rewards, I've found that even if I put a 100% chance to an item, only a few of them are given.
Maybe there is something I'm missing?
Also, there is a specific syntax to be followed when writing rRem file name?
Thanks in advance,

Mowstyl.

No Leveled Deviants

I've been working on trying to figure out how to get the leveled deviants (DQ5+ has Toxic, Silverwind 5+ has double tail slam, etc) into CQ, but They always appear at their low-level counterpart. Even after taking a Variant X quest (which works fine) and just changing the quest ID, as soon as it comes out of the editor, the monsters are downgraded to their lower level counterparts. Not sure if there's a different ID for the leveled ones or not, but it is missing.

Triying to change amounts of the rewards

(Using online editor, looking for talismans)

After several tests I have observed that the only thing that is translated to another example code "quest \ rem \ rem_(***)" are the rewards of the missions and submissions.

After trying to change the supplies of the boxes, and the submission supplies, which do not change to unknown values, quest \ supp \ supp_ (mission id), the mission disappears completely.

I tried to change the miss drop rates (if it works in some cases, but you can not change the amount).

I have therefore assumed that the names of objects, together with a specific number of them, the rarity of these and other aspects are codified as a set of numbers after quest \ rem \ rem_ and therefore;

I have edited a mission in which the object I seek already exists as a reward, replaced the rest of items by 1, and put its drop also in 1.

All the subtracted to the set I have added as amount and percentage to the item that I look for, and the only thing that I have obtained is the standard reward, but with the rate of the item modified later, so part of the edited is maintained.

I know that there is already an editor that provides everything you need, but some friends are very tired of hundreds and hundreds of hours of search without results.

I would also like to know if it is possible to put deviants in the event missions or all kinds of monsters like normal camp monsters, and how to get the codes quest \ boss \ setEmMain \ (...) to be able to include them.

I have come to this point, and I can not think of any more ideas, if anyone can contribute before my head explodes I would appreciate it!

Random boss spawn possible?

Hi, im trying to create an arena map that spawn random monster, e.g. first time u enter its a zingore, the nxt time you try the quest is a jho. I tried add afew sem\emmain but its doesnt seems to work. Would be glad if you can provide some advice or if its possible!

Help me

I was wondering if you could provide me with a tutorial on how to use the custom quest editor. I already have access to my save file and homebrew, I need help on how to move forward from where i am now.

Add "Hyper" status to Icons

Icons with the "Hyper" status are the original offset + 120.
Creating a checkbox next to the dropbox for the icons that increases the value for the icon by 120 would allow users to create icons for hyper monster icons.

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