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	<id>https://wiki.fetishquest.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JasX</id>
	<title>FetishQuest Wiki - User contributions [en]</title>
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	<updated>2026-05-29T18:45:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Sub_Template_(Asset)&amp;diff=334</id>
		<title>Dungeon Sub Template (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Sub_Template_(Asset)&amp;diff=334"/>
		<updated>2026-05-18T17:43:03Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used to set conditions for rooms and encounters attached to a procedural dungeon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Asset Type&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Room/Encounter&lt;br /&gt;
|Any&lt;br /&gt;
|[[Room (Asset)|Room]] / [[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|Asset to add conditions to.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|Any&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions needed to validate to add the room. Often Z position conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z / Max Z&lt;br /&gt;
|Room&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Only available in room templates. Sets the min and max z coordinates where these rooms can be placed. &#039;&#039;&#039;Do not use Z level conditions in Room type subtemplates, it will fail to generate! Use Min Z / Max Z instead!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|No Rot&lt;br /&gt;
|Room&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Prevents the room from being rotated.&lt;br /&gt;
|-&lt;br /&gt;
|Is House&lt;br /&gt;
|Room&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If checked, these rooms are treated as sub-dungeons instead, and added to the pool of flow node dungeons. Note. When this is checked, the conditions check against the parent room, not this one.&lt;br /&gt;
|-&lt;br /&gt;
|Required door tags&lt;br /&gt;
|Room&lt;br /&gt;
|[[Tag]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
|&lt;br /&gt;
|Requires parent room doors to have all these tags. Tags here support regex.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Sub_Template_(Asset)&amp;diff=333</id>
		<title>Dungeon Sub Template (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Sub_Template_(Asset)&amp;diff=333"/>
		<updated>2026-05-18T17:25:36Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used to set conditions for rooms and encounters attached to a procedural dungeon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Asset Type&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Room/Encounter&lt;br /&gt;
|Any&lt;br /&gt;
|[[Room (Asset)|Room]] / [[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|Asset to add conditions to.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|Any&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions needed to validate to add the room. Often Z position conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z / Max Z&lt;br /&gt;
|Room&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Only available in room templates. Sets the min and max z coordinates where these rooms can be placed. &#039;&#039;&#039;Do not use Z level conditions in Room type subtemplates, it will fail to generate! Use Min Z / Max Z instead!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|No Rot&lt;br /&gt;
|Room&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Prevents the room from being rotated.&lt;br /&gt;
|-&lt;br /&gt;
|Is House&lt;br /&gt;
|Room&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If checked, these rooms are treated as sub-dungeons instead, and added to the pool of flow node dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|Required door tags&lt;br /&gt;
|Room&lt;br /&gt;
|[[Tag]]&amp;lt;nowiki/&amp;gt;s&lt;br /&gt;
|&lt;br /&gt;
|Requires parent room doors to have all these tags. Tags here support regex.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Connecting_an_LLM_Assistant&amp;diff=332</id>
		<title>Connecting an LLM Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Connecting_an_LLM_Assistant&amp;diff=332"/>
		<updated>2026-04-17T19:41:29Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The devtools allow you to utilize a local or remote LLM (large language model) that follows the OpenAI API spec. For an example, [https://github.com/oobabooga/textgen Oobabooga text-generation webUI]. Please note that running your own LLM needs a ton of VRAM. I&#039;d strongly suggest using at least an RTX3090 or better. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this tutorial, I will assume that you have an LLM up and running already!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
&lt;br /&gt;
# In the mod tools top menu, click tools and LLM assistant.&lt;br /&gt;
# Enter your AI endpoint. If running locally, it may look like https://127.0.0.1:5000/v1&lt;br /&gt;
# Enter a bearer token (if you configured one, otherwise leave this blank)&lt;br /&gt;
# Min P lets you set how &amp;quot;creative&amp;quot; your model is. Lower value = more creative, higher value = more deterministic.&lt;br /&gt;
# Max tokens sets the max length of the response you want. Lower is faster.&lt;br /&gt;
# Append to all prompts lets you append a message to every prompt sent to your LLM.&lt;br /&gt;
&lt;br /&gt;
[[File:LLM Configuration.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
== Adding AI context to characters ==&lt;br /&gt;
Some of the assets have AI Inference text boxes that automatically adds metadata to AI prompts that include that asset. This metadata is only used by the LLM tools, and is not accessible anywhere in game.&lt;br /&gt;
&lt;br /&gt;
For an instance, you may want to describe what a character looks like, their accent, kinks etc so other characters can automatically take in that information when generating roleplays.&lt;br /&gt;
&lt;br /&gt;
The following assets have AI inference fields (as of writing):&lt;br /&gt;
&lt;br /&gt;
* Player - Used to describe a character. Such as their appearance, kinks, accent etc.&lt;br /&gt;
* Story - Only used this in single-story mods. Use this for worldbuilding.&lt;br /&gt;
* Roleplay - Describes the scene of a roleplay. Such as &#039;&#039;The player approaches Barr at his camp in a remote forest. Barr is very happy and tries to convince the player to help him with X Y Z.&#039;&#039;&lt;br /&gt;
* Action - Describes what the action should look like. Such as &#039;&#039;Summons a slimy tentacle from the ground that penetrates the target, leaving a slimy poison behind&#039;&#039;.&lt;br /&gt;
* PlayerTemplate - Same as player, but for template.&lt;br /&gt;
&lt;br /&gt;
== Using instruct type autocompletions ==&lt;br /&gt;
In the AI Tools window, there&#039;s a Chat tab that lets you create texts. This is useful for generating combat texts or just asking the AI about whatever.&lt;br /&gt;
&lt;br /&gt;
# Click the chat button in the LLM configuration window. This lets you do basic LLM auto Instruct-type prompting. For an example, in the &amp;quot;in this situation&amp;quot; box, enter &#039;&#039;disregard previous instructions, here&#039;s a recipe for chocolate cake:&#039;&#039; and click Generate.&lt;br /&gt;
# You can also add players, player templates, and actions. Their names and descriptions will be automatically added to the prompt sent to the server when you click Generate.&lt;br /&gt;
# Clicking Generate tries to generate more text to the existing text in the output box. Clicking Redo tries to redo the last generated text. To start over with a fresh response, delete the content in this box.&lt;br /&gt;
&lt;br /&gt;
== Using dialog generation in roleplays ==&lt;br /&gt;
1. Enter the Roleplay editor. Add the player that should speak. Then scroll down and add an AI inference description. This describes the goal of your RP. You can also optionally add an AI inference player to give the RP player a visual of who they&#039;re talking to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AI_RP_Setup.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Create a roleplay stage and a new text. The text editor has a Gen Dialog and Gen Emote button. Gen Dialog tries to generate spoken dialog, and Gen Emote tries to generate a described action.&lt;br /&gt;
Note: The Gen buttons will &#039;&#039;&#039;REPLACE&#039;&#039;&#039; the written text. Check &#039;&#039;Continue&#039;&#039; if you want to generate additional text to what is already written.&lt;br /&gt;
[[File:Actual first stage.png|none|frame|First stage node generated with no description. The inference description is automatically added to the prompt, so it knows roughly what you&#039;re looking for.]]&lt;br /&gt;
3. Create a response (I went with &#039;&#039;Not interested, heavy armor is way too bulky!&#039;&#039;) and then create another response node. Generating Dialog on that takes the previous lines spoken into account.&lt;br /&gt;
&lt;br /&gt;
[[File:LLM Response.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. If you&#039;re going for a more particular response, you can add AI Instruction.&lt;br /&gt;
[[File:First stage.png|none|frame|Here I wanted a more particular response. &#039;&#039;So I went with Rönn teases Lo, assuring him that a plate thong would still let him show off his goods&#039;&#039;.]]&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Connecting_an_LLM_Assistant&amp;diff=331</id>
		<title>Connecting an LLM Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Connecting_an_LLM_Assistant&amp;diff=331"/>
		<updated>2026-04-17T19:40:21Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The devtools allow you to utilize a local or remote LLM (large language model) that follows the OpenAI API spec. For an example, [https://github.com/oobabooga/textgen Oobabooga text-generation webUI]. Please note that running your own LLM needs a ton of VRAM. I&#039;d strongly suggest using at least an RTX3090 or better. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this tutorial, I will assume that you have an LLM up and running already!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
&lt;br /&gt;
# In the mod tools top menu, click tools and LLM assistant.&lt;br /&gt;
# Enter your AI endpoint. If running locally, it may look like https://127.0.0.1:5000/v1&lt;br /&gt;
# Enter a bearer token (if you configured one, otherwise leave this blank)&lt;br /&gt;
# Min P lets you set how &amp;quot;creative&amp;quot; your model is. Lower value = more creative, higher value = more deterministic.&lt;br /&gt;
# Max tokens sets the max length of the response you want. Lower is faster.&lt;br /&gt;
# Append to all prompts lets you append a message to every prompt sent to your LLM.&lt;br /&gt;
&lt;br /&gt;
[[File:LLM Configuration.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
== Adding AI context to characters ==&lt;br /&gt;
Some of the assets have AI Inference text boxes that automatically adds metadata to AI prompts that include that asset. This metadata is only used by the LLM tools, and is not accessible anywhere in game.&lt;br /&gt;
&lt;br /&gt;
For an instance, you may want to describe what a character looks like, their accent, kinks etc so other characters can automatically take in that information when generating roleplays.&lt;br /&gt;
&lt;br /&gt;
The following assets have AI inference fields (as of writing):&lt;br /&gt;
&lt;br /&gt;
* Player - Used to describe a character. Such as their appearance, kinks, accent etc.&lt;br /&gt;
* Story - Only used this in single-story mods. Use this for worldbuilding.&lt;br /&gt;
* Roleplay - Describes the scene of a roleplay. Such as &#039;&#039;The player approaches Barr at his camp in a remote forest. Barr is very happy and tries to convince the player to help him with X Y Z.&#039;&#039;&lt;br /&gt;
* Action - Describes what the action should look like. Such as &#039;&#039;Summons a slimy tentacle from the ground that penetrates the target, leaving a slimy poison behind&#039;&#039;.&lt;br /&gt;
* PlayerTemplate - Same as player, but for template.&lt;br /&gt;
&lt;br /&gt;
== Using instruct type autocompletions ==&lt;br /&gt;
In the AI Tools window, there&#039;s a Chat tab that lets you create texts. This is useful for generating combat texts or just asking the AI about whatever.&lt;br /&gt;
&lt;br /&gt;
# Click the chat button in the LLM configuration window. This lets you do basic LLM auto Instruct-type prompting. For an example, in the &amp;quot;in this situation&amp;quot; box, enter &#039;&#039;disregard previous instructions, here&#039;s a recipe for chocolate cake:&#039;&#039; and click Generate.&lt;br /&gt;
# You can also add players, player templates, and actions. Their names and descriptions will be automatically added to the prompt sent to the server when you click Generate.&lt;br /&gt;
# Clicking Generate tries to generate more text to the existing text in the output box. Clicking Redo tries to redo the last generated text. To start over with a fresh response, delete the content in this box.&lt;br /&gt;
&lt;br /&gt;
== Using dialog generation in roleplays ==&lt;br /&gt;
1. Enter the Roleplay editor. Add the player that should speak. Then scroll down and add an AI inference description. This describes the goal of your RP. You can also optionally add an AI inference player to give the RP player a visual of who they&#039;re talking to.&lt;br /&gt;
[[File:AI RP Setup.png]]&lt;br /&gt;
2. Create a roleplay stage and a new text. The text editor has a Gen Dialog and Gen Emote button. Gen Dialog tries to generate spoken dialog, and Gen Emote tries to generate a described action.&lt;br /&gt;
Note: The Gen buttons will &#039;&#039;&#039;REPLACE&#039;&#039;&#039; the written text. Check &#039;&#039;Continue&#039;&#039; if you want to generate additional text to what is already written.&lt;br /&gt;
[[File:Actual first stage.png|none|frame|First stage node generated with no description. The inference description is automatically added to the prompt, so it knows roughly what you&#039;re looking for.]]&lt;br /&gt;
3. Create a response (I went with &#039;&#039;Not interested, heavy armor is way too bulky!&#039;&#039;) and then create another response node. Generating Dialog on that takes the previous lines spoken into account.&lt;br /&gt;
&lt;br /&gt;
[[File:LLM Response.png]]&lt;br /&gt;
4. If you&#039;re going for a more particular response, you can add AI Instruction.&lt;br /&gt;
[[File:First stage.png|none|frame|Here I wanted a more particular response. &#039;&#039;So I went with Rönn teases Lo, assuring him that a plate thong would still let him show off his goods&#039;&#039;.]]&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=File:Actual_first_stage.png&amp;diff=330</id>
		<title>File:Actual first stage.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=File:Actual_first_stage.png&amp;diff=330"/>
		<updated>2026-04-17T19:39:01Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generated text&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=File:LLM_Response.png&amp;diff=329</id>
		<title>File:LLM Response.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=File:LLM_Response.png&amp;diff=329"/>
		<updated>2026-04-17T19:36:08Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Response to reply option with no instruction.&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=File:First_stage.png&amp;diff=328</id>
		<title>File:First stage.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=File:First_stage.png&amp;diff=328"/>
		<updated>2026-04-17T19:33:34Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AI generated an introduction&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=File:AI_RP_Setup.png&amp;diff=327</id>
		<title>File:AI RP Setup.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=File:AI_RP_Setup.png&amp;diff=327"/>
		<updated>2026-04-17T19:31:23Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AI RP Setup&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Connecting_an_LLM_Assistant&amp;diff=326</id>
		<title>Connecting an LLM Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Connecting_an_LLM_Assistant&amp;diff=326"/>
		<updated>2026-04-17T19:29:12Z</updated>

		<summary type="html">&lt;p&gt;JasX: Created page with &amp;quot;The devtools allow you to utilize a local or remote LLM (large language model) that follows the OpenAI API spec. For an example, [https://github.com/oobabooga/textgen Oobabooga text-generation webUI]. Please note that running your own LLM needs a ton of VRAM. I&amp;#039;d strongly suggest using at least an RTX3090 or better.   &amp;#039;&amp;#039;&amp;#039;In this tutorial, I will assume that you have an LLM up and running already!&amp;#039;&amp;#039;&amp;#039;  == Configuring ==  # In the mod tools top menu, click tools and LLM ass...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The devtools allow you to utilize a local or remote LLM (large language model) that follows the OpenAI API spec. For an example, [https://github.com/oobabooga/textgen Oobabooga text-generation webUI]. Please note that running your own LLM needs a ton of VRAM. I&#039;d strongly suggest using at least an RTX3090 or better. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In this tutorial, I will assume that you have an LLM up and running already!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Configuring ==&lt;br /&gt;
&lt;br /&gt;
# In the mod tools top menu, click tools and LLM assistant.&lt;br /&gt;
# Enter your AI endpoint. If running locally, it may look like https://127.0.0.1:5000/v1&lt;br /&gt;
# Enter a bearer token (if you configured one, otherwise leave this blank)&lt;br /&gt;
# Min P lets you set how &amp;quot;creative&amp;quot; your model is. Lower value = more creative, higher value = more deterministic.&lt;br /&gt;
# Max tokens sets the max length of the response you want. Lower is faster.&lt;br /&gt;
# Append to all prompts lets you append a message to every prompt sent to your LLM.&lt;br /&gt;
&lt;br /&gt;
[[File:LLM Configuration.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
== Adding AI context to characters ==&lt;br /&gt;
Some of the assets have AI Inference text boxes that automatically adds metadata to AI prompts that include that asset. This metadata is only used by the LLM tools, and is not accessible anywhere in game.&lt;br /&gt;
&lt;br /&gt;
For an instance, you may want to describe what a character looks like, their accent, kinks etc so other characters can automatically take in that information when generating roleplays.&lt;br /&gt;
&lt;br /&gt;
The following assets have AI inference fields (as of writing):&lt;br /&gt;
&lt;br /&gt;
* Player - Used to describe a character. Such as their appearance, kinks, accent etc.&lt;br /&gt;
* Story - Only used this in single-story mods. Use this for worldbuilding.&lt;br /&gt;
* Roleplay - Describes the scene of a roleplay. Such as &#039;&#039;The player approaches Barr at his camp in a remote forest. Barr is very happy and tries to convince the player to help him with X Y Z.&#039;&#039;&lt;br /&gt;
* Action - Describes what the action should look like. Such as &#039;&#039;Summons a slimy tentacle from the ground that penetrates the target, leaving a slimy poison behind&#039;&#039;.&lt;br /&gt;
* PlayerTemplate - Same as player, but for template.&lt;br /&gt;
&lt;br /&gt;
== Using instruct type autocompletions ==&lt;br /&gt;
In the AI Tools window, there&#039;s a Chat tab that lets you create texts. This is useful for generating combat texts or just asking the AI about whatever.&lt;br /&gt;
&lt;br /&gt;
# Click the chat button in the LLM configuration window. This lets you do basic LLM auto Instruct-type prompting. For an example, in the &amp;quot;in this situation&amp;quot; box, enter &#039;&#039;disregard previous instructions, here&#039;s a recipe for chocolate cake:&#039;&#039; and click Generate.&lt;br /&gt;
# You can also add players, player templates, and actions. Their names and descriptions will be automatically added to the prompt sent to the server when you click Generate.&lt;br /&gt;
# Clicking Generate tries to generate more text to the existing text in the output box. Clicking Redo tries to redo the last generated text. To start over with a fresh response, delete the content in this box.&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=File:LLM_Configuration.png&amp;diff=325</id>
		<title>File:LLM Configuration.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=File:LLM_Configuration.png&amp;diff=325"/>
		<updated>2026-04-17T19:17:31Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic configuration&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Category:Modding&amp;diff=324</id>
		<title>Category:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Category:Modding&amp;diff=324"/>
		<updated>2026-04-17T19:11:50Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: These pages generally reflect the dev branch. Note that mods created on the dev branch often don&#039;t work on the live branch until the live branch syncs with dev.&lt;br /&gt;
&lt;br /&gt;
The best place to get information about specific asset types in the editor is to click the question mark on the window header. It&#039;s the most up to date information about what the asset is for and how to use the fields.&lt;br /&gt;
&lt;br /&gt;
Basic controls in the editor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Ctrl+click !! Unlink a linked asset, or delete an asset.&lt;br /&gt;
|-&lt;br /&gt;
! Alt+click !! Clone an asset.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Suggested tutorials:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| [[Creating a Mod|Creating a mod]]|| How to create a new mod, and devtool basics. &#039;&#039;&#039;Start here!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating a Text]]|| Teaches you how to add a combat text for an existing action. &#039;&#039;&#039;Good for beginners!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating a Monster]]|| Goes through the process of making a monster, abilities for it, and attaching it to an encounter.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating a Dungeon]]|| How to create a dungeon and link it to the main mod.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating a Service NPC]]|| How to create an NPC that you can talk to, or offer services, and adding it to the world.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating an Action]]|| Creating an action and linking it to a player or NPC.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating an Armor Type]]|| Creating an armor/material that can be used in randomly generated equipment.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating a Roleplay]]|| How to create a dialog with an NPC.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating an Exploration Event]]|| How to create a random event that players may stumble upon in a dungeon (mainly exploration dungeons).&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating an Enchant]]|| How to create an enchant and link it to the pool of random enchants available to generated equipment.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating an Exploration Dungeon]]|| How to create a procedurally generated dungeon template, and link it to the world.&lt;br /&gt;
|-&lt;br /&gt;
| [[Creating Advanced Art Layers]]|| How to create conditional art layers.&lt;br /&gt;
|-&lt;br /&gt;
| [[Sharing Your Mod]]|| Share your mod with others!&lt;br /&gt;
|-&lt;br /&gt;
|[[Connecting an LLM Assistant]]&lt;br /&gt;
|How to use a local AI model to add additional capabilities to the dev tools.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common pitfalls ==&lt;br /&gt;
&lt;br /&gt;
* Dungeon vars and RP vars may not have labels that end with _Set&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=323</id>
		<title>Dungeon Flow Node (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=323"/>
		<updated>2026-03-23T22:37:17Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.&lt;br /&gt;
&lt;br /&gt;
===== Caveats: =====&lt;br /&gt;
&lt;br /&gt;
* The first flow node used in a dungeon template MUST be able to start at coordinates 0,0,0. Because that&#039;s where the entrance room is placed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Optional, just used in the editor to remind you of the purpose of the flow node, such as &amp;quot;forest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Optional&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this flow node may be ignored at random.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|You can use the flowNodeFriendly condition type in the various conditions fields in your dungeon template.&lt;br /&gt;
|-&lt;br /&gt;
|Offer Quest&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can offer a quest in any of these rooms. You must setup quests in the [[Procedural Dungeon (Asset)|DungeonTemplate]] to use this.&lt;br /&gt;
|-&lt;br /&gt;
|Min Rooms&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum nr of rooms to generate. A minimum of 1 is enforced.&lt;br /&gt;
|-&lt;br /&gt;
|Max Rooms&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Shape&lt;br /&gt;
|Constant&lt;br /&gt;
|Random&lt;br /&gt;
|Sets the dungeon shape. Random will place rooms at random. Linear will generate all rooms in a sequence. SemiLinear will generate a few side rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z&lt;br /&gt;
|Int&lt;br /&gt;
| -3&lt;br /&gt;
|Sets how far below the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|Max Z&lt;br /&gt;
|Int&lt;br /&gt;
|3&lt;br /&gt;
|Sets how far above the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|No Mimics&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Disables mimics.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Enables random encounters (exploration events).&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Place levers.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Items&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has items to collect, you can place them in this room&#039;s cells. Recommended to only not do it on a flownode before the one that offers the quest.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has specific encounters, you can place them here.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Boolean&lt;br /&gt;
| -1&lt;br /&gt;
|Sets how many treasures can be placed in this flowNode. Note that this value will never override the grand total set in the [[Procedural Dungeon (Asset)|DungeonTemplate]].&lt;br /&gt;
|-&lt;br /&gt;
|Condition Groups&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Dungeon Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest. If none are supplied, a condition-free group is used.&lt;br /&gt;
|-&lt;br /&gt;
|Vaible Templates&lt;br /&gt;
|[[Dungeon (Asset)|Dungeon]]&lt;br /&gt;
|&lt;br /&gt;
|Allows the generator to link template dungeons in this node.&lt;br /&gt;
|-&lt;br /&gt;
|Entry Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions that need to be met for the door linking to this flow node to be treated as &amp;quot;unlocked&amp;quot;. Do not use this on the first flowNode of your dungeon. To prevent the player from entering a quest objective area before accepting the quest, consider adding a questAccepted condition that isn&#039;t pointing to a quest. &lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the first room will get these encounters as its encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Shuffle Start Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When true, shuffles the order of encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the last room generated will have its encounters set to this one. And one is picked at random.&lt;br /&gt;
|-&lt;br /&gt;
|Shuffle End Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When true, shuffles the order of encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Chest GameAction&lt;br /&gt;
|[[Game Action (Asset)|GameAction]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the dungeon generator will try to force the end room with a chest placeholder, and add one of the game actions as the chest game action. Useful for boss loot etc.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=322</id>
		<title>Dungeon Flow Node (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=322"/>
		<updated>2026-03-23T22:36:12Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.&lt;br /&gt;
&lt;br /&gt;
===== Caveats: =====&lt;br /&gt;
&lt;br /&gt;
* The first flow node used in a dungeon template MUST be able to start at coordinates 0,0,0. Because that&#039;s where the entrance room is placed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Optional, just used in the editor to remind you of the purpose of the flow node, such as &amp;quot;forest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Optional&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this flow node may be ignored at random.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|You can use the flowNodeFriendly condition type in the various conditions fields in your dungeon template.&lt;br /&gt;
|-&lt;br /&gt;
|Offer Quest&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can offer a quest in any of these rooms. You must setup quests in the [[Procedural Dungeon (Asset)|DungeonTemplate]] to use this.&lt;br /&gt;
|-&lt;br /&gt;
|Min Rooms&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum nr of rooms to generate. A minimum of 1 is enforced.&lt;br /&gt;
|-&lt;br /&gt;
|Max Rooms&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Shape&lt;br /&gt;
|Constant&lt;br /&gt;
|Random&lt;br /&gt;
|Sets the dungeon shape. Random will place rooms at random. Linear will generate all rooms in a sequence. SemiLinear will generate a few side rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z&lt;br /&gt;
|Int&lt;br /&gt;
| -3&lt;br /&gt;
|Sets how far below the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|Max Z&lt;br /&gt;
|Int&lt;br /&gt;
|3&lt;br /&gt;
|Sets how far above the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|No Mimics&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Disables mimics.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Enables random encounters (exploration events).&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Place levers.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Items&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has items to collect, you can place them in this room&#039;s cells. Recommended to only not do it on a flownode before the one that offers the quest.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has specific encounters, you can place them here.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Boolean&lt;br /&gt;
| -1&lt;br /&gt;
|Sets how many treasures can be placed in this flowNode. Note that this value will never override the grand total set in the [[Procedural Dungeon (Asset)|DungeonTemplate]].&lt;br /&gt;
|-&lt;br /&gt;
|Condition Groups&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Dungeon Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest. If none are supplied, a condition-free group is used.&lt;br /&gt;
|-&lt;br /&gt;
|Vaible Templates&lt;br /&gt;
|[[Dungeon (Asset)|Dungeon]]&lt;br /&gt;
|&lt;br /&gt;
|Allows the generator to link template dungeons in this node.&lt;br /&gt;
|-&lt;br /&gt;
|Entry Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions that need to be met for the door linking to this flow node to be treated as &amp;quot;unlocked&amp;quot;. Do not use this on the first flowNode of your dungeon. To prevent the player from entering a quest objective area before accepting the quest, consider adding a questAccepted condition that isn&#039;t pointing to a quest. &lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the first room will get these encounters as its encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Shuffle Start Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When true, shuffles the order of encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the last room generated will have its encounters set to this one. And one is picked at random.&lt;br /&gt;
|-&lt;br /&gt;
|Shuffle End Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When true, shuffles the order of encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Chest GameAction&lt;br /&gt;
|[[Game Action (Asset)|GameAction]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the dungeon generator will try to force the end room with a chest placeholder, and add one of the game actions as the chest game action. Useful for boss loot etc. Note: This is ignored unless you also set Force End Encounter.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=321</id>
		<title>Dungeon Flow Node (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=321"/>
		<updated>2026-03-23T22:34:48Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.&lt;br /&gt;
&lt;br /&gt;
===== Caveats: =====&lt;br /&gt;
&lt;br /&gt;
* The first flow node used in a dungeon template MUST be able to start at coordinates 0,0,0. Because that&#039;s where the entrance room is placed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Optional, just used in the editor to remind you of the purpose of the flow node, such as &amp;quot;forest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Optional&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this flow node may be ignored at random.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|You can use the flowNodeFriendly condition type in the various conditions fields in your dungeon template.&lt;br /&gt;
|-&lt;br /&gt;
|Offer Quest&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can offer a quest in any of these rooms. You must setup quests in the [[Procedural Dungeon (Asset)|DungeonTemplate]] to use this.&lt;br /&gt;
|-&lt;br /&gt;
|Min Rooms&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum nr of rooms to generate. A minimum of 1 is enforced.&lt;br /&gt;
|-&lt;br /&gt;
|Max Rooms&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Shape&lt;br /&gt;
|Constant&lt;br /&gt;
|Random&lt;br /&gt;
|Sets the dungeon shape. Random will place rooms at random. Linear will generate all rooms in a sequence. SemiLinear will generate a few side rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z&lt;br /&gt;
|Int&lt;br /&gt;
| -3&lt;br /&gt;
|Sets how far below the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|Max Z&lt;br /&gt;
|Int&lt;br /&gt;
|3&lt;br /&gt;
|Sets how far above the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|No Mimics&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Disables mimics.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Enables random encounters (exploration events).&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Place levers.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Items&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has items to collect, you can place them in this room&#039;s cells. Recommended to only not do it on a flownode before the one that offers the quest.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has specific encounters, you can place them here.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Boolean&lt;br /&gt;
| -1&lt;br /&gt;
|Sets how many treasures can be placed in this flowNode. Note that this value will never override the grand total set in the [[Procedural Dungeon (Asset)|DungeonTemplate]].&lt;br /&gt;
|-&lt;br /&gt;
|Condition Groups&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Dungeon Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest. If none are supplied, a condition-free group is used.&lt;br /&gt;
|-&lt;br /&gt;
|Vaible Templates&lt;br /&gt;
|[[Dungeon (Asset)|Dungeon]]&lt;br /&gt;
|&lt;br /&gt;
|Allows the generator to link template dungeons in this node.&lt;br /&gt;
|-&lt;br /&gt;
|Entry Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions that need to be met for the door linking to this flow node to be treated as &amp;quot;unlocked&amp;quot;. Do not use this on the first flowNode of your dungeon. To prevent the player from entering a quest objective area before accepting the quest, consider adding a questAccepted condition that isn&#039;t pointing to a quest. &lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the first room will get these encounters as its encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Shuffle Start Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When true, shuffles the order of encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the last room generated will have its encounters set to this one. And one is picked at random.&lt;br /&gt;
|-&lt;br /&gt;
|Shuffle End Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When true, shuffles the order of encounters.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Chest GameAction&lt;br /&gt;
|[[Game Action (Asset)|GameAction]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the dungeon generator will try to force the end room with a chest placeholder, and add one of the game actions as the chest game action. Useful for boss loot etc.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=320</id>
		<title>Dungeon Flow Node (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=320"/>
		<updated>2026-03-23T13:47:45Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.&lt;br /&gt;
&lt;br /&gt;
===== Caveats: =====&lt;br /&gt;
&lt;br /&gt;
* The first flow node used in a dungeon template MUST be able to start at coordinates 0,0,0. Because that&#039;s where the entrance room is placed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Optional, just used in the editor to remind you of the purpose of the flow node, such as &amp;quot;forest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Optional&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this flow node may be ignored at random.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|You can use the flowNodeFriendly condition type in the various conditions fields in your dungeon template.&lt;br /&gt;
|-&lt;br /&gt;
|Offer Quest&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can offer a quest in any of these rooms. You must setup quests in the [[Procedural Dungeon (Asset)|DungeonTemplate]] to use this.&lt;br /&gt;
|-&lt;br /&gt;
|Min Rooms&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum nr of rooms to generate. A minimum of 1 is enforced.&lt;br /&gt;
|-&lt;br /&gt;
|Max Rooms&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Shape&lt;br /&gt;
|Constant&lt;br /&gt;
|Random&lt;br /&gt;
|Sets the dungeon shape. Random will place rooms at random. Linear will generate all rooms in a sequence. SemiLinear will generate a few side rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z&lt;br /&gt;
|Int&lt;br /&gt;
| -3&lt;br /&gt;
|Sets how far below the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|Max Z&lt;br /&gt;
|Int&lt;br /&gt;
|3&lt;br /&gt;
|Sets how far above the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|No Mimics&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Disables mimics.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Enables random encounters (exploration events).&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Place levers.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Items&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has items to collect, you can place them in this room&#039;s cells. Recommended to only not do it on a flownode before the one that offers the quest.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has specific encounters, you can place them here.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Boolean&lt;br /&gt;
| -1&lt;br /&gt;
|Sets how many treasures can be placed in this flowNode. Note that this value will never override the grand total set in the [[Procedural Dungeon (Asset)|DungeonTemplate]].&lt;br /&gt;
|-&lt;br /&gt;
|Condition Groups&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Dungeon Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest. If none are supplied, a condition-free group is used.&lt;br /&gt;
|-&lt;br /&gt;
|Vaible Templates&lt;br /&gt;
|[[Dungeon (Asset)|Dungeon]]&lt;br /&gt;
|&lt;br /&gt;
|Allows the generator to link template dungeons in this node.&lt;br /&gt;
|-&lt;br /&gt;
|Entry Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions that need to be met for the door linking to this flow node to be treated as &amp;quot;unlocked&amp;quot;. Do not use this on the first flowNode of your dungeon. To prevent the player from entering a quest objective area before accepting the quest, consider adding a questAccepted condition that isn&#039;t pointing to a quest. &lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the first room will get these encounters as its encounters, and one is picked at random.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the last room generated will have its encounters set to this one. And one is picked at random.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Roleplay_(Asset)&amp;diff=319</id>
		<title>Roleplay (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Roleplay_(Asset)&amp;diff=319"/>
		<updated>2025-11-18T12:34:53Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Roleplay is the dialog popup with multiple options you may encounter. In order to trigger a roleplay, you need to tie it to a [[Game Action (Asset)|game action]], generally a unique one inside of an [[Encounter (Asset)|encounter]].&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. If you want a tutorial, you can check out [[Creating a Roleplay]].&lt;br /&gt;
&lt;br /&gt;
=== Definitely Use Outliner Mode ===&lt;br /&gt;
Click the Outliner button to enter outliner mode. This is a vastly superior mode of designing your roleplays. Right click to add a node, and then simply drag and drop to connect them. You can also right click a node or path to delete it. Some features are only availabe in the outliner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your roleplay. &#039;&#039;&#039;Do not edit after setting up your roleplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A description that&#039;s only visible in the editor. Helps you organize roleplays.&lt;br /&gt;
|-&lt;br /&gt;
|Portrait&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to a portrait, or an [[Icon]]. Portrait can also be left empty to auto fetch from player. And it can be overridden in [[Roleplay Stage (Asset)|roleplay stages]].&lt;br /&gt;
|-&lt;br /&gt;
|Persistent&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|A persistent roleplay maintains its state. Otherwise the roleplay resets when you close it.&lt;br /&gt;
|-&lt;br /&gt;
|Once&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|Makes the roleplay only happen once. When closed, the roleplay cannot be reopened.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Play&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|Automatically plays the roleplay when encountered.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Play Once&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Requires auto play. Makes the roleplay only auto play once.&lt;br /&gt;
|-&lt;br /&gt;
|No Attach&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Allows the RP to auto play, but no speech interaction is added to the player, preventing them from picking it up after exiting.&lt;br /&gt;
|-&lt;br /&gt;
|rpVars Persistent&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Makes roleplay variables persistent. Otherwise they reset when the roleplay is closed. Consider using dungeon vars if the outcome of a roleplay should affect something in the game outside of the roleplay.&lt;br /&gt;
|-&lt;br /&gt;
|Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|If set, music is overridden with this track while the roleplay is open.&lt;br /&gt;
|-&lt;br /&gt;
|Player&lt;br /&gt;
|[[Player (Asset)|Player]]&lt;br /&gt;
|&lt;br /&gt;
|When set, this player is used for the portrait and speech bubbles.&lt;br /&gt;
|-&lt;br /&gt;
|Stages&lt;br /&gt;
|[[Roleplay Stage (Asset)|Roleplay Stage]]&lt;br /&gt;
|&lt;br /&gt;
|Stages attached to this roleplay. I strongly suggest using the outliner instead of manually creating stages.&lt;br /&gt;
|-&lt;br /&gt;
|Outliner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Opens the RP outliner.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions needed to start the roleplay.&lt;br /&gt;
|-&lt;br /&gt;
|Player Conditoins&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|By default, roleplays will use the player who triggered it as the roleplay player. Roleplay players can be accessed by %P, %P2 etc and the roleplay players can be modified inside of an RP. You can alternatively add player conditions, then all players who match these conditions will be added as RP players (Including NPCs, so consider using targetOnPlayerTeam). The order of this list is random.&lt;br /&gt;
|-&lt;br /&gt;
|NPC Gen Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|When set: Used in the procedural generator when linking a roleplay to an NPC. You can set it to a condition that always validates to true if you want to link it to an NPC without using any proper conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Min Players&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum players that need to pass player conditions in order to start the RP. Setting to -1 means all players on the player team must match.&lt;br /&gt;
|-&lt;br /&gt;
|Max Players&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Maximum players that should be stored as RP targets. The roleplay can still start if exceeded, but the RP Players will be capped to this amount.&lt;br /&gt;
|-&lt;br /&gt;
|Game Actions&lt;br /&gt;
|[[Game Action (Asset)|Game Action]]&lt;br /&gt;
|&lt;br /&gt;
|Game actions to trigger when the RP is started.&lt;br /&gt;
|-&lt;br /&gt;
|Close Actions&lt;br /&gt;
|[[Game Action (Asset)|Game Action]]&lt;br /&gt;
|&lt;br /&gt;
|Game actions to trigger when the RP ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using the outliner ==&lt;br /&gt;
&lt;br /&gt;
* You can click and drag the header of all assets to move it.&lt;br /&gt;
* Clicking the middle of an asset will open an editor window for that asset.&lt;br /&gt;
* Right click the background to add a new asset. You can also use Pan To Root to go back to the root roleplay node.&lt;br /&gt;
* Be careful with purge positions as it resets all asset positions back to default.&lt;br /&gt;
* Drag the little round connectors from the right edge of one asset to the left edge of another. The colors must match.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Outliner Assets&lt;br /&gt;
!Asset&lt;br /&gt;
!Connections&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Roleplay&lt;br /&gt;
|[[Roleplay Stage (Asset)|Stage]]&lt;br /&gt;
|This is the root roleplay node. All roleplays have exactly one.&lt;br /&gt;
|-&lt;br /&gt;
|Stage&lt;br /&gt;
|[[Roleplay Option (Asset)|Reply]], [[Roleplay Stage (Asset)|Stage]]&lt;br /&gt;
|Stage is a text that the NPC will say (or may be silent). When connected directly to another stage, a [Continue] reply is automatically added pointing to said stage. If no reply or stage is connected, a [Leave] option is automatically added.&lt;br /&gt;
|-&lt;br /&gt;
|Reply&lt;br /&gt;
|[[Roleplay Goto (Asset)|Goto]], [[Roleplay Stage (Asset)|Stage]]&lt;br /&gt;
|A reply is an option that the player can click. Goto connections are checked first against their conditions. A stage connection is always last.&lt;br /&gt;
|-&lt;br /&gt;
|Goto&lt;br /&gt;
|[[Roleplay Stage (Asset)|Stage]]&lt;br /&gt;
|A goto option is an invisible flow control block. You use them to take the conversation to a different stage based on the goto conditoins.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Action_(Asset)&amp;diff=318</id>
		<title>Action (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Action_(Asset)&amp;diff=318"/>
		<updated>2025-10-18T22:20:41Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Action asset reference. If you want a tutorial, check out [[Creating an Action]].&lt;br /&gt;
&lt;br /&gt;
Spells and attacks are all actions. To link an action to a player, trainer, or NPC template, use the [[Player Action (Asset)|Player Action]] asset type.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Set to a unique label for your action. &#039;&#039;&#039;Do not edit after setting up your action!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Name your action, doesn&#039;t have to be unique.&lt;br /&gt;
|-&lt;br /&gt;
|Icon&lt;br /&gt;
|[[Icon]]&lt;br /&gt;
|&lt;br /&gt;
|Icon for your action.&lt;br /&gt;
|-&lt;br /&gt;
|M.Off/Def/Uti&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Momentum cost.&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Cooldown in turns.&lt;br /&gt;
|-&lt;br /&gt;
|Init Cooldown&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Start the battle with the ability on cooldown for this amount of turns. Usually used for boss mechanics.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance&lt;br /&gt;
|Int&lt;br /&gt;
|90&lt;br /&gt;
|Hit chance in percent. Use 9001 for guaranteed hit. Not needed for beneficial actions.&lt;br /&gt;
|-&lt;br /&gt;
|Override disable lv&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Overrides disable effects if above the disable effect&#039;s priority.&lt;br /&gt;
|-&lt;br /&gt;
|Cast time&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Nr of turns needed to finish this action.&lt;br /&gt;
|-&lt;br /&gt;
|Allow while charging&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this action may be used while the player is readying an action with a cast time.&lt;br /&gt;
|-&lt;br /&gt;
|Taunt Override Charge&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If charged, taunt will override the cast target.&lt;br /&gt;
|-&lt;br /&gt;
|Ripostable&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Allows the action to be riposted on miss. If the action missed, the action is run in reverse against the caster with the target as the new caster.&lt;br /&gt;
|-&lt;br /&gt;
|Group&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you group spells in the action bar. Mainly used for potions.&lt;br /&gt;
|-&lt;br /&gt;
|Charges&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Max charges of the action that can be used. Each cooldown period adds 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|Start Charges&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Set to -1 to start combat with max charges. Otherwise you can edit the nr of charges you start with.&lt;br /&gt;
|-&lt;br /&gt;
|Min Targets&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum targets to use this action.&lt;br /&gt;
|-&lt;br /&gt;
|Max Targets&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Maximum targets that you can use this action on.&lt;br /&gt;
|-&lt;br /&gt;
|Target&lt;br /&gt;
|String&lt;br /&gt;
|target&lt;br /&gt;
|Overrides the target of the action.&lt;br /&gt;
|-&lt;br /&gt;
|Detrimental&lt;br /&gt;
|String&lt;br /&gt;
|yes&lt;br /&gt;
|Sets if the action is detrimental. Team makes it detrimental to players not on your team, and beneficial to players on your team.&lt;br /&gt;
|-&lt;br /&gt;
|Allow detrimental self cast&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When true, it lets you use the action on yourself even if it&#039;s detrimental.&lt;br /&gt;
|-&lt;br /&gt;
|Type&lt;br /&gt;
|String&lt;br /&gt;
|physical&lt;br /&gt;
|Damage type&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Melee is affected by knockdown, ranged by silence, none by neither.&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If set to standard, ALL players receive this action on game start.&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|The only action that uses hidden is &amp;quot;end turn&amp;quot; which is technically an action.&lt;br /&gt;
|-&lt;br /&gt;
|Semi hidden&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Hides the action in player inspect. Punishments use this.&lt;br /&gt;
|-&lt;br /&gt;
|Hide from action selector&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Legacy option. Was used in repair kits.&lt;br /&gt;
|-&lt;br /&gt;
|Do not generate text&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Prevents the game from trying to find a combat log text when using the action.&lt;br /&gt;
|-&lt;br /&gt;
|No interrupt&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Prevents interrupt effects from interrupting this action (requires cast time).&lt;br /&gt;
|-&lt;br /&gt;
|Permanent Charges&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Prevents cooldown from triggering. Can be used if you want to create an action with a finite amount of charges per battle.&lt;br /&gt;
|-&lt;br /&gt;
|Reset Interrupt&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|By default, having an ability interrupted causes it to go on cooldown. Checking Reset Interrupt finishes that cooldown immediately.&lt;br /&gt;
|-&lt;br /&gt;
|Hide if no viable targets&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Hides the action from the action bar if no viable targets exist.&lt;br /&gt;
|-&lt;br /&gt;
|Cast if no viable wrapper&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|By default, actions can&#039;t be used if it doesn&#039;t have at least one wrapper that passes condition checks. This will bypass that.&lt;br /&gt;
|-&lt;br /&gt;
|Can crit&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can critically hit.&lt;br /&gt;
|-&lt;br /&gt;
|No clairvoyance&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Doesn&#039;t show up when you use clairvoyance on the target.&lt;br /&gt;
|-&lt;br /&gt;
|Max wrappers&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Max nr of wrappers to apply to each target. Use 0 for no limit.&lt;br /&gt;
|-&lt;br /&gt;
|NPC Priority&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Priority when cast by a bot (NPC). Higher number gets cast first.&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Describe your action. See below for variables that can be used here.&lt;br /&gt;
|-&lt;br /&gt;
|Target Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Allows you to have a separate description while hovering the arrow above a target.&lt;br /&gt;
|-&lt;br /&gt;
|Wrappers&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Wrappers to apply. At least one wrapper must apply to a target to consider it castable unless &#039;&#039;Cast if no viable wrapper&#039;&#039; is checked.&lt;br /&gt;
|-&lt;br /&gt;
|Wrapper Mods&lt;br /&gt;
|[[Wrapper Mod (Asset)|Wrapper Mod]]&lt;br /&gt;
|&lt;br /&gt;
|Lets you modify wrapper values and reuse the same wrapper in multiple actions.&lt;br /&gt;
|-&lt;br /&gt;
|Riposte Wrappers&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Requires Riposte checked. Wrappers to apply back to the user if successfully riposted.&lt;br /&gt;
|-&lt;br /&gt;
|Riposte Wrapper Mods&lt;br /&gt;
|[[Wrapper Mod (Asset)|Wrapper Mod]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Lets you grant the user passives while the action is slotted.&lt;br /&gt;
|-&lt;br /&gt;
|Interrupt Wrappers&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Requires a cast time. Lets you run wrappers on the caster if the action is interrupted.&lt;br /&gt;
|-&lt;br /&gt;
|Interrupt Wrapper Mods&lt;br /&gt;
|[[Wrapper Mod (Asset)|Wrapper Mod]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Passives that will affect the caster while they&#039;re charging this action. Requires a cast time.&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|[[Tag]]&lt;br /&gt;
|&lt;br /&gt;
|Tags to add to the player while the action is slotted.&lt;br /&gt;
|-&lt;br /&gt;
|Aliases&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you add aliases to other action labels to share their texts.&lt;br /&gt;
|-&lt;br /&gt;
|Alternate Crit Formula&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A [[math]] formula that overrides the default critical hit chance modifier. Should result in a number between 0 and 1. Requires Can Crit to be checked.&lt;br /&gt;
|-&lt;br /&gt;
|Hit modifier formula&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A [[math]] formula that&#039;s multiplied against the default hit chance.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required to use the action. Note that wrapper conditions are also checked, and if no wrappers match any targets, then it will also be considered to be unusable. Conditions must be match on both cast start and cast end (for charged actions).&lt;br /&gt;
|-&lt;br /&gt;
|Show Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required to show this action in the action bar. A commonly used condition is &#039;&#039;inCombat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required to start a cast (needs a cast time), but not required to complete a cast.&lt;br /&gt;
|-&lt;br /&gt;
|Finish Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required to finish a cast (needs a cast time), but not required to start it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common action tags ==&lt;br /&gt;
You should tag your actions, primarily to help NPCs decide how to use them. You&#039;ll want to use tags starting with &#039;&#039;ac_.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tag&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|ac_buff&lt;br /&gt;
|Action is a buff&lt;br /&gt;
|-&lt;br /&gt;
|ac_debuff&lt;br /&gt;
|Action is a debuff&lt;br /&gt;
|-&lt;br /&gt;
|ac_heal&lt;br /&gt;
|Action has a healing component&lt;br /&gt;
|-&lt;br /&gt;
|ac_npc_important&lt;br /&gt;
|Action will be prioritized by NPCs and always used by NPCs whenever they can&lt;br /&gt;
|-&lt;br /&gt;
|ac_npc_first&lt;br /&gt;
|Use this first unless an important action is castable. Can be combined with ac_npc important to further increase ranking.&lt;br /&gt;
|-&lt;br /&gt;
|ac_npc_important_last&lt;br /&gt;
|Only works consistently for actions that don&#039;t require momentum. If no other actions can be used, then this will be used.&lt;br /&gt;
|-&lt;br /&gt;
|ac_interrupt&lt;br /&gt;
|Action has an interrupt component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_item&lt;br /&gt;
|Action is tied to an item.&lt;br /&gt;
|-&lt;br /&gt;
|ac_mana_heal&lt;br /&gt;
|Action has a momentum restore component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_self_heal&lt;br /&gt;
|Action has a self heal component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_taunt&lt;br /&gt;
|Action has a taunt component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_mana_damage&lt;br /&gt;
|Action has a momentum damage component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_npc_ignore_aggro&lt;br /&gt;
|The NPC caster should ignore the aggro system and pick targets at random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description variables ==&lt;br /&gt;
You can set a description and/or name to exactly: %P% when the action is tied to an [[Asset (Asset)|Asset]]. Then it will use the asset description/name.&lt;br /&gt;
&lt;br /&gt;
You can also use a special variable like below to automatically show the amount of damage/healing etc the action does based on your current stats, such as damage done effects. These variables also work in [[Wrapper (Asset)|wrapper]] descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Target Description/wrapper descriptions will also take target effects into consideration when calculating the number, such as damage taken reduction effects.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable&lt;br /&gt;
!Example&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|$&lt;br /&gt;
|$2&lt;br /&gt;
|2 multiplied by nr of stacks.&lt;br /&gt;
|-&lt;br /&gt;
|$D&lt;br /&gt;
|$D10&lt;br /&gt;
|10 multiplied by damage done effects.&lt;br /&gt;
|-&lt;br /&gt;
|$H&lt;br /&gt;
|$H10&lt;br /&gt;
|10 multiplied by healing done effects.&lt;br /&gt;
|-&lt;br /&gt;
|$N&lt;br /&gt;
|$DN10&lt;br /&gt;
|&#039;&#039;Wrapper effects only.&#039;&#039; Don&#039;t multiply the other variables by the stacks of the wrapper that has this variable.&lt;br /&gt;
|-&lt;br /&gt;
|$B&lt;br /&gt;
|$B10&lt;br /&gt;
|10 multiplied by block done effects.&lt;br /&gt;
|-&lt;br /&gt;
|$A&lt;br /&gt;
|$A10&lt;br /&gt;
|10 multiplied by arousal done effects.&lt;br /&gt;
|}&lt;br /&gt;
You can also freely combine the variables. Just make sure all the letters come before the number. Ex: $DH10 multiplies 10 by both healing and damage done.&lt;br /&gt;
&lt;br /&gt;
Instead of supplying a number you can also supply a [[math]] formula wrapped in {}. These also need to come after the letters.&lt;br /&gt;
&lt;br /&gt;
Ex: $D{ceil(se_Block/2)} = Damage done multiplier times half the sender&#039;s block value.&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Player_(Asset)&amp;diff=317</id>
		<title>Player (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Player_(Asset)&amp;diff=317"/>
		<updated>2025-10-18T16:42:45Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A player is an NPC or player character with fixed settings. Useful for NPCs or playable characters linked in [[Gallery (Asset)|Gallery]]. If you want to create random NPCs for random encounters, use a [[Player Template (Asset)|Player Template]] instead. &lt;br /&gt;
&lt;br /&gt;
If you want an NPC to offer a service, check out the [[Creating a Service NPC|Creating a Service]] tutorial.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique ID for your player. &#039;&#039;&#039;Do not edit after creation!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Name of your character. Not unique.&lt;br /&gt;
|-&lt;br /&gt;
|Species Article&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A/An. Automatically inferred unless your species doesn&#039;t follow the &amp;quot;an&amp;quot; before a vowel, such as unicorn.&lt;br /&gt;
|-&lt;br /&gt;
|Species&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Species of your character.&lt;br /&gt;
|-&lt;br /&gt;
|Voice&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you bind combat grunts. Not currently used in the official game.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun he&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|he/she/it pronoun. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun him&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|him/her/it pronoun. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun his&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|his/her/its. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Image dressed&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to fully dressed state. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image upper body armor&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing only upper body armor. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image lower body armor&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing only lower body armor. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image nude&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing no clothes, or to art if character has only one art layer. Should always be used.&lt;br /&gt;
|-&lt;br /&gt;
|Image base path&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Gets prepended to all images (even advanced art layers). Saves some typing. You can use the domain here, such as https://imagehost.com/&lt;br /&gt;
|-&lt;br /&gt;
|No Proxy&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|In order for CORS to work, images hosted at an external domain will use the FQ proxy service. However, if you know for sure that your image is hosted at a place with proper CORS headers, checking no proxy will make the image load faster.&lt;br /&gt;
|-&lt;br /&gt;
|Portrait XYWH&lt;br /&gt;
|Vector&lt;br /&gt;
|0,0,0&lt;br /&gt;
|Sets the portrait icon. Click select, then drag a box over the character&#039;s face. Right click when done.&lt;br /&gt;
|-&lt;br /&gt;
|Team&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Team of player, decides how the NPC behaves in combat. Use 0 for players. Use 1 for enemies and NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Size&lt;br /&gt;
|Float&lt;br /&gt;
|5&lt;br /&gt;
|Used mainly in texts. Where 5 = average human, 0 = insect, 10 = dragon. Use a range between 4-6 for most humanoids.&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Default level. Note that level is set to 1 for all player characters on game start.&lt;br /&gt;
|-&lt;br /&gt;
|Level is offset from party&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Check this for combat NPCs. When checked, the level field becomes an offset from the average player level. Setting the level field to 0 will then equal to same as player average level, and setting it to 1 means average player level plus 1.&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|Lets you make a player more or less powerful. Multiplying their stats.&lt;br /&gt;
|-&lt;br /&gt;
|HP Multiplier&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|Lets you increase or decrease the character&#039;s max HP by this.&lt;br /&gt;
|-&lt;br /&gt;
|Armor&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Used mainly for beasts. Percentage damage reduction from all attacks unless they bypass armor. 0 = no damage reduction, 100 = full.&lt;br /&gt;
|-&lt;br /&gt;
|Talkative&lt;br /&gt;
|Float&lt;br /&gt;
|0.3&lt;br /&gt;
|Multiplier used to check if an NPC should use Chat type texts in response to an event. Higher value = more talkative.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Used mainly for flavor in roleplays.&lt;br /&gt;
|-&lt;br /&gt;
|Dominant&lt;br /&gt;
|Float&lt;br /&gt;
|0.8&lt;br /&gt;
|Used mainly for flavor in roleplays.&lt;br /&gt;
|-&lt;br /&gt;
|Hetero&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Determines sexual preference. Where 0.5 = bisexual. Used in NPCs to slightly modify who they are more likely to attack.&lt;br /&gt;
|-&lt;br /&gt;
|Emotive&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Chance to use audio triggers. Not used in the main game.&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Float&lt;br /&gt;
|0.6&lt;br /&gt;
|Slightly affects AI decisions and used for flavor in RP. 0.6 is average human intelligence. 0.4-0.5 a dumb human. 0.1-0.2 for most beasts.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore spell slots&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|When used on NPCs they can use ALL abilities available to them, rather than just slotted ones. Uncheck for players, and leave checked for NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|PC Chat Reactions&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|By default, only players not controlled by a human are allowed to use chat type texts. Checking this allows the player to use these texts regardless of if it&#039;s controlled or not.&lt;br /&gt;
|-&lt;br /&gt;
|Remove on death&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When dying, immediately remove this player from the game. Useful for summoned NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Placement Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you change the player label when they are placed in world.&lt;br /&gt;
|-&lt;br /&gt;
|Play Order&lt;br /&gt;
|Int&lt;br /&gt;
|10&lt;br /&gt;
|Sets the order that NPCs will play in. Lower value goes first. If multiple NPCs have the same order, their order will be shuffled after each action.&lt;br /&gt;
|-&lt;br /&gt;
|Stats&lt;br /&gt;
|Integers&lt;br /&gt;
|&lt;br /&gt;
|Hard codes player stats. Only recommended for NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Describes your player in the gallery selector, and when inspecting them.&lt;br /&gt;
|-&lt;br /&gt;
|Secret information&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Secret information to show when using clairvoyance on the player.&lt;br /&gt;
|-&lt;br /&gt;
|Jiggles&lt;br /&gt;
|[[Player Jiggle (Asset)|Player Jiggle]]&lt;br /&gt;
|&lt;br /&gt;
|Player jiggle assets.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Icon States&lt;br /&gt;
|[[Player Icon State (Asset)|Player Icon State]]&lt;br /&gt;
|&lt;br /&gt;
|See [[Creating Advanced Art Layers|creating advanced art layers]]. You can shift click these to toggle them in the preview. Also works in the jiggle previews, but you will have to manually refresh them by clicking the refresh button at the top of the window.&lt;br /&gt;
|-&lt;br /&gt;
|Player Class&lt;br /&gt;
|[[Player Class (Asset)|Player Class]]&lt;br /&gt;
|&lt;br /&gt;
|Sets player class.&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|Tags&lt;br /&gt;
|&lt;br /&gt;
|Sets player tags. Unlike editing tags within the game itself, you must prefix these with the pl_ prefix.&lt;br /&gt;
|-&lt;br /&gt;
|Actions&lt;br /&gt;
|[[Action (Asset)|Action]]&lt;br /&gt;
|&lt;br /&gt;
|Adds actions to the player.&lt;br /&gt;
|-&lt;br /&gt;
|Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Adds passive wrappers to the player.&lt;br /&gt;
|-&lt;br /&gt;
|Follower RP&lt;br /&gt;
|[[Roleplay (Asset)|Roleplay]]&lt;br /&gt;
|&lt;br /&gt;
|Marks the player as a follower, and adds a roleplay when talking to the follower.&lt;br /&gt;
|-&lt;br /&gt;
|Preview&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Preview of what the player will look like.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Roleplay_Goto_(Asset)&amp;diff=316</id>
		<title>Roleplay Goto (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Roleplay_Goto_(Asset)&amp;diff=316"/>
		<updated>2025-10-16T20:04:21Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lets you select a [[Roleplay Stage (Asset)|stage]] that the [[Roleplay Option (Asset)|reply]] should go to, that way you can use [[Condition (Asset)|conditions]] to have the same response take you to different stage.&lt;br /&gt;
&lt;br /&gt;
In conditions, target is the player who selected the response, and sender is the player attached to the roleplay stage the reply is attached to. If no sender is present, it uses the same as target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Go to&lt;br /&gt;
|[[Roleplay Stage (Asset)|Roleplay Stage]]&lt;br /&gt;
| - END RP -&lt;br /&gt;
|Sets where the option should take the player.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions needed for the goto to trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Return to parent RP&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|When checked, and this is linked to from a parent RP using [[Roleplay Jump (Asset)|Jump]], it will return to where we triggered the jump&lt;br /&gt;
|-&lt;br /&gt;
|Add Roll Success&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Automatically adds conditions for a roll success (requires a roll in the parent reply object).&lt;br /&gt;
|-&lt;br /&gt;
|Add Roll Fail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Automatically adds conditions for a roll failed (requires a roll in the parent reply object).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Roleplay_Jump_(Asset)&amp;diff=315</id>
		<title>Roleplay Jump (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Roleplay_Jump_(Asset)&amp;diff=315"/>
		<updated>2025-10-16T20:03:39Z</updated>

		<summary type="html">&lt;p&gt;JasX: Created page with &amp;quot;Jumps are used to link smaller roleplays to a bigger one. Jumps are appended to a roleplay in game on trigger, so they save memory and make it easier to structure very large roleplays.  Caveats:  * Jumps currently won&amp;#039;t work correctly when persistent the jumps are appended when encountered, and not saved. * The roleplay stage output will be automatically linked to from any Roleplay Stage in the sub-roleplay that doesn&amp;#039;t have any options or direct links. * There is also a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jumps are used to link smaller roleplays to a bigger one. Jumps are appended to a roleplay in game on trigger, so they save memory and make it easier to structure very large roleplays.&lt;br /&gt;
&lt;br /&gt;
Caveats:&lt;br /&gt;
&lt;br /&gt;
* Jumps currently won&#039;t work correctly when persistent the jumps are appended when encountered, and not saved.&lt;br /&gt;
* The roleplay stage output will be automatically linked to from any Roleplay Stage in the sub-roleplay that doesn&#039;t have any options or direct links.&lt;br /&gt;
* There is also a checkbox in [[Roleplay Goto (Asset)|RoleplayGoto]] that lets you force return to the parent roleplay.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Target Roleplay&lt;br /&gt;
|[[Roleplay (Asset)|Roleplay]]&lt;br /&gt;
|&lt;br /&gt;
|Roleplay that you want to link to from this node.&lt;br /&gt;
|-&lt;br /&gt;
|Stage&lt;br /&gt;
|[[Roleplay Stage (Asset)|RoleplayStage]]&lt;br /&gt;
|1st&lt;br /&gt;
|The roleplay stage we should link to in the target roleplay.&lt;br /&gt;
|-&lt;br /&gt;
|Return&lt;br /&gt;
|[[Roleplay Stage (Asset)|RoleplayStage]]&lt;br /&gt;
|&lt;br /&gt;
|Optional. Where to go once we return from the sub roleplay.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Roleplay_Goto_(Asset)&amp;diff=314</id>
		<title>Roleplay Goto (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Roleplay_Goto_(Asset)&amp;diff=314"/>
		<updated>2025-10-16T19:58:58Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lets you select a [[Roleplay Stage (Asset)|stage]] that the [[Roleplay Option (Asset)|reply]] should go to, that way you can use [[Condition (Asset)|conditions]] to have the same response take you to different stage.&lt;br /&gt;
&lt;br /&gt;
In conditions, target is the player who selected the response, and sender is the player attached to the roleplay stage the reply is attached to. If no sender is present, it uses the same as target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Go to&lt;br /&gt;
|[[Roleplay Stage (Asset)|Roleplay Stage]]&lt;br /&gt;
| - END RP -&lt;br /&gt;
|Sets where the option should take the player.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions needed for the goto to trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Return to parent RP&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|When checked, and this is linked to from a parent RP using Jump, it will return to where we triggered the jump&lt;br /&gt;
|-&lt;br /&gt;
|Add Roll Success&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Automatically adds conditions for a roll success (requires a roll in the parent reply object).&lt;br /&gt;
|-&lt;br /&gt;
|Add Roll Fail&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Automatically adds conditions for a roll failed (requires a roll in the parent reply object).&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Player_(Asset)&amp;diff=313</id>
		<title>Player (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Player_(Asset)&amp;diff=313"/>
		<updated>2025-10-12T20:43:46Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A player is an NPC or player character with fixed settings. Useful for NPCs or playable characters linked in [[Gallery (Asset)|Gallery]]. If you want to create random NPCs for random encounters, use a [[Player Template (Asset)|Player Template]] instead. &lt;br /&gt;
&lt;br /&gt;
If you want an NPC to offer a service, check out the [[Creating a Service NPC|Creating a Service]] tutorial.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique ID for your player. &#039;&#039;&#039;Do not edit after creation!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Name of your character. Not unique.&lt;br /&gt;
|-&lt;br /&gt;
|Species Article&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A/An. Automatically inferred unless your species doesn&#039;t follow the &amp;quot;an&amp;quot; before a vowel, such as unicorn.&lt;br /&gt;
|-&lt;br /&gt;
|Species&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Species of your character.&lt;br /&gt;
|-&lt;br /&gt;
|Voice&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you bind combat grunts. Not currently used in the official game.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun he&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|he/she/it pronoun. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun him&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|him/her/it pronoun. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun his&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|his/her/its. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Image dressed&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to fully dressed state. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image upper body armor&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing only upper body armor. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image lower body armor&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing only lower body armor. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image nude&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing no clothes, or to art if character has only one art layer. Should always be used.&lt;br /&gt;
|-&lt;br /&gt;
|Image base path&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Gets prepended to all images (even advanced art layers). Saves some typing. You can use the domain here, such as https://imagehost.com/&lt;br /&gt;
|-&lt;br /&gt;
|No Proxy&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|In order for CORS to work, images hosted at an external domain will use the FQ proxy service. However, if you know for sure that your image is hosted at a place with proper CORS headers, checking no proxy will make the image load faster.&lt;br /&gt;
|-&lt;br /&gt;
|Portrait XYWH&lt;br /&gt;
|Vector&lt;br /&gt;
|0,0,0&lt;br /&gt;
|Sets the portrait icon. Click select, then drag a box over the character&#039;s face. Right click when done.&lt;br /&gt;
|-&lt;br /&gt;
|Team&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Team of player, decides how the NPC behaves in combat. Use 0 for players. Use 1 for enemies and NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Size&lt;br /&gt;
|Float&lt;br /&gt;
|5&lt;br /&gt;
|Used mainly in texts. Where 5 = average human, 0 = insect, 10 = dragon. Use a range between 4-6 for most humanoids.&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Default level. Note that level is set to 1 for all player characters on game start.&lt;br /&gt;
|-&lt;br /&gt;
|Level is offset from party&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Check this for combat NPCs. When checked, the level field becomes an offset from the average player level. Setting the level field to 0 will then equal to same as player average level, and setting it to 1 means average player level plus 1.&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|Lets you make a player more or less powerful. Multiplying their stats.&lt;br /&gt;
|-&lt;br /&gt;
|HP Multiplier&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|Lets you increase or decrease the character&#039;s max HP by this.&lt;br /&gt;
|-&lt;br /&gt;
|Armor&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Used mainly for beasts. Percentage damage reduction from all attacks unless they bypass armor. 0 = no damage reduction, 100 = full.&lt;br /&gt;
|-&lt;br /&gt;
|Talkative&lt;br /&gt;
|Float&lt;br /&gt;
|0.3&lt;br /&gt;
|Multiplier used to check if an NPC should use Chat type texts in response to an event. Higher value = more talkative.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Used mainly for flavor in roleplays.&lt;br /&gt;
|-&lt;br /&gt;
|Dominant&lt;br /&gt;
|Float&lt;br /&gt;
|0.8&lt;br /&gt;
|Used mainly for flavor in roleplays.&lt;br /&gt;
|-&lt;br /&gt;
|Hetero&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Determines sexual preference. Where 0.5 = bisexual. Used in NPCs to slightly modify who they are more likely to attack.&lt;br /&gt;
|-&lt;br /&gt;
|Emotive&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Chance to use audio triggers. Not used in the main game.&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Float&lt;br /&gt;
|0.6&lt;br /&gt;
|Slightly affects AI decisions and used for flavor in RP. 0.6 is average human intelligence. 0.4-0.5 a dumb human. 0.1-0.2 for most beasts.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore spell slots&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|When used on NPCs they can use ALL abilities available to them, rather than just slotted ones. Uncheck for players, and leave checked for NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Remove on death&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When dying, immediately remove this player from the game. Useful for summoned NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Placement Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you change the player label when they are placed in world.&lt;br /&gt;
|-&lt;br /&gt;
|Play Order&lt;br /&gt;
|Int&lt;br /&gt;
|10&lt;br /&gt;
|Sets the order that NPCs will play in. Lower value goes first. If multiple NPCs have the same order, their order will be shuffled after each action.&lt;br /&gt;
|-&lt;br /&gt;
|Stats&lt;br /&gt;
|Integers&lt;br /&gt;
|&lt;br /&gt;
|Hard codes player stats. Only recommended for NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Describes your player in the gallery selector, and when inspecting them.&lt;br /&gt;
|-&lt;br /&gt;
|Secret information&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Secret information to show when using clairvoyance on the player.&lt;br /&gt;
|-&lt;br /&gt;
|Jiggles&lt;br /&gt;
|[[Player Jiggle (Asset)|Player Jiggle]]&lt;br /&gt;
|&lt;br /&gt;
|Player jiggle assets.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Icon States&lt;br /&gt;
|[[Player Icon State (Asset)|Player Icon State]]&lt;br /&gt;
|&lt;br /&gt;
|See [[Creating Advanced Art Layers|creating advanced art layers]]. You can shift click these to toggle them in the preview. Also works in the jiggle previews, but you will have to manually refresh them by clicking the refresh button at the top of the window.&lt;br /&gt;
|-&lt;br /&gt;
|Player Class&lt;br /&gt;
|[[Player Class (Asset)|Player Class]]&lt;br /&gt;
|&lt;br /&gt;
|Sets player class.&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|Tags&lt;br /&gt;
|&lt;br /&gt;
|Sets player tags. Unlike editing tags within the game itself, you must prefix these with the pl_ prefix.&lt;br /&gt;
|-&lt;br /&gt;
|Actions&lt;br /&gt;
|[[Action (Asset)|Action]]&lt;br /&gt;
|&lt;br /&gt;
|Adds actions to the player.&lt;br /&gt;
|-&lt;br /&gt;
|Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Adds passive wrappers to the player.&lt;br /&gt;
|-&lt;br /&gt;
|Follower RP&lt;br /&gt;
|[[Roleplay (Asset)|Roleplay]]&lt;br /&gt;
|&lt;br /&gt;
|Marks the player as a follower, and adds a roleplay when talking to the follower.&lt;br /&gt;
|-&lt;br /&gt;
|Preview&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Preview of what the player will look like.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Player_(Asset)&amp;diff=312</id>
		<title>Player (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Player_(Asset)&amp;diff=312"/>
		<updated>2025-10-12T20:43:34Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A player is an NPC or player character with fixed settings. Useful for NPCs or playable characters linked in [[Gallery (Asset)|Gallery]]. If you want to create random NPCs for random encounters, use a [[Player Template (Asset)|Player Template]] instead. &lt;br /&gt;
&lt;br /&gt;
If you want an NPC to offer a service, check out the [[Creating a Service NPC|Creating a Service]] tutorial.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique ID for your player. &#039;&#039;&#039;Do not edit after creation!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Name of your character. Not unique.&lt;br /&gt;
|-&lt;br /&gt;
|Species Article&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A/An. Automatically inferred unless your species doesn&#039;t follow the &amp;quot;an&amp;quot; before a vowel, such as unicorn.&lt;br /&gt;
|-&lt;br /&gt;
|Species&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Species of your character.&lt;br /&gt;
|-&lt;br /&gt;
|Voice&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you bind combat grunts. Not currently used in the official game.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun he&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|he/she/it pronoun. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun him&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|him/her/it pronoun. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Pronoun his&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|his/her/its. Auto inferred for male/female.&lt;br /&gt;
|-&lt;br /&gt;
|Image dressed&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to fully dressed state. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image upper body armor&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing only upper body armor. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image lower body armor&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing only lower body armor. Leave blank if using advanced art layers.&lt;br /&gt;
|-&lt;br /&gt;
|Image nude&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to character wearing no clothes, or to art if character has only one art layer. Should always be used.&lt;br /&gt;
|-&lt;br /&gt;
|Image base path&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Gets prepended to all images (even advanced art layers). Saves some typing. You can use the domain here, such as https://imagehost.com/&lt;br /&gt;
|-&lt;br /&gt;
|No Proxy&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|In order for CORS to work, images hosted at an external domain will use the FQ proxy service. However, if you know for sure that your image is hosted at a place with proper CORS headers, checking no proxy will make the image load faster.&lt;br /&gt;
|-&lt;br /&gt;
|Portrait XYWH&lt;br /&gt;
|Vector&lt;br /&gt;
|0,0,0&lt;br /&gt;
|Sets the portrait icon. Click select, then drag a box over the character&#039;s face. Right click when done.&lt;br /&gt;
|-&lt;br /&gt;
|Team&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Team of player, decides how the NPC behaves in combat. Use 0 for players. Use 1 for enemies and NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Size&lt;br /&gt;
|Float&lt;br /&gt;
|5&lt;br /&gt;
|Used mainly in texts. Where 5 = average human, 0 = insect, 10 = dragon. Use a range between 4-6 for most humanoids.&lt;br /&gt;
|-&lt;br /&gt;
|Level&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Default level. Note that level is set to 1 for all player characters on game start.&lt;br /&gt;
|-&lt;br /&gt;
|Level is offset from party&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Check this for combat NPCs. When checked, the level field becomes an offset from the average player level. Setting the level field to 0 will then equal to same as player average level, and setting it to 1 means average player level plus 1.&lt;br /&gt;
|-&lt;br /&gt;
|Power&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|Lets you make a player more or less powerful. Multiplying their stats.&lt;br /&gt;
|-&lt;br /&gt;
|HP Multiplier&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|Lets you increase or decrease the character&#039;s max HP by this.&lt;br /&gt;
|-&lt;br /&gt;
|Armor&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Used mainly for beasts. Percentage damage reduction from all attacks unless they bypass armor. 0 = no damage reduction, 100 = full.&lt;br /&gt;
|-&lt;br /&gt;
|Talkative&lt;br /&gt;
|Float&lt;br /&gt;
|0.3&lt;br /&gt;
|Multiplier used to check if an NPC should use Chat type texts in response to an event. Higher value = more talkative.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Used mainly for flavor in roleplays.&lt;br /&gt;
|-&lt;br /&gt;
|Dominant&lt;br /&gt;
|Float&lt;br /&gt;
|0.8&lt;br /&gt;
|Used mainly for flavor in roleplays.&lt;br /&gt;
|-&lt;br /&gt;
|Hetero&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Determines sexual preference. Where 0.5 = bisexual. Used in NPCs to slightly modify who they are more likely to attack.&lt;br /&gt;
|-&lt;br /&gt;
|Emotive&lt;br /&gt;
|Float&lt;br /&gt;
|0.5&lt;br /&gt;
|Chance to use audio triggers. Not used in the main game.&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence&lt;br /&gt;
|Float&lt;br /&gt;
|0.6&lt;br /&gt;
|Slightly affects AI decisions and used for flavor in RP. 0.6 is average human intelligence. 0.4-0.5 a dumb human. 0.1-0.2 for most beasts.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore spell slots&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|When used on NPCs they can use ALL abilities available to them, rather than just slotted ones. Uncheck for players, and leave checked for NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Remove on death&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When dying, immediately remove this player from the game. Useful for summoned NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Placement Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you change the player label when they are placed in world.&lt;br /&gt;
|-&lt;br /&gt;
|Play Order&lt;br /&gt;
|Int&lt;br /&gt;
|10&lt;br /&gt;
|Sets the order that NPCs will play in. Lower value goes first. If multiple NPCs have the same order, the order will be shuffled after each action.&lt;br /&gt;
|-&lt;br /&gt;
|Stats&lt;br /&gt;
|Integers&lt;br /&gt;
|&lt;br /&gt;
|Hard codes player stats. Only recommended for NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Describes your player in the gallery selector, and when inspecting them.&lt;br /&gt;
|-&lt;br /&gt;
|Secret information&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Secret information to show when using clairvoyance on the player.&lt;br /&gt;
|-&lt;br /&gt;
|Jiggles&lt;br /&gt;
|[[Player Jiggle (Asset)|Player Jiggle]]&lt;br /&gt;
|&lt;br /&gt;
|Player jiggle assets.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Icon States&lt;br /&gt;
|[[Player Icon State (Asset)|Player Icon State]]&lt;br /&gt;
|&lt;br /&gt;
|See [[Creating Advanced Art Layers|creating advanced art layers]]. You can shift click these to toggle them in the preview. Also works in the jiggle previews, but you will have to manually refresh them by clicking the refresh button at the top of the window.&lt;br /&gt;
|-&lt;br /&gt;
|Player Class&lt;br /&gt;
|[[Player Class (Asset)|Player Class]]&lt;br /&gt;
|&lt;br /&gt;
|Sets player class.&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|Tags&lt;br /&gt;
|&lt;br /&gt;
|Sets player tags. Unlike editing tags within the game itself, you must prefix these with the pl_ prefix.&lt;br /&gt;
|-&lt;br /&gt;
|Actions&lt;br /&gt;
|[[Action (Asset)|Action]]&lt;br /&gt;
|&lt;br /&gt;
|Adds actions to the player.&lt;br /&gt;
|-&lt;br /&gt;
|Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Adds passive wrappers to the player.&lt;br /&gt;
|-&lt;br /&gt;
|Follower RP&lt;br /&gt;
|[[Roleplay (Asset)|Roleplay]]&lt;br /&gt;
|&lt;br /&gt;
|Marks the player as a follower, and adds a roleplay when talking to the follower.&lt;br /&gt;
|-&lt;br /&gt;
|Preview&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Preview of what the player will look like.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Encounter_(Asset)&amp;diff=311</id>
		<title>Encounter (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Encounter_(Asset)&amp;diff=311"/>
		<updated>2025-10-02T22:18:50Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encounters are used to add enemies, NPCs, and custom rules to [[Room (Asset)|dungeon rooms]].  &lt;br /&gt;
&lt;br /&gt;
If you want help creating a random exploration event, check out [[Creating an Exploration Event]].  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your encounter. &#039;&#039;&#039;Do not change a label after creation&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A description to help you locate your encounter later. The description is only used in the ditor.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If not marked as friendly, combat will start when the encounter starts.&lt;br /&gt;
|-&lt;br /&gt;
|Proc Event&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Marks the encounter as a procedural event, used when you mark a [[Room (Asset)|room]] as having a procedural event. Note that if you specify procedural events in a [[Story (Asset)|Story]], then only those will be included.&lt;br /&gt;
|-&lt;br /&gt;
|Once&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Only used in procedural events. When checked, the event will only trigger once per game.&lt;br /&gt;
|-&lt;br /&gt;
|Evt Weight&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|Only used in procedural events. Increases or decreases the event&#039;s chance of being discovered.&lt;br /&gt;
|-&lt;br /&gt;
|Override game over&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, prevents the players from being send back to the start of the dungeon and regenerated if they are defeated.&lt;br /&gt;
|-&lt;br /&gt;
|Start Text&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Legacy. Outputs a string into the combat log when the encounter starts.&lt;br /&gt;
|-&lt;br /&gt;
|Respawn Time&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Used mainly for combat encounters that should respawn, such as beasts out in the field. Time is in game hours in seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Difficulty Adjust&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Lets you adjust the difficulty. 1 = 100% more difficult, -0.5 = half as difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Max players&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Max [[Player Template (Asset)|NPC templates]] to generate (minus [[Player (Asset)|Player NPCs]]). Use 0 for auto.&lt;br /&gt;
|-&lt;br /&gt;
|Gen Extendable&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Allow the procedural generator to add additional friendly NPCs to this encounter.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets ambient music. If left empty, dungeon room or dungeon music is used.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets combat music. If left empty, dungeon room or dungeon music is used.&lt;br /&gt;
|-&lt;br /&gt;
|Players&lt;br /&gt;
|[[Player (Asset)|Player]]&lt;br /&gt;
|&lt;br /&gt;
|Adds NPCs.&lt;br /&gt;
|-&lt;br /&gt;
|Player Templates&lt;br /&gt;
|[[Player Template (Asset)|Player Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds player templates that can be generated when the encounter starts.&lt;br /&gt;
|-&lt;br /&gt;
|Wrappers&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Adds wrappers to apply to players when the encounter starts.&lt;br /&gt;
|-&lt;br /&gt;
|Wrapper Mods&lt;br /&gt;
|[[Wrapper Mod (Asset)|Wrapper Mod]]&lt;br /&gt;
|&lt;br /&gt;
|Lets you modify the wrappers you apply. Such as number of stacks.&lt;br /&gt;
|-&lt;br /&gt;
|Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Wrappers that affect all players that match wrapper conditions while the encounter is active.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions for this encounter to start.&lt;br /&gt;
|-&lt;br /&gt;
|Start/Passive game actions&lt;br /&gt;
|[[Game Action (Asset)|Game Action]]&lt;br /&gt;
|&lt;br /&gt;
|Game actions to run when the encounter starts, and passives. Commonly used to link [[Roleplay (Asset)|roleplays]] to encounters. &lt;br /&gt;
|-&lt;br /&gt;
|Event Bindings&lt;br /&gt;
|[[Encounter Event (Asset)|Encounter Event]]&lt;br /&gt;
|&lt;br /&gt;
|Lets you trigger [[Game Action (Asset)|game actions]] based on [[Event|events]].&lt;br /&gt;
|-&lt;br /&gt;
|Finish Game Actions&lt;br /&gt;
|[[Game Action (Asset)|Game Action]]&lt;br /&gt;
|&lt;br /&gt;
|Lets you trigger a [[Game Action (Asset)|game action]] when the encounter is finished (combat is won).&lt;br /&gt;
|-&lt;br /&gt;
|Player Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Lets you add conditions for certain players to show up.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Quest_(Asset)&amp;diff=310</id>
		<title>Quest (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Quest_(Asset)&amp;diff=310"/>
		<updated>2025-09-29T21:22:40Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quests are tasks for the players to do that show up in the quest log.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your quest. &#039;&#039;&#039;Do not edit after setting up your quest!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Name of your quest. Doesn&#039;t have to be unique.&lt;br /&gt;
|-&lt;br /&gt;
|Exp Multiplier&lt;br /&gt;
|Float&lt;br /&gt;
|1&lt;br /&gt;
|Lets you raise or lower the exp reward. Raise it for longer quests and lower it for shorter ones. Use your own discretion. Exp is by default multiplied by nr of objectives.&lt;br /&gt;
|-&lt;br /&gt;
|Hide Rewards&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Hides quest rewards in the quest log.&lt;br /&gt;
|-&lt;br /&gt;
|Multiply Money&lt;br /&gt;
|Boolen&lt;br /&gt;
|True&lt;br /&gt;
|Scales any money rewards by nr of players.&lt;br /&gt;
|-&lt;br /&gt;
|Multiply Reward&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Gives every player the item reward, otherwise a random player will receive the reward.&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Describe your quest. You can add additional descriptions show up in the quest log as the players complete objectives.&lt;br /&gt;
|-&lt;br /&gt;
|Rewards&lt;br /&gt;
|[[Quest Reward (Asset)|Quest Reward]]&lt;br /&gt;
|&lt;br /&gt;
|Rewards.&lt;br /&gt;
|-&lt;br /&gt;
|Objectives&lt;br /&gt;
|[[Quest Objective (Asset)|Quest Objective]]&lt;br /&gt;
|&lt;br /&gt;
|Objectives for the player to complete.&lt;br /&gt;
|-&lt;br /&gt;
|Completion Objectives&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Legacy. Do not use. Use a [[Roleplay (Asset)|Roleplay]] to finish your quest instead.&lt;br /&gt;
|-&lt;br /&gt;
|Completion Game Actions&lt;br /&gt;
|[[Game Action (Asset)|GameAction]]&lt;br /&gt;
|&lt;br /&gt;
|Actions to run. Do not rely on target, as it will be the first player on the player team. Use gameAction playerconds to target specific players.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Giver RP&lt;br /&gt;
|[[Roleplay (Asset)|Roleplay]]&lt;br /&gt;
|&lt;br /&gt;
|Note: This is only used when linking this quest to a [[Procedural Dungeon (Asset)|procedural dungeon]]. The conditions in said RP will be used to map the quest to the world.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buttons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Button&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Auto Create Quest Conditions&lt;br /&gt;
|Auto Creates quest/objective completed/accepted/not_completed conditions in your conditions DB.&lt;br /&gt;
|-&lt;br /&gt;
|Create and link quest conditions&lt;br /&gt;
|Automatically creates and links objective conditions, setting each objective to require the previous objective completed before showing the next.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Action_(Asset)&amp;diff=309</id>
		<title>Action (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Action_(Asset)&amp;diff=309"/>
		<updated>2025-09-29T18:12:35Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the Action asset reference. If you want a tutorial, check out [[Creating an Action]].&lt;br /&gt;
&lt;br /&gt;
Spells and attacks are all actions. To link an action to a player, trainer, or NPC template, use the [[Player Action (Asset)|Player Action]] asset type.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Set to a unique label for your action. &#039;&#039;&#039;Do not edit after setting up your action!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Name your action, doesn&#039;t have to be unique.&lt;br /&gt;
|-&lt;br /&gt;
|Icon&lt;br /&gt;
|[[Icon]]&lt;br /&gt;
|&lt;br /&gt;
|Icon for your action.&lt;br /&gt;
|-&lt;br /&gt;
|M.Off/Def/Uti&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Momentum cost.&lt;br /&gt;
|-&lt;br /&gt;
|Cooldown&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Cooldown in turns.&lt;br /&gt;
|-&lt;br /&gt;
|Init Cooldown&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Start the battle with the ability on cooldown for this amount of turns. Usually used for boss mechanics.&lt;br /&gt;
|-&lt;br /&gt;
|Hit Chance&lt;br /&gt;
|Int&lt;br /&gt;
|90&lt;br /&gt;
|Hit chance in percent. Use 9001 for guaranteed hit. Not needed for beneficial actions.&lt;br /&gt;
|-&lt;br /&gt;
|Override disable lv&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Overrides disable effects if above the disable effect&#039;s priority.&lt;br /&gt;
|-&lt;br /&gt;
|Cast time&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Nr of turns needed to finish this action.&lt;br /&gt;
|-&lt;br /&gt;
|Allow while charging&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this action may be used while the player is readying an action with a cast time.&lt;br /&gt;
|-&lt;br /&gt;
|Taunt Override Charge&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If charged, taunt will override the cast target.&lt;br /&gt;
|-&lt;br /&gt;
|Ripostable&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Allows the action to be riposted on miss. If the action missed, the action is run in reverse against the caster with the target as the new caster.&lt;br /&gt;
|-&lt;br /&gt;
|Group&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you group spells in the action bar. Mainly used for potions.&lt;br /&gt;
|-&lt;br /&gt;
|Charges&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Max charges of the action that can be used. Each cooldown period adds 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|Start Charges&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Set to -1 to start combat with max charges. Otherwise you can edit the nr of charges you start with.&lt;br /&gt;
|-&lt;br /&gt;
|Min Targets&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum targets to use this action.&lt;br /&gt;
|-&lt;br /&gt;
|Max Targets&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Maximum targets that you can use this action on.&lt;br /&gt;
|-&lt;br /&gt;
|Target&lt;br /&gt;
|String&lt;br /&gt;
|target&lt;br /&gt;
|Overrides the target of the action.&lt;br /&gt;
|-&lt;br /&gt;
|Detrimental&lt;br /&gt;
|String&lt;br /&gt;
|yes&lt;br /&gt;
|Sets if the action is detrimental. Team makes it detrimental to players not on your team, and beneficial to players on your team.&lt;br /&gt;
|-&lt;br /&gt;
|Allow detrimental self cast&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When true, it lets you use the action on yourself even if it&#039;s detrimental.&lt;br /&gt;
|-&lt;br /&gt;
|Type&lt;br /&gt;
|String&lt;br /&gt;
|physical&lt;br /&gt;
|Damage type&lt;br /&gt;
|-&lt;br /&gt;
|Range&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Melee is affected by knockdown, ranged by silence, none by neither.&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If set to standard, ALL players receive this action on game start.&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|The only action that uses hidden is &amp;quot;end turn&amp;quot; which is technically an action.&lt;br /&gt;
|-&lt;br /&gt;
|Semi hidden&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Hides the action in player inspect. Punishments use this.&lt;br /&gt;
|-&lt;br /&gt;
|Hide from action selector&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Legacy option. Was used in repair kits.&lt;br /&gt;
|-&lt;br /&gt;
|Do not generate text&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Prevents the game from trying to find a combat log text when using the action.&lt;br /&gt;
|-&lt;br /&gt;
|No interrupt&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Prevents interrupt effects from interrupting this action (requires cast time).&lt;br /&gt;
|-&lt;br /&gt;
|Permanent Charges&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Prevents cooldown from triggering. Can be used if you want to create an action with a finite amount of charges per battle.&lt;br /&gt;
|-&lt;br /&gt;
|Reset Interrupt&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|By default, having an ability interrupted causes it to go on cooldown. Checking Reset Interrupt finishes that cooldown immediately.&lt;br /&gt;
|-&lt;br /&gt;
|Hide if no viable targets&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Hides the action from the action bar if no viable targets exist.&lt;br /&gt;
|-&lt;br /&gt;
|Cast if no viable wrapper&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|By default, actions can&#039;t be used if it doesn&#039;t have at least one wrapper that passes condition checks. This will bypass that.&lt;br /&gt;
|-&lt;br /&gt;
|Can crit&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can critically hit.&lt;br /&gt;
|-&lt;br /&gt;
|No clairvoyance&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Doesn&#039;t show up when you use clairvoyance on the target.&lt;br /&gt;
|-&lt;br /&gt;
|Max wrappers&lt;br /&gt;
|Int&lt;br /&gt;
|0&lt;br /&gt;
|Max nr of wrappers to apply to each target. Use 0 for no limit.&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Describe your action. See below for variables that can be used here.&lt;br /&gt;
|-&lt;br /&gt;
|Target Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Allows you to have a separate description while hovering the arrow above a target.&lt;br /&gt;
|-&lt;br /&gt;
|Wrappers&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Wrappers to apply. At least one wrapper must apply to a target to consider it castable unless &#039;&#039;Cast if no viable wrapper&#039;&#039; is checked.&lt;br /&gt;
|-&lt;br /&gt;
|Wrapper Mods&lt;br /&gt;
|[[Wrapper Mod (Asset)|Wrapper Mod]]&lt;br /&gt;
|&lt;br /&gt;
|Lets you modify wrapper values and reuse the same wrapper in multiple actions.&lt;br /&gt;
|-&lt;br /&gt;
|Riposte Wrappers&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Requires Riposte checked. Wrappers to apply back to the user if successfully riposted.&lt;br /&gt;
|-&lt;br /&gt;
|Riposte Wrapper Mods&lt;br /&gt;
|[[Wrapper Mod (Asset)|Wrapper Mod]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Lets you grant the user passives while the action is slotted.&lt;br /&gt;
|-&lt;br /&gt;
|Interrupt Wrappers&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Requires a cast time. Lets you run wrappers on the caster if the action is interrupted.&lt;br /&gt;
|-&lt;br /&gt;
|Interrupt Wrapper Mods&lt;br /&gt;
|[[Wrapper Mod (Asset)|Wrapper Mod]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cast Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|&lt;br /&gt;
|Passives that will affect the caster while they&#039;re charging this action. Requires a cast time.&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|[[Tag]]&lt;br /&gt;
|&lt;br /&gt;
|Tags to add to the player while the action is slotted.&lt;br /&gt;
|-&lt;br /&gt;
|Aliases&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Lets you add aliases to other action labels to share their texts.&lt;br /&gt;
|-&lt;br /&gt;
|Alternate Crit Formula&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A [[math]] formula that overrides the default critical hit chance modifier. Should result in a number between 0 and 1. Requires Can Crit to be checked.&lt;br /&gt;
|-&lt;br /&gt;
|Hit modifier formula&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A [[math]] formula that&#039;s multiplied against the default hit chance.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required to use the action. Note that wrapper conditions are also checked, and if no wrappers match any targets, then it will also be considered to be unusable. Conditions must be match on both cast start and cast end (for charged actions).&lt;br /&gt;
|-&lt;br /&gt;
|Show Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required to show this action in the action bar. A commonly used condition is &#039;&#039;inCombat.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required to start a cast (needs a cast time), but not required to complete a cast.&lt;br /&gt;
|-&lt;br /&gt;
|Finish Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required to finish a cast (needs a cast time), but not required to start it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common action tags ==&lt;br /&gt;
You should tag your actions, primarily to help NPCs decide how to use them. You&#039;ll want to use tags starting with &#039;&#039;ac_.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tag&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|ac_buff&lt;br /&gt;
|Action is a buff&lt;br /&gt;
|-&lt;br /&gt;
|ac_debuff&lt;br /&gt;
|Action is a debuff&lt;br /&gt;
|-&lt;br /&gt;
|ac_heal&lt;br /&gt;
|Action has a healing component&lt;br /&gt;
|-&lt;br /&gt;
|ac_npc_important&lt;br /&gt;
|Action will be prioritized by NPCs and always used by NPCs whenever they can&lt;br /&gt;
|-&lt;br /&gt;
|ac_npc_first&lt;br /&gt;
|Use this first unless an important action is castable. Can be combined with ac_npc important to further increase ranking.&lt;br /&gt;
|-&lt;br /&gt;
|ac_npc_important_last&lt;br /&gt;
|Only works consistently for actions that don&#039;t require momentum. If no other actions can be used, then this will be used.&lt;br /&gt;
|-&lt;br /&gt;
|ac_interrupt&lt;br /&gt;
|Action has an interrupt component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_item&lt;br /&gt;
|Action is tied to an item.&lt;br /&gt;
|-&lt;br /&gt;
|ac_mana_heal&lt;br /&gt;
|Action has a momentum restore component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_self_heal&lt;br /&gt;
|Action has a self heal component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_taunt&lt;br /&gt;
|Action has a taunt component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_mana_damage&lt;br /&gt;
|Action has a momentum damage component.&lt;br /&gt;
|-&lt;br /&gt;
|ac_npc_ignore_aggro&lt;br /&gt;
|The NPC caster should ignore the aggro system and pick targets at random.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description variables ==&lt;br /&gt;
You can set a description and/or name to exactly: %P% when the action is tied to an [[Asset (Asset)|Asset]]. Then it will use the asset description/name.&lt;br /&gt;
&lt;br /&gt;
You can also use a special variable like below to automatically show the amount of damage/healing etc the action does based on your current stats, such as damage done effects. These variables also work in [[Wrapper (Asset)|wrapper]] descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Target Description/wrapper descriptions will also take target effects into consideration when calculating the number, such as damage taken reduction effects.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Variable&lt;br /&gt;
!Example&lt;br /&gt;
!Explanation&lt;br /&gt;
|-&lt;br /&gt;
|$&lt;br /&gt;
|$2&lt;br /&gt;
|2 multiplied by nr of stacks.&lt;br /&gt;
|-&lt;br /&gt;
|$D&lt;br /&gt;
|$D10&lt;br /&gt;
|10 multiplied by damage done effects.&lt;br /&gt;
|-&lt;br /&gt;
|$H&lt;br /&gt;
|$H10&lt;br /&gt;
|10 multiplied by healing done effects.&lt;br /&gt;
|-&lt;br /&gt;
|$N&lt;br /&gt;
|$DN10&lt;br /&gt;
|&#039;&#039;Wrapper effects only.&#039;&#039; Don&#039;t multiply the other variables by the stacks of the wrapper that has this variable.&lt;br /&gt;
|-&lt;br /&gt;
|$B&lt;br /&gt;
|$B10&lt;br /&gt;
|10 multiplied by block done effects.&lt;br /&gt;
|-&lt;br /&gt;
|$A&lt;br /&gt;
|$A10&lt;br /&gt;
|10 multiplied by arousal done effects.&lt;br /&gt;
|}&lt;br /&gt;
You can also freely combine the variables. Just make sure all the letters come before the number. Ex: $DH10 multiplies 10 by both healing and damage done.&lt;br /&gt;
&lt;br /&gt;
Instead of supplying a number you can also supply a [[math]] formula wrapped in {}. These also need to come after the letters.&lt;br /&gt;
&lt;br /&gt;
Ex: $D{ceil(se_Block/2)} = Damage done multiplier times half the sender&#039;s block value.&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=MathScript_Snippets&amp;diff=308</id>
		<title>MathScript Snippets</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=MathScript_Snippets&amp;diff=308"/>
		<updated>2025-09-25T17:49:00Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of snippets you can use in math scripts.&lt;br /&gt;
&lt;br /&gt;
=== Update a dvar array on new day. ===&lt;br /&gt;
In this example, we use a dungeon with the label &amp;lt;code&amp;gt;sfq_town&amp;lt;/code&amp;gt; with the following dVars:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;last_trainer_reset&amp;lt;/code&amp;gt; Which we store the day when this math script was run last.&lt;br /&gt;
* &amp;lt;code&amp;gt;trainer_skills&amp;lt;/code&amp;gt; Where we store an array of 4 action labels that we&#039;ll use in conditions to decide which skills are available at a trainer.&lt;br /&gt;
The point of the script is to pick a random set of trainer skills each day to present to the player when visiting a trainer. We do this by having game actions checking if action labels are present in the trainer_skills dvar.&amp;lt;pre&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;,&amp;quot;last_trainer_reset&amp;quot;,&amp;quot;!$g_day&amp;quot;)&lt;br /&gt;
actions = getAssetLabelsRegex(&#039;Action&#039;, &#039;^sfq_pc&#039;)&lt;br /&gt;
shuffle(actions)&lt;br /&gt;
actions = arraySlice(actions, 0,4)&lt;br /&gt;
setDvar(&amp;quot;sfq_town&amp;quot;, &amp;quot;trainer_skills&amp;quot;, actions)&amp;lt;/pre&amp;gt;Explanation:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;,&amp;quot;last_trainer_reset&amp;quot;,&amp;quot;!$g_day&amp;quot;)&amp;lt;/code&amp;gt; Sets a dvar called last_trainer_reset in the dungeon labeled sfq_town to the current day. The !$ prefix in the setDvar function is used to mark that the rest of the data should be evaluated as a formula. g_day is a game mathvar (used in ALL formulas) and is an integer value specifying how many days have elapsed in the active game.&lt;br /&gt;
*&amp;lt;code&amp;gt;actions = getAssetLabelsRegex(&#039;Action&#039;, &#039;^sfq_pc&#039;)&amp;lt;/code&amp;gt; Scans through the Action library and return an array of all actions starting with sfq_pc (^sfq_pc is a regular expression).&lt;br /&gt;
*&amp;lt;code&amp;gt;shuffle(actions)&amp;lt;/code&amp;gt; Shuffles the action array.&lt;br /&gt;
*&amp;lt;code&amp;gt;actions = arraySlice(actions, 0,4)&amp;lt;/code&amp;gt; Get the first 4 actions of the array.&lt;br /&gt;
*&amp;lt;code&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;, &amp;quot;trainer_skills&amp;quot;, actions)&amp;lt;/code&amp;gt; Sets the trainer_skills dungeon var in the dungeon labeled sfq_town to the array of actions.&lt;br /&gt;
Said mathScript game action is run every time the player enters the gym.&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=MathScript_Snippets&amp;diff=307</id>
		<title>MathScript Snippets</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=MathScript_Snippets&amp;diff=307"/>
		<updated>2025-09-25T17:47:45Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of snippets you can use in math scripts.&lt;br /&gt;
&lt;br /&gt;
=== Update a dvar array on new day. ===&lt;br /&gt;
In this example, we use a dungeon with the label &amp;lt;code&amp;gt;sfq_town&amp;lt;/code&amp;gt; with the following dVars:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;last_trainer_reset&amp;lt;/code&amp;gt; Which we store the day when this math script was run last.&lt;br /&gt;
* &amp;lt;code&amp;gt;trainer_skills&amp;lt;/code&amp;gt; Where we store an array of 4 action labels that we&#039;ll use in conditions to decide which skills are available at a trainer.&lt;br /&gt;
The point of the script is to pick a random set of trainer skills each day to present to the player when visiting a trainer. We do this by having game actions checking if action labels are present in the trainer_skills dvar.&amp;lt;pre&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;,&amp;quot;last_trainer_reset&amp;quot;,&amp;quot;!$g_day&amp;quot;)&lt;br /&gt;
actions = getAssetLabelsRegex(&#039;Action&#039;, &#039;^sfq_pc&#039;)&lt;br /&gt;
shuffle(actions)&lt;br /&gt;
actions = arraySlice(actions, 0,4)&lt;br /&gt;
setDvar(&amp;quot;sfq_town&amp;quot;, &amp;quot;trainer_skills&amp;quot;, actions)&amp;lt;/pre&amp;gt;Explanation:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;,&amp;quot;last_trainer_reset&amp;quot;,&amp;quot;!$g_day&amp;quot;)&amp;lt;/code&amp;gt; Sets a dvar called last_trainer_reset in the dungeon labeled sfq_town to the current day. The !$ prefix in the setDvar function is used to mark that the rest of the data should be evaluated as a formula. g_day is a game mathvar (used in ALL formulas) and is an integer value specifying how many days have elapsed in the active game.&lt;br /&gt;
*&amp;lt;code&amp;gt;actions = getAssetLabelsRegex(&#039;Action&#039;, &#039;^sfq_pc&#039;)&amp;lt;/code&amp;gt; Scans through the Action library and return an array of all actions starting with sfq_pc (^sfq_pc is a regular expression).&lt;br /&gt;
*&amp;lt;code&amp;gt;shuffle(actions)&amp;lt;/code&amp;gt; Shuffles the action array.&lt;br /&gt;
*&amp;lt;code&amp;gt;actions = arraySlice(actions, 0,4)&amp;lt;/code&amp;gt; Get the first 4 actions of the array.&lt;br /&gt;
*&amp;lt;code&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;, &amp;quot;trainer_skills&amp;quot;, actions)&amp;lt;/code&amp;gt; Sets the trainer_skills dungeon var in the dungeon labeled sfq_town to the array of actions.&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=MathScript_Snippets&amp;diff=306</id>
		<title>MathScript Snippets</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=MathScript_Snippets&amp;diff=306"/>
		<updated>2025-09-25T17:41:32Z</updated>

		<summary type="html">&lt;p&gt;JasX: Created page with &amp;quot;A collection of snippets you can use in math scripts.  === Update a dvar array on new day. === In this example, we use a dungeon with the label &amp;lt;code&amp;gt;sfq_town&amp;lt;/code&amp;gt; . We have the following dVars:  * &amp;lt;code&amp;gt;last_trainer_reset&amp;lt;/code&amp;gt; Which we store the day when this math script was run last. * &amp;lt;code&amp;gt;trainer_skills&amp;lt;/code&amp;gt; Where we store an array of 4 action labels that we&amp;#039;ll use in conditions to decide which skills are available at a trainer. &amp;lt;pre&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;,&amp;quot;last_t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A collection of snippets you can use in math scripts.&lt;br /&gt;
&lt;br /&gt;
=== Update a dvar array on new day. ===&lt;br /&gt;
In this example, we use a dungeon with the label &amp;lt;code&amp;gt;sfq_town&amp;lt;/code&amp;gt; . We have the following dVars:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;last_trainer_reset&amp;lt;/code&amp;gt; Which we store the day when this math script was run last.&lt;br /&gt;
* &amp;lt;code&amp;gt;trainer_skills&amp;lt;/code&amp;gt; Where we store an array of 4 action labels that we&#039;ll use in conditions to decide which skills are available at a trainer.&lt;br /&gt;
&amp;lt;pre&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;,&amp;quot;last_trainer_reset&amp;quot;,&amp;quot;!$g_day&amp;quot;)&lt;br /&gt;
actions = getAssetLabelsRegex(&#039;Action&#039;, &#039;^sfq_pc&#039;)&lt;br /&gt;
shuffle(actions)&lt;br /&gt;
actions = arraySlice(actions, 0,4)&lt;br /&gt;
setDvar(&amp;quot;sfq_town&amp;quot;, &amp;quot;trainer_skills&amp;quot;, actions)&amp;lt;/pre&amp;gt;Explanation:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;setDvar(&amp;quot;sfq_town&amp;quot;,&amp;quot;last_trainer_reset&amp;quot;,&amp;quot;!$g_day&amp;quot;)&amp;lt;/code&amp;gt; Sets a dvar called last_trainer_reset in the dungeon labeled sfq_town to the current day.&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Effect_(Asset)&amp;diff=305</id>
		<title>Effect (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Effect_(Asset)&amp;diff=305"/>
		<updated>2025-09-25T10:10:09Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An effect is a block of data that describes something that should affect a player, such as modifying HP or stats. Effects are tied to [[Wrapper (Asset)|Wrappers]] which may contain multiple effects. Effects are always triggered by events.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your effect. &#039;&#039;&#039;Do not change this after setting up your effect!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Describe your effect. This is not used in game, but helps search in the editor.&lt;br /&gt;
|-&lt;br /&gt;
|Type&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Effect type. When you change this value, the description below will change.&lt;br /&gt;
|-&lt;br /&gt;
|Don&#039;t multiply by stacks&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|By default, most integer values will be multiplied by the nr of stacks in the parent wrapper. Checking this sets the stack count to a fixed 1.&lt;br /&gt;
|-&lt;br /&gt;
|Debug&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Used to output debug output. Only use if you&#039;re modifying the FQ source code.&lt;br /&gt;
|-&lt;br /&gt;
|Highlight&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Highlights the parent wrapper icon. If the effect is a non-passive type, it blinks. Otherwise it highlights while the effect conditions are matched.&lt;br /&gt;
|-&lt;br /&gt;
|Targets&lt;br /&gt;
|Array&lt;br /&gt;
|&lt;br /&gt;
|Sets what targets the effects should affect. Auto is usually the parent wrapper target.&lt;br /&gt;
|-&lt;br /&gt;
|Events&lt;br /&gt;
|Array&lt;br /&gt;
|&lt;br /&gt;
|List of events that should trigger the effect. internalWrapperTick is triggered when an instant wrapper is triggered, or a duration wrapper ticks. For most instant effects, you just want internalWrapperTick. You can use as many as you want.&lt;br /&gt;
|-&lt;br /&gt;
|Effect Data&lt;br /&gt;
|JSON&lt;br /&gt;
|&lt;br /&gt;
|A JSON object which changes based on the type of effect you&#039;re editing. Above the editor is a description of the fields you can use, and what the effect does.&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|[[Tag]]&lt;br /&gt;
|&lt;br /&gt;
|Tags to apply to the target(s) while affected by the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Conditions]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions required for the effect to trigger, or in the case of modifier effects (such as stat modifiers), to apply to the target(s).&lt;br /&gt;
Example: You bind the effect to trigger on event actionMissed and attach the parent wrapper to PlayerA. PlayerB triggers an actionMissed event against PlayerC.&lt;br /&gt;
event.effect is this effect, evt.originalWrapper is the wrapper involved in the miss, and evt.wrapper this event.effect.parent. Sender is PlayerB, target is PlayerC.&lt;br /&gt;
|-&lt;br /&gt;
|Subconditions&lt;br /&gt;
|[[Condition (Asset)|Conditions]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions are always checked with sender/target being the same as the event that triggered the effect. However, if you use a target other than sender/target, and want to check conditions on the recipient, then you can use a subcondition. Sender of the subcondition is always the parent wrapper&#039;s owner.&lt;br /&gt;
Example: You bind the effect to trigger on event actionMissed with target set to aoe, and attach the parent wrapper to PlayerA. PlayerB triggers an actionMissed event against PlayerC.&lt;br /&gt;
event.effect is this effect, evt.originalWrapper is the wrapper involved in the miss, and evt.wrapper this event.effect.parent. Sender is the player affected by this effect&#039;s parent (holder). The effect then iterates through every player (because of AoE), sets that player as the target, and runs the effect on that target only if they match conditions. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* If the target of the event that triggered the effect is the holder of the wrapper this effect is attached to, then it flips target/sender. So generally you want to flip so ta_ vars target the owner of the effect, whereas se_ will target the target of the effect. I don&#039;t remember why I made it this way, but I think it was important.&lt;br /&gt;
* By default, mathVar targets will be the target(s) set in the targets section. If you want to access the parent wrapper&#039;s sender or target, you have access to pws_ and pwt_. These stand for parentWrapperSender and parentWrapperTarget, and contain data about the effect parent wrapper\&#039;s send and target.&lt;br /&gt;
&lt;br /&gt;
   &lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Node_Editor&amp;diff=304</id>
		<title>Node Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Node_Editor&amp;diff=304"/>
		<updated>2025-09-07T23:10:13Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The node editor offers a better overview over how an asset is connected. Currently this is used for [[Roleplay (Asset)|Roleplay]].&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Input&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Click &amp;amp; Drag On Background&lt;br /&gt;
|Pans the node view.&lt;br /&gt;
|-&lt;br /&gt;
|Click &amp;amp; Drag On Block Header&lt;br /&gt;
|Moves a node.&lt;br /&gt;
|-&lt;br /&gt;
|Click &amp;amp; Drag On Block Node&lt;br /&gt;
|Draws a new node connection. Nodes can be connected right and left side of a block, and must match by color.&lt;br /&gt;
|-&lt;br /&gt;
|Ctrl + Click &amp;amp; Drag&lt;br /&gt;
|Drags a selection box, allowing you to select multiple blocks.&lt;br /&gt;
|-&lt;br /&gt;
|Right Click on Background&lt;br /&gt;
|Opens the global context menu (see below).&lt;br /&gt;
|-&lt;br /&gt;
|Right Click On Block&lt;br /&gt;
|Opens the block context menu (see below).&lt;br /&gt;
|-&lt;br /&gt;
|Right Click On Background With Multiple Selctions &lt;br /&gt;
|Opens the batch context menu (see below).&lt;br /&gt;
|-&lt;br /&gt;
|Shift + Click &amp;amp; Drag Block Header&lt;br /&gt;
|Clones the block (or all selected blocks if you have an active multi-block selection).&lt;br /&gt;
|-&lt;br /&gt;
|Mousewheel&lt;br /&gt;
|Zooms&lt;br /&gt;
|-&lt;br /&gt;
|Shift + Right Click On Block&lt;br /&gt;
|Resets block connection positions.&lt;br /&gt;
|-&lt;br /&gt;
|Right Click on Line&lt;br /&gt;
|Opens the line context menu (see below).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Global Context Menu&lt;br /&gt;
!Option&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| + &amp;lt;blockType&amp;gt;&lt;br /&gt;
|Inserts a new block of this type.&lt;br /&gt;
|-&lt;br /&gt;
|Pan To Root&lt;br /&gt;
|Pans to the root node.&lt;br /&gt;
|-&lt;br /&gt;
|Purge Position&lt;br /&gt;
|Resets all positions (can be useful is you&#039;ve lost the node positions).&lt;br /&gt;
|-&lt;br /&gt;
|Minimize All&lt;br /&gt;
|Minimizes all Blocks&lt;br /&gt;
|-&lt;br /&gt;
|Maximize All&lt;br /&gt;
|Maximizes all Blocks.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Block Context Menu&lt;br /&gt;
!Option&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Align Inputs&lt;br /&gt;
|Moves connected nodes to this one.&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|Deletes the node.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Bath Context Menu&lt;br /&gt;
!Option&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Maximize&lt;br /&gt;
|Maximizes selected blocks.&lt;br /&gt;
|-&lt;br /&gt;
|Minimize&lt;br /&gt;
|Minimizes selected blocks.&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|Deletes selected blocks.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Line Context menu&lt;br /&gt;
!Option&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|Deletes the line&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Node_Editor&amp;diff=303</id>
		<title>Node Editor</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Node_Editor&amp;diff=303"/>
		<updated>2025-09-07T11:59:56Z</updated>

		<summary type="html">&lt;p&gt;JasX: Created page with &amp;quot;The node editor offers a better overview over how an asset is connected. Currently this is used for Roleplay.  Controls: {| class=&amp;quot;wikitable&amp;quot; |+ !Input !Description |- |Click &amp;amp; Drag On Background |Pans the node view. |- |Click &amp;amp; Drag On Block Header |Moves a node. |- |Click &amp;amp; Drag On Block Node |Draws a new node connection. Nodes can be connected right and left side of a block, and must match by color. |- |Ctrl + Click &amp;amp; Drag |Drags a selection box,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The node editor offers a better overview over how an asset is connected. Currently this is used for [[Roleplay (Asset)|Roleplay]].&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Input&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Click &amp;amp; Drag On Background&lt;br /&gt;
|Pans the node view.&lt;br /&gt;
|-&lt;br /&gt;
|Click &amp;amp; Drag On Block Header&lt;br /&gt;
|Moves a node.&lt;br /&gt;
|-&lt;br /&gt;
|Click &amp;amp; Drag On Block Node&lt;br /&gt;
|Draws a new node connection. Nodes can be connected right and left side of a block, and must match by color.&lt;br /&gt;
|-&lt;br /&gt;
|Ctrl + Click &amp;amp; Drag&lt;br /&gt;
|Drags a selection box, allowing you to select multiple blocks.&lt;br /&gt;
|-&lt;br /&gt;
|Right Click on Background&lt;br /&gt;
|Opens the global context menu (see below).&lt;br /&gt;
|-&lt;br /&gt;
|Right Click On Block&lt;br /&gt;
|Opens the block context menu (see below).&lt;br /&gt;
|-&lt;br /&gt;
|Right Click On Background With Multiple Selctions &lt;br /&gt;
|Opens the batch context menu (see below).&lt;br /&gt;
|-&lt;br /&gt;
|Shift + Click &amp;amp; Drag Block Header&lt;br /&gt;
|Clones the block (or all selected blocks if you have an active multi-block selection).&lt;br /&gt;
|-&lt;br /&gt;
|Mousewheel&lt;br /&gt;
|Zooms&lt;br /&gt;
|-&lt;br /&gt;
|Shift + Right Click On Block&lt;br /&gt;
|Resets block connection positions.&lt;br /&gt;
|-&lt;br /&gt;
|Right Click on Line&lt;br /&gt;
|Opens the line context menu (see below).&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Global Context Menu&lt;br /&gt;
!Option&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| + &amp;lt;blockType&amp;gt;&lt;br /&gt;
|Inserts a new block of this type.&lt;br /&gt;
|-&lt;br /&gt;
|Pan To Root&lt;br /&gt;
|Pans to the root node.&lt;br /&gt;
|-&lt;br /&gt;
|Purge Position&lt;br /&gt;
|Resets all positions (can be useful is you&#039;ve lost the node positions, which aren&#039;t saved on export).&lt;br /&gt;
|-&lt;br /&gt;
|Minimize All&lt;br /&gt;
|Minimizes all Blocks&lt;br /&gt;
|-&lt;br /&gt;
|Maximize All&lt;br /&gt;
|Maximizes all Blocks.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Block Context Menu&lt;br /&gt;
!Option&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Align Inputs&lt;br /&gt;
|Moves connected nodes to this one.&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|Deletes the node.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Bath Context Menu&lt;br /&gt;
!Option&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Maximize&lt;br /&gt;
|Maximizes selected blocks.&lt;br /&gt;
|-&lt;br /&gt;
|Minimize&lt;br /&gt;
|Minimizes selected blocks.&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|Deletes selected blocks.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Line Context menu&lt;br /&gt;
!Option&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Delete&lt;br /&gt;
|Deletes the line&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Roleplay_(Asset)&amp;diff=302</id>
		<title>Roleplay (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Roleplay_(Asset)&amp;diff=302"/>
		<updated>2025-09-03T21:58:29Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Roleplay is the dialog popup with multiple options you may encounter. In order to trigger a roleplay, you need to tie it to a [[Game Action (Asset)|game action]], generally a unique one inside of an [[Encounter (Asset)|encounter]].&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. If you want a tutorial, you can check out [[Creating a Roleplay]].&lt;br /&gt;
&lt;br /&gt;
=== Definitely Use Outliner Mode ===&lt;br /&gt;
Click the Outliner button to enter outliner mode. This is a vastly superior mode of designing your roleplays. Right click to add a node, and then simply drag and drop to connect them. You can also right click a node or path to delete it. Some features are only availabe in the outliner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your roleplay. &#039;&#039;&#039;Do not edit after setting up your roleplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Description&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A description that&#039;s only visible in the editor. Helps you organize roleplays.&lt;br /&gt;
|-&lt;br /&gt;
|Portrait&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to a portrait, or an [[Icon]]. Portrait can also be left empty to auto fetch from player. And it can be overridden in [[Roleplay Stage (Asset)|roleplay stages]].&lt;br /&gt;
|-&lt;br /&gt;
|Persistent&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|A persistent roleplay maintains its state. Otherwise the roleplay resets when you close it.&lt;br /&gt;
|-&lt;br /&gt;
|Once&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|Makes the roleplay only happen once. When closed, the roleplay cannot be reopened.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Play&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|Automatically plays the roleplay when encountered.&lt;br /&gt;
|-&lt;br /&gt;
|Auto Play Once&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Requires auto play. Makes the roleplay only auto play once.&lt;br /&gt;
|-&lt;br /&gt;
|No Attach&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Allows the RP to auto play, but no speech interaction is added to the player, preventing them from picking it up after exiting.&lt;br /&gt;
|-&lt;br /&gt;
|rpVars Persistent&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Makes roleplay variables persistent. Otherwise they reset when the roleplay is closed. Consider using dungeon vars if the outcome of a roleplay should affect something in the game outside of the roleplay.&lt;br /&gt;
|-&lt;br /&gt;
|Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|If set, music is overridden with this track while the roleplay is open.&lt;br /&gt;
|-&lt;br /&gt;
|Player&lt;br /&gt;
|[[Player (Asset)|Player]]&lt;br /&gt;
|&lt;br /&gt;
|When set, this player is used for the portrait and speech bubbles.&lt;br /&gt;
|-&lt;br /&gt;
|Stages&lt;br /&gt;
|[[Roleplay Stage (Asset)|Roleplay Stage]]&lt;br /&gt;
|&lt;br /&gt;
|Stages attached to this roleplay. I strongly suggest using the outliner instead of manually creating stages.&lt;br /&gt;
|-&lt;br /&gt;
|Outliner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Opens the RP outliner.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions needed to start the roleplay.&lt;br /&gt;
|-&lt;br /&gt;
|Player Conditoins&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|By default, roleplays will use the player who triggered it as the roleplay player. Roleplay players can be accessed by %P, %P2 etc and the roleplay players can be modified inside of an RP. You can alternatively add player conditions, then all players who match these conditions will be added as RP players (Including NPCs, so consider using targetOnPlayerTeam). The order of this list is random.&lt;br /&gt;
|-&lt;br /&gt;
|Min Players&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum players that need to pass player conditions in order to start the RP. Setting to -1 means all players on the player team must match.&lt;br /&gt;
|-&lt;br /&gt;
|Max Players&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Maximum players that should be stored as RP targets. The roleplay can still start if exceeded, but the RP Players will be capped to this amount.&lt;br /&gt;
|-&lt;br /&gt;
|Game Actions&lt;br /&gt;
|[[Game Action (Asset)|Game Action]]&lt;br /&gt;
|&lt;br /&gt;
|Game actions to trigger when the RP is started.&lt;br /&gt;
|-&lt;br /&gt;
|Close Actions&lt;br /&gt;
|[[Game Action (Asset)|Game Action]]&lt;br /&gt;
|&lt;br /&gt;
|Game actions to trigger when the RP ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using the outliner ==&lt;br /&gt;
&lt;br /&gt;
* You can click and drag the header of all assets to move it.&lt;br /&gt;
* Clicking the middle of an asset will open an editor window for that asset.&lt;br /&gt;
* Right click the background to add a new asset. You can also use Pan To Root to go back to the root roleplay node.&lt;br /&gt;
* Be careful with purge positions as it resets all asset positions back to default.&lt;br /&gt;
* Drag the little round connectors from the right edge of one asset to the left edge of another. The colors must match.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Outliner Assets&lt;br /&gt;
!Asset&lt;br /&gt;
!Connections&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Roleplay&lt;br /&gt;
|[[Roleplay Stage (Asset)|Stage]]&lt;br /&gt;
|This is the root roleplay node. All roleplays have exactly one.&lt;br /&gt;
|-&lt;br /&gt;
|Stage&lt;br /&gt;
|[[Roleplay Option (Asset)|Reply]], [[Roleplay Stage (Asset)|Stage]]&lt;br /&gt;
|Stage is a text that the NPC will say (or may be silent). When connected directly to another stage, a [Continue] reply is automatically added pointing to said stage. If no reply or stage is connected, a [Leave] option is automatically added.&lt;br /&gt;
|-&lt;br /&gt;
|Reply&lt;br /&gt;
|[[Roleplay Goto (Asset)|Goto]], [[Roleplay Stage (Asset)|Stage]]&lt;br /&gt;
|A reply is an option that the player can click. Goto connections are checked first against their conditions. A stage connection is always last.&lt;br /&gt;
|-&lt;br /&gt;
|Goto&lt;br /&gt;
|[[Roleplay Stage (Asset)|Stage]]&lt;br /&gt;
|A goto option is an invisible flow control block. You use them to take the conversation to a different stage based on the goto conditoins.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=301</id>
		<title>Procedural Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=301"/>
		<updated>2025-08-30T21:17:34Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type &amp;quot;proceduralDungeon&amp;quot;, set the label to a unique label for your dungeon, and then link this dungeon template to the game action.&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. You can find a tutorial at [[Creating an Exploration Dungeon]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your procedural dungeon. &#039;&#039;&#039;Do not modify after setting up!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fog override&lt;br /&gt;
|Float&lt;br /&gt;
|0&lt;br /&gt;
|Use 0 to turn off. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient light &lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Overrides ambient light. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to an ambient OGG file to use, unless the room itself has ambient set.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance volume&lt;br /&gt;
|Float&lt;br /&gt;
|0.2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|1.3&lt;br /&gt;
|Dungeon color saturation. Can be overridden in rooms. See [[Room (Asset)|Room]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Sets a hard cap on nr of treasures in the dungeon. -1 defaults to 25% of rooms. The total nr generated will never exceed this value, no matter what you set in the flow nodes.&lt;br /&gt;
|-&lt;br /&gt;
|Max Exp Events&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Defaults to 20% of all rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Progress Tracker&lt;br /&gt;
|Boolean&lt;br /&gt;
|true&lt;br /&gt;
|Shows the nr of rooms you have explored in this dungeon at the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
|Reward Cartograph&lt;br /&gt;
|Boolean&lt;br /&gt;
|true&lt;br /&gt;
|If set to false, disable the dungeon exploration reward, including &amp;quot;dungeon explored&amp;quot; popup, exp, and cartograph rewards.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Room Mesh&lt;br /&gt;
|Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset reverb intensity.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|Test Audio&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Plays a random sample with your audio settings.&lt;br /&gt;
|-&lt;br /&gt;
|Unique Consumables&lt;br /&gt;
|[[Asset (Asset)|Asset]]&lt;br /&gt;
|&lt;br /&gt;
|Sets the [[Dungeon (Asset)|dungeon]] consumables field.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore Global Consumables in autoLoot&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|Maps to the [[Dungeon (Asset)|dungeon]] l_no_auto field.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore asset templates in autoLoot&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|Maps to the [[Dungeon (Asset)|dungeon]] l_no_cons field.&lt;br /&gt;
|-&lt;br /&gt;
|Rooms&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds rooms to the list of rooms that can be added.&lt;br /&gt;
|-&lt;br /&gt;
|Encounters&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds encounters that can be placed randomly in the dungeon (as long as conditions match the room).&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used.&lt;br /&gt;
|-&lt;br /&gt;
|Flow Map&lt;br /&gt;
|[[Dungeon Flow Node (Asset)|Dungeon Flow Node]]&lt;br /&gt;
|&lt;br /&gt;
|You can use flow nodes to enforce a certain layout. Such as &amp;quot;start with a forest&amp;quot;, &amp;quot;then a settlement&amp;quot; etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action.&lt;br /&gt;
|-&lt;br /&gt;
|Procedural Quests&lt;br /&gt;
|[[Quest (Asset)|Quest]]&lt;br /&gt;
|&lt;br /&gt;
|Quests that can be offered here. Note that these quests are marked as procedural.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Sub_Template_(Asset)&amp;diff=300</id>
		<title>Dungeon Sub Template (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Sub_Template_(Asset)&amp;diff=300"/>
		<updated>2025-08-30T21:01:54Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used to set conditions for rooms and encounters attached to a procedural dungeon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Room/Encounter&lt;br /&gt;
|[[Room (Asset)|Room]] / [[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|Asset to add conditions to.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions needed to validate to add the room. Often Z position conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z / Max Z&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Only available in room templates. Sets the min and max z coordinates where these rooms can be placed. &#039;&#039;&#039;Do not use Z level conditions in Room type subtemplates, it will fail to generate! Use Min Z / Max Z instead!&#039;&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=299</id>
		<title>Dungeon Flow Node (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=299"/>
		<updated>2025-08-30T20:45:40Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.&lt;br /&gt;
&lt;br /&gt;
===== Caveats: =====&lt;br /&gt;
&lt;br /&gt;
* The first flow node used in a dungeon template MUST be able to start at coordinates 0,0,0. Because that&#039;s where the entrance room is placed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Optional, just used in the editor to remind you of the purpose of the flow node, such as &amp;quot;forest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Optional&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this flow node may be ignored at random.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|You can use the flowNodeFriendly condition type in the various conditions fields in your dungeon template.&lt;br /&gt;
|-&lt;br /&gt;
|Offer Quest&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can offer a quest in any of these rooms. You must setup quests in the [[Procedural Dungeon (Asset)|DungeonTemplate]] to use this.&lt;br /&gt;
|-&lt;br /&gt;
|Min Rooms&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum nr of rooms to generate. A minimum of 1 is enforced.&lt;br /&gt;
|-&lt;br /&gt;
|Max Rooms&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Shape&lt;br /&gt;
|Constant&lt;br /&gt;
|Random&lt;br /&gt;
|Sets the dungeon shape. Random will place rooms at random. Linear will generate all rooms in a sequence. SemiLinear will generate a few side rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z&lt;br /&gt;
|Int&lt;br /&gt;
| -3&lt;br /&gt;
|Sets how far below the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|Max Z&lt;br /&gt;
|Int&lt;br /&gt;
|3&lt;br /&gt;
|Sets how far above the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|No Mimics&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Disables mimics.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Enables random encounters (exploration events).&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Place levers.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Items&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has items to collect, you can place them in this room&#039;s cells. Recommended to only not do it on a flownode before the one that offers the quest.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has specific encounters, you can place them here.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Boolean&lt;br /&gt;
| -1&lt;br /&gt;
|Sets how many treasures can be placed in this flowNode. Note that this value will never override the grand total set in the [[Procedural Dungeon (Asset)|DungeonTemplate]].&lt;br /&gt;
|-&lt;br /&gt;
|Condition Groups&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Dungeon Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest. If none are supplied, a condition-free group is used.&lt;br /&gt;
|-&lt;br /&gt;
|Vaible Templates&lt;br /&gt;
|[[Dungeon (Asset)|Dungeon]]&lt;br /&gt;
|&lt;br /&gt;
|Allows the generator to link template dungeons in this node.&lt;br /&gt;
|-&lt;br /&gt;
|Entry Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions that need to be met for the door linking to this flow node to be treated as &amp;quot;unlocked&amp;quot;. Do not use this on the first flowNode of your dungeon. To prevent the player from entering a quest objective area before accepting the quest, consider adding a questAccepted condition that isn&#039;t pointing to a quest. &lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the first room will get these encounters as its encounters, and one is picked at random.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the last room generated will have its encounters set to this one.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=298</id>
		<title>Dungeon Flow Node (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=298"/>
		<updated>2025-08-30T20:37:07Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.&lt;br /&gt;
&lt;br /&gt;
===== Caveats: =====&lt;br /&gt;
&lt;br /&gt;
* The first flow node used in a dungeon template MUST be able to start at coordinates 0,0,0. Because that&#039;s where the entrance room is placed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Optional, just used in the editor to remind you of the purpose of the flow node, such as &amp;quot;forest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Optional&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this flow node may be ignored at random.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|You can use the flowNodeFriendly condition type in the various conditions fields in your dungeon template.&lt;br /&gt;
|-&lt;br /&gt;
|Offer Quest&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can offer a quest in any of these rooms. You must setup quests in the [[Procedural Dungeon (Asset)|DungeonTemplate]] to use this.&lt;br /&gt;
|-&lt;br /&gt;
|Min Rooms&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum nr of rooms to generate. A minimum of 1 is enforced.&lt;br /&gt;
|-&lt;br /&gt;
|Max Rooms&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Shape&lt;br /&gt;
|Constant&lt;br /&gt;
|Random&lt;br /&gt;
|Sets the dungeon shape. Random will place rooms at random. Linear will generate all rooms in a sequence. SemiLinear will generate a few side rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z&lt;br /&gt;
|Int&lt;br /&gt;
| -3&lt;br /&gt;
|Sets how far below the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|Max Z&lt;br /&gt;
|Int&lt;br /&gt;
|3&lt;br /&gt;
|Sets how far above the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|No Mimics&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Disables mimics.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Enables random encounters (exploration events).&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Place levers.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Items&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has items to collect, you can place them in this room&#039;s cells. Recommended to only not do it on a flownode before the one that offers the quest.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has specific encounters, you can place them here.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Boolean&lt;br /&gt;
| -1&lt;br /&gt;
|Sets how many treasures can be placed in this flowNode. Note that this value will never override the grand total set in the [[Procedural Dungeon (Asset)|DungeonTemplate]].&lt;br /&gt;
|-&lt;br /&gt;
|Condition Groups&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Dungeon Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest.&lt;br /&gt;
|-&lt;br /&gt;
|Vaible Templates&lt;br /&gt;
|[[Dungeon (Asset)|Dungeon]]&lt;br /&gt;
|&lt;br /&gt;
|Allows the generator to link template dungeons in this node.&lt;br /&gt;
|-&lt;br /&gt;
|Entry Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions that need to be met for the door linking to this flow node to be treated as &amp;quot;unlocked&amp;quot;. Do not use this on the first flowNode of your dungeon. To prevent the player from entering a quest objective area before accepting the quest, consider adding a questAccepted condition that isn&#039;t pointing to a quest. &lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the first room will get these encounters as its encounters, and one is picked at random.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the last room generated will have its encounters set to this one.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=297</id>
		<title>Dungeon Flow Node (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=297"/>
		<updated>2025-08-28T14:56:34Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Optional, just used in the editor to remind you of the purpose of the flow node, such as &amp;quot;forest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Optional&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this flow node may be ignored at random.&lt;br /&gt;
|-&lt;br /&gt;
|Friendly&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|You can use the flowNodeFriendly condition type in the various conditions fields in your dungeon template.&lt;br /&gt;
|-&lt;br /&gt;
|Offer Quest&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Can offer a quest in any of these rooms. You must setup quests in the [[Procedural Dungeon (Asset)|DungeonTemplate]] to use this.&lt;br /&gt;
|-&lt;br /&gt;
|Min Rooms&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum nr of rooms to generate. A minimum of 1 is enforced.&lt;br /&gt;
|-&lt;br /&gt;
|Max Rooms&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Shape&lt;br /&gt;
|Constant&lt;br /&gt;
|Random&lt;br /&gt;
|Sets the dungeon shape. Random will place rooms at random. Linear will generate all rooms in a sequence. SemiLinear will generate a few side rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z&lt;br /&gt;
|Int&lt;br /&gt;
| -3&lt;br /&gt;
|Sets how far below the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|Max Z&lt;br /&gt;
|Int&lt;br /&gt;
|3&lt;br /&gt;
|Sets how far above the entrance on the Z axis we can go.&lt;br /&gt;
|-&lt;br /&gt;
|No Mimics&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Disables mimics.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Enables random encounters (exploration events).&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Place levers.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Items&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has items to collect, you can place them in this room&#039;s cells. Recommended to only not do it on a flownode before the one that offers the quest.&lt;br /&gt;
|-&lt;br /&gt;
|Quest Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If the picked quest has specific encounters, you can place them here.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Boolean&lt;br /&gt;
| -1&lt;br /&gt;
|Sets how many treasures can be placed in this flowNode. Note that this value will never override the grand total set in the [[Procedural Dungeon (Asset)|DungeonTemplate]].&lt;br /&gt;
|-&lt;br /&gt;
|Condition Groups&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Dungeon Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest.&lt;br /&gt;
|-&lt;br /&gt;
|Vaible Templates&lt;br /&gt;
|[[Dungeon (Asset)|Dungeon]]&lt;br /&gt;
|&lt;br /&gt;
|Allows the generator to link template dungeons in this node.&lt;br /&gt;
|-&lt;br /&gt;
|Entry Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions that need to be met for the door linking to this flow node to be treated as &amp;quot;unlocked&amp;quot;. Do not use this on the first flowNode of your dungeon. To prevent the player from entering a quest objective area before accepting the quest, consider adding a questAccepted condition that isn&#039;t pointing to a quest. &lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the first room will get these encounters as its encounters, and one is picked at random.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|When set, the last room generated will have its encounters set to this one.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Sub_Template_(Asset)&amp;diff=296</id>
		<title>Dungeon Sub Template (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Sub_Template_(Asset)&amp;diff=296"/>
		<updated>2025-08-28T14:44:23Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Used to set conditions for rooms and encounters attached to a procedural dungeon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Room/Encounter&lt;br /&gt;
|[[Room (Asset)|Room]] / [[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|Asset to add conditions to.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions needed to validate to add the room. Often Z position conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Min Z / Max Z&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Only available in room templates. Sets the min and max z coordinates where these rooms can be placed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=295</id>
		<title>Procedural Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=295"/>
		<updated>2025-08-28T14:43:27Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type &amp;quot;proceduralDungeon&amp;quot;, set the label to a unique label for your dungeon, and then link this dungeon template to the game action.&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. You can find a tutorial at [[Creating an Exploration Dungeon]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your procedural dungeon. &#039;&#039;&#039;Do not modify after setting up!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fog override&lt;br /&gt;
|Float&lt;br /&gt;
|0&lt;br /&gt;
|Use 0 to turn off. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient light &lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Overrides ambient light. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to an ambient OGG file to use, unless the room itself has ambient set.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance volume&lt;br /&gt;
|Float&lt;br /&gt;
|0.2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|1.3&lt;br /&gt;
|Dungeon color saturation. Can be overridden in rooms. See [[Room (Asset)|Room]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Sets a hard cap on nr of treasures in the dungeon. -1 defaults to 25% of rooms. The total nr generated will never exceed this value, no matter what you set in the flow nodes.&lt;br /&gt;
|-&lt;br /&gt;
|Max Exp Events&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Defaults to 20% of all rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Progress Tracker&lt;br /&gt;
|Boolean&lt;br /&gt;
|true&lt;br /&gt;
|Shows the nr of rooms you have explored in this dungeon at the top of the screen.&lt;br /&gt;
|-&lt;br /&gt;
|Reward Cartograph&lt;br /&gt;
|Boolean&lt;br /&gt;
|true&lt;br /&gt;
|If set to false, disable the dungeon exploration reward, including &amp;quot;dungeon explored&amp;quot; popup, exp, and cartograph rewards.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Room Mesh&lt;br /&gt;
|Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset reverb intensity.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|Test Audio&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Plays a random sample with your audio settings.&lt;br /&gt;
|-&lt;br /&gt;
|Unique Consumables&lt;br /&gt;
|[[Asset (Asset)|Asset]]&lt;br /&gt;
|&lt;br /&gt;
|Sets the [[Dungeon (Asset)|dungeon]] consumables field.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore Global Consumables in autoLoot&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|Maps to the [[Dungeon (Asset)|dungeon]] l_no_auto field.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore asset templates in autoLoot&lt;br /&gt;
|Boolean&lt;br /&gt;
|false&lt;br /&gt;
|Maps to the [[Dungeon (Asset)|dungeon]] l_no_cons field.&lt;br /&gt;
|-&lt;br /&gt;
|Template Dungeons&lt;br /&gt;
|[[Dungeon (Asset)|Dungeon]]&lt;br /&gt;
|&lt;br /&gt;
|Attaches rooms from a dungeon. These can currently only be attached to DungeonRoomAssets tagged as &#039;&#039;m_house_ent&#039;&#039; and &#039;&#039;m_door_autoxy&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Room Templates&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds rooms to the list of rooms that can be added.&lt;br /&gt;
|-&lt;br /&gt;
|Encounters&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds encounters that can be placed randomly in the dungeon (as long as conditions match the room).&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used.&lt;br /&gt;
|-&lt;br /&gt;
|Flow Map&lt;br /&gt;
|[[Dungeon Flow Node (Asset)|Dungeon Flow Node]]&lt;br /&gt;
|&lt;br /&gt;
|You can use flow nodes to enforce a certain layout. Such as &amp;quot;start with a forest&amp;quot;, &amp;quot;then a settlement&amp;quot; etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action.&lt;br /&gt;
|-&lt;br /&gt;
|Procedural Quests&lt;br /&gt;
|[[Quest (Asset)|Quest]]&lt;br /&gt;
|&lt;br /&gt;
|Quests that can be offered here. Note that these quests are marked as procedural.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=294</id>
		<title>Procedural Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=294"/>
		<updated>2025-08-28T14:34:11Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type &amp;quot;proceduralDungeon&amp;quot;, set the label to a unique label for your dungeon, and then link this dungeon template to the game action.&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. You can find a tutorial at [[Creating an Exploration Dungeon]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your procedural dungeon. &#039;&#039;&#039;Do not modify after setting up!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fog override&lt;br /&gt;
|Float&lt;br /&gt;
|0&lt;br /&gt;
|Use 0 to turn off. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient light &lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Overrides ambient light. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to an ambient OGG file to use, unless the room itself has ambient set.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance volume&lt;br /&gt;
|Float&lt;br /&gt;
|0.2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|1.3&lt;br /&gt;
|Dungeon color saturation. Can be overridden in rooms. See [[Room (Asset)|Room]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Max Treasures&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Sets a hard cap on nr of treasures in the dungeon. -1 defaults to 25% of rooms. The total nr generated will never exceed this value, no matter what you set in the flow nodes.&lt;br /&gt;
|-&lt;br /&gt;
|Max Encounters&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Room Mesh&lt;br /&gt;
|Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset reverb intensity.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|Test Audio&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Plays a random sample with your audio settings.&lt;br /&gt;
|-&lt;br /&gt;
|Room Templates&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds rooms to the list of rooms that can be added.&lt;br /&gt;
|-&lt;br /&gt;
|Encounters&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds encounters that can be found in the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used.&lt;br /&gt;
|-&lt;br /&gt;
|Flow Map&lt;br /&gt;
|[[Dungeon Flow Node (Asset)|Dungeon Flow Node]]&lt;br /&gt;
|&lt;br /&gt;
|You can use flow nodes to enforce a certain layout. Such as &amp;quot;start with a forest&amp;quot;, &amp;quot;then a settlement&amp;quot; etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=293</id>
		<title>Procedural Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=293"/>
		<updated>2025-08-28T14:29:06Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type &amp;quot;proceduralDungeon&amp;quot;, set the label to a unique label for your dungeon, and then link this dungeon template to the game action.&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. You can find a tutorial at [[Creating an Exploration Dungeon]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your procedural dungeon. &#039;&#039;&#039;Do not modify after setting up!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fog override&lt;br /&gt;
|Float&lt;br /&gt;
|0&lt;br /&gt;
|Use 0 to turn off. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient light &lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Overrides ambient light. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to an ambient OGG file to use, unless the room itself has ambient set.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance volume&lt;br /&gt;
|Float&lt;br /&gt;
|0.2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|1.3&lt;br /&gt;
|Dungeon color saturation. Can be overridden in rooms. See [[Room (Asset)|Room]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Room Mesh&lt;br /&gt;
|Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset reverb intensity.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|Test Audio&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Plays a random sample with your audio settings.&lt;br /&gt;
|-&lt;br /&gt;
|Room Templates&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds rooms to the list of rooms that can be added.&lt;br /&gt;
|-&lt;br /&gt;
|Encounters&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds encounters that can be found in the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used.&lt;br /&gt;
|-&lt;br /&gt;
|Flow Map&lt;br /&gt;
|[[Dungeon Flow Node (Asset)|Dungeon Flow Node]]&lt;br /&gt;
|&lt;br /&gt;
|You can use flow nodes to enforce a certain layout. Such as &amp;quot;start with a forest&amp;quot;, &amp;quot;then a settlement&amp;quot; etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=292</id>
		<title>Procedural Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=292"/>
		<updated>2025-08-28T14:26:52Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type &amp;quot;proceduralDungeon&amp;quot;, set the label to a unique label for your dungeon, and then link this dungeon template to the game action.&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. You can find a tutorial at [[Creating an Exploration Dungeon]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your procedural dungeon. &#039;&#039;&#039;Do not modify after setting up!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Allows encounters marked as Proc Event to be added to some rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Fog override&lt;br /&gt;
|Float&lt;br /&gt;
|0&lt;br /&gt;
|Use 0 to turn off. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient light &lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Overrides ambient light. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to an ambient OGG file to use, unless the room itself has ambient set.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance volume&lt;br /&gt;
|Float&lt;br /&gt;
|0.2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|1.3&lt;br /&gt;
|Dungeon color saturation. Can be overridden in rooms. See [[Room (Asset)|Room]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Room Mesh&lt;br /&gt;
|Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset reverb intensity.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|Test Audio&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Plays a random sample with your audio settings.&lt;br /&gt;
|-&lt;br /&gt;
|Room Templates&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds rooms to the list of rooms that can be added.&lt;br /&gt;
|-&lt;br /&gt;
|Encounters&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds encounters that can be found in the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used.&lt;br /&gt;
|-&lt;br /&gt;
|Flow Map&lt;br /&gt;
|[[Dungeon Flow Node (Asset)|Dungeon Flow Node]]&lt;br /&gt;
|&lt;br /&gt;
|You can use flow nodes to enforce a certain layout. Such as &amp;quot;start with a forest&amp;quot;, &amp;quot;then a settlement&amp;quot; etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=291</id>
		<title>Procedural Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=291"/>
		<updated>2025-08-21T15:57:29Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type &amp;quot;proceduralDungeon&amp;quot;, set the label to a unique label for your dungeon, and then link this dungeon template to the game action.&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. You can find a tutorial at [[Creating an Exploration Dungeon]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your procedural dungeon. &#039;&#039;&#039;Do not modify after setting up!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Allow Up&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|If turned off, the dungeon won&#039;t generate any rooms above the entrance height.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Down&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|If turned off, the dungeon won&#039;t generate any rooms below the entrance height.&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If turned on, levers and locked doors will be generated. Note that you have to make sure that the dungeon room assets used all have lever placeholders in them.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Allows encounters marked as Proc Event to be added to some rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Fog override&lt;br /&gt;
|Float&lt;br /&gt;
|0&lt;br /&gt;
|Use 0 to turn off. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient light &lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Overrides ambient light. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to an ambient OGG file to use, unless the room itself has ambient set.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance volume&lt;br /&gt;
|Float&lt;br /&gt;
|0.2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|1.3&lt;br /&gt;
|Dungeon color saturation. Can be overridden in rooms. See [[Room (Asset)|Room]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Room Mesh&lt;br /&gt;
|Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset reverb intensity.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|Test Audio&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Plays a random sample with your audio settings.&lt;br /&gt;
|-&lt;br /&gt;
|Room Templates&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds rooms to the list of rooms that can be added.&lt;br /&gt;
|-&lt;br /&gt;
|Encounters&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds encounters that can be found in the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used.&lt;br /&gt;
|-&lt;br /&gt;
|Flow Map&lt;br /&gt;
|[[Dungeon Flow Node (Asset)|Dungeon Flow Node]]&lt;br /&gt;
|&lt;br /&gt;
|You can use flow nodes to enforce a certain layout. Such as &amp;quot;start with a forest&amp;quot;, &amp;quot;then a settlement&amp;quot; etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=290</id>
		<title>Procedural Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Procedural_Dungeon_(Asset)&amp;diff=290"/>
		<updated>2025-08-21T15:55:18Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type &amp;quot;proceduralDungeon&amp;quot;, set the label to a unique label for your dungeon, and then link this dungeon template to the game action.&lt;br /&gt;
&lt;br /&gt;
This is the asset reference. You can find a tutorial at [[Creating an Exploration Dungeon]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your procedural dungeon. &#039;&#039;&#039;Do not modify after setting up!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Allow Up&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|If turned off, the dungeon won&#039;t generate any rooms above the entrance height.&lt;br /&gt;
|-&lt;br /&gt;
|Allow Down&lt;br /&gt;
|Boolean&lt;br /&gt;
|True&lt;br /&gt;
|If turned off, the dungeon won&#039;t generate any rooms below the entrance height.&lt;br /&gt;
|-&lt;br /&gt;
|Levers&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|If turned on, levers and locked doors will be generated. Note that you have to make sure that the dungeon room assets used all have lever placeholders in them.&lt;br /&gt;
|-&lt;br /&gt;
|Random Encounters&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|Allows encounters marked as Proc Event to be added to some rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Fog override&lt;br /&gt;
|Float&lt;br /&gt;
|0&lt;br /&gt;
|Use 0 to turn off. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient light &lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Overrides ambient light. See [[Room (Asset)|Room]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|URL to an ambient OGG file to use, unless the room itself has ambient set.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance volume&lt;br /&gt;
|Float&lt;br /&gt;
|0.2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|1.3&lt;br /&gt;
|Dungeon color saturation. Can be overridden in rooms. See [[Room (Asset)|Room]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Room Mesh&lt;br /&gt;
|Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset reverb intensity.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|PASS&lt;br /&gt;
|Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons.&lt;br /&gt;
|-&lt;br /&gt;
|Test Audio&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|Plays a random sample with your audio settings.&lt;br /&gt;
|-&lt;br /&gt;
|Room Templates&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds rooms to the list of rooms that can be added.&lt;br /&gt;
|-&lt;br /&gt;
|Encounters&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|Adds encounters that can be found in the dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|&lt;br /&gt;
|Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this.&lt;br /&gt;
|-&lt;br /&gt;
|Force Start Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played.&lt;br /&gt;
|-&lt;br /&gt;
|Force End Encounter&lt;br /&gt;
|[[Encounter (Asset)|Encounter]]&lt;br /&gt;
|&lt;br /&gt;
|One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used.&lt;br /&gt;
|-&lt;br /&gt;
|Flow Map&lt;br /&gt;
|Dungeon Template Flow Map&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=289</id>
		<title>Dungeon Flow Node (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_Flow_Node_(Asset)&amp;diff=289"/>
		<updated>2025-08-21T15:52:43Z</updated>

		<summary type="html">&lt;p&gt;JasX: Created page with &amp;quot;A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply. {| class=&amp;quot;wikitable&amp;quot; |+ !Field !Type !Default !Description |- |Name |Stri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|Optional, just used in the editor to remind you of the purpose of the flow node, such as &amp;quot;forest&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|Optional&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, this flow node may be ignored at random.&lt;br /&gt;
|-&lt;br /&gt;
|Requires Quest&lt;br /&gt;
|Boolean&lt;br /&gt;
|False&lt;br /&gt;
|When checked, the dungeon template MUST have a quest, and that quest MUST be accepted before the door to this node&#039;s area is unlocked.&lt;br /&gt;
|-&lt;br /&gt;
|Min Rooms&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|Minimum nr of rooms to generate. A minimum of 1 is enforced.&lt;br /&gt;
|-&lt;br /&gt;
|Max Rooms&lt;br /&gt;
|Int&lt;br /&gt;
| -1&lt;br /&gt;
|Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.&lt;br /&gt;
|-&lt;br /&gt;
|Condition Groups&lt;br /&gt;
|[[Dungeon Sub Template (Asset)|Dungeon Sub Template]]&lt;br /&gt;
|&lt;br /&gt;
|When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_(Asset)&amp;diff=288</id>
		<title>Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_(Asset)&amp;diff=288"/>
		<updated>2025-08-15T23:27:21Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the asset reference. If you want help creating a dungeon, you can check out the [[Creating a Dungeon|Creating a Dungeon tutorial]].&lt;br /&gt;
&lt;br /&gt;
Dungeons are collections of rooms (cells) that a player can navigate.&lt;br /&gt;
&lt;br /&gt;
=== Common pitfalls ===&lt;br /&gt;
&lt;br /&gt;
* Avoid adding new rooms to official dungeons. Your rooms may be overwritten in the future. Add a &amp;quot;door&amp;quot; to an official dungeon instead and have it connect to your own dungeon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|A unique label for your dungeon. I strongly suggest you use a prefix for your mod. Such as if your mod is called &amp;quot;my dungeon mod&amp;quot;, prefix your label like mdm_dungeonName. &#039;&#039;&#039;Do not change after creating your dungeon!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|Name of your dungeon. Doesn&#039;t have to be unique.&lt;br /&gt;
|-&lt;br /&gt;
|Difficulty&lt;br /&gt;
|Float&lt;br /&gt;
|Leave this at -1 for auto generated difficulty. This may be used in the future.&lt;br /&gt;
|-&lt;br /&gt;
|Free roam&lt;br /&gt;
|Boolean&lt;br /&gt;
|Removes the &amp;quot;back&amp;quot; button on doors. Generally used for dungeons that don&#039;t have a start or end, such as outdoor areas in the main world.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Override&lt;br /&gt;
|Float&lt;br /&gt;
|Lets you override fog for the entire dungeon. Experiment with the fog value in specific rooms before setting it on an entire dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Light&lt;br /&gt;
|String&lt;br /&gt;
|Lets you override the ambient light (currently only works for indoor rooms). Experiment with it in a room before changing the dungeon value.&lt;br /&gt;
|-&lt;br /&gt;
|Time of day override&lt;br /&gt;
|Float&lt;br /&gt;
|Sets time of day between 0-1 where 0 is midnight, 0.5 midday etc. Currently only works on outdoor rooms. Use -1 to use world time.&lt;br /&gt;
|-&lt;br /&gt;
|Rain override&lt;br /&gt;
|Float&lt;br /&gt;
|Overrides the rain setting. Leave at 0 for auto.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|URL of an ambient sound file to play. Can be overridden on a room by room basis. Should be an OGG format file.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance Volume&lt;br /&gt;
|Float&lt;br /&gt;
|Sets the volume of the ambient loop. Default 0.2&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|Sets the color saturation for the dungeon. Can be overridden in room settings. Default 1.3&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Sets the reverb type for your dungeon. If left at Room Mesh, then the room mesh will automatically decide the best reverb for your dungeon. Reverb can also be set in rooms themselves.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity.&lt;br /&gt;
|Float&lt;br /&gt;
|Drag all the way to the left to set reverb to automatic.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|Adds a lowpass filter to sounds, muffling them. Mainly used for underwater areas.&lt;br /&gt;
|-&lt;br /&gt;
|Test audio&lt;br /&gt;
|N/A&lt;br /&gt;
|Triggers a random sound, letting you preview the reverb and lowpass settings.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|Sets ambient music to play in the dungeon. Can be overridden in dungeon room, encounter, and roleplay.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|Sets combat music. Can be overridden in dungeon room and encounter.&lt;br /&gt;
|-&lt;br /&gt;
|Vars&lt;br /&gt;
|JSON&lt;br /&gt;
|Creates a JSON object of dungeon variables. The Dungeon tutorial has a section [[Creating a Dungeon#Creating Levers|shows basic dungeon var usage]].&lt;br /&gt;
|-&lt;br /&gt;
|Developer comments&lt;br /&gt;
|String&lt;br /&gt;
|These are only visible in the editor. Lets you make comments. Often used to describe what the different dungeon vars do.&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|Tags&lt;br /&gt;
|Any tags added here will be attached to players and can be used in the tag condition type.&lt;br /&gt;
|-&lt;br /&gt;
|Unique Consumables&lt;br /&gt;
|[[Asset (Asset)|Asset]]&lt;br /&gt;
|Used with the autoLoot [[Game Action (Asset)|GameAction]]. Adding these items to the auto loot consumable generator.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore global consumables&lt;br /&gt;
|Boolean&lt;br /&gt;
|By default, autoLoot game actions will pull from ALL assets with Autoloot checked. This removes any global ones from autoLoot in this dungeon, but still allows Unique Consumables. Useful in stories where you don&#039;t want to use the global loot table.&lt;br /&gt;
|-&lt;br /&gt;
|Ignore asset templates in autoLoot&lt;br /&gt;
|Boolean&lt;br /&gt;
|When checked, autoLoot does not generate armor in this dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|Passives applied to all players that match the wrapper conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Rooms&lt;br /&gt;
|[[Room (Asset)|Room]]&lt;br /&gt;
|Contains an editor that lets you add rooms. Note that rooms can only grow in 6 directions and rooms may not overlap. Clicking the direction buttons adds a new room in that direction. Use the dropdown in the top right to change floor. Click a room box to bring up the room editor.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Dungeon_(Asset)&amp;diff=287</id>
		<title>Dungeon (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Dungeon_(Asset)&amp;diff=287"/>
		<updated>2025-08-15T23:01:56Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the asset reference. If you want help creating a dungeon, you can check out the [[Creating a Dungeon|Creating a Dungeon tutorial]].&lt;br /&gt;
&lt;br /&gt;
Dungeons are collections of rooms (cells) that a player can navigate.&lt;br /&gt;
&lt;br /&gt;
=== Common pitfalls ===&lt;br /&gt;
&lt;br /&gt;
* Avoid adding new rooms to official dungeons. Your rooms may be overwritten in the future. Add a &amp;quot;door&amp;quot; to an official dungeon instead and have it connect to your own dungeon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|A unique label for your dungeon. I strongly suggest you use a prefix for your mod. Such as if your mod is called &amp;quot;my dungeon mod&amp;quot;, prefix your label like mdm_dungeonName. &#039;&#039;&#039;Do not change after creating your dungeon!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Name&lt;br /&gt;
|String&lt;br /&gt;
|Name of your dungeon. Doesn&#039;t have to be unique.&lt;br /&gt;
|-&lt;br /&gt;
|Difficulty&lt;br /&gt;
|Float&lt;br /&gt;
|Leave this at -1 for auto generated difficulty. This may be used in the future.&lt;br /&gt;
|-&lt;br /&gt;
|Free roam&lt;br /&gt;
|Boolean&lt;br /&gt;
|Removes the &amp;quot;back&amp;quot; button on doors. Generally used for dungeons that don&#039;t have a start or end, such as outdoor areas in the main world.&lt;br /&gt;
|-&lt;br /&gt;
|Fog Override&lt;br /&gt;
|Float&lt;br /&gt;
|Lets you override fog for the entire dungeon. Experiment with the fog value in specific rooms before setting it on an entire dungeon.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient Light&lt;br /&gt;
|String&lt;br /&gt;
|Lets you override the ambient light (currently only works for indoor rooms). Experiment with it in a room before changing the dungeon value.&lt;br /&gt;
|-&lt;br /&gt;
|Time of day override&lt;br /&gt;
|Float&lt;br /&gt;
|Sets time of day between 0-1 where 0 is midnight, 0.5 midday etc. Currently only works on outdoor rooms. Use -1 to use world time.&lt;br /&gt;
|-&lt;br /&gt;
|Rain override&lt;br /&gt;
|Float&lt;br /&gt;
|Overrides the rain setting. Leave at 0 for auto.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance&lt;br /&gt;
|String&lt;br /&gt;
|URL of an ambient sound file to play. Can be overridden on a room by room basis. Should be an OGG format file.&lt;br /&gt;
|-&lt;br /&gt;
|Ambiance Volume&lt;br /&gt;
|Float&lt;br /&gt;
|Sets the volume of the ambient loop. Default 0.2&lt;br /&gt;
|-&lt;br /&gt;
|Saturation&lt;br /&gt;
|Float&lt;br /&gt;
|Sets the color saturation for the dungeon. Can be overridden in room settings. Default 1.3&lt;br /&gt;
|-&lt;br /&gt;
|Reverb Type&lt;br /&gt;
|String&lt;br /&gt;
|Sets the reverb type for your dungeon. If left at Room Mesh, then the room mesh will automatically decide the best reverb for your dungeon. Reverb can also be set in rooms themselves.&lt;br /&gt;
|-&lt;br /&gt;
|Reverb intensity.&lt;br /&gt;
|Float&lt;br /&gt;
|Drag all the way to the left to set reverb to automatic.&lt;br /&gt;
|-&lt;br /&gt;
|Lowpass filter&lt;br /&gt;
|Float&lt;br /&gt;
|Adds a lowpass filter to sounds, muffling them. Mainly used for underwater areas.&lt;br /&gt;
|-&lt;br /&gt;
|Test audio&lt;br /&gt;
|N/A&lt;br /&gt;
|Triggers a random sound, letting you preview the reverb and lowpass settings.&lt;br /&gt;
|-&lt;br /&gt;
|Ambient music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|Sets ambient music to play in the dungeon. Can be overridden in dungeon room, encounter, and roleplay.&lt;br /&gt;
|-&lt;br /&gt;
|Combat Music&lt;br /&gt;
|[[Music (Asset)|Music]]&lt;br /&gt;
|Sets combat music. Can be overridden in dungeon room and encounter.&lt;br /&gt;
|-&lt;br /&gt;
|Vars&lt;br /&gt;
|JSON&lt;br /&gt;
|Creates a JSON object of dungeon variables. The Dungeon tutorial has a section [[Creating a Dungeon#Creating Levers|shows basic dungeon var usage]].&lt;br /&gt;
|-&lt;br /&gt;
|Developer comments&lt;br /&gt;
|String&lt;br /&gt;
|These are only visible in the editor. Lets you make comments. Often used to describe what the different dungeon vars do.&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|Tags&lt;br /&gt;
|Any tags added here will be attached to players and can be used in the tag condition type.&lt;br /&gt;
|-&lt;br /&gt;
|Unique Consumables&lt;br /&gt;
|[[Asset (Asset)|Asset]]&lt;br /&gt;
|Used with the autoLoot [[Game Action (Asset)|GameAction]]. Adding these items to the auto loot consumable generator.&lt;br /&gt;
|-&lt;br /&gt;
|Passives&lt;br /&gt;
|[[Wrapper (Asset)|Wrapper]]&lt;br /&gt;
|Passives applied to all players that match the wrapper conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Rooms&lt;br /&gt;
|[[Room (Asset)|Room]]&lt;br /&gt;
|Contains an editor that lets you add rooms. Note that rooms can only grow in 6 directions and rooms may not overlap. Clicking the direction buttons adds a new room in that direction. Use the dropdown in the top right to change floor. Click a room box to bring up the room editor.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Audio_Trigger_(Asset)&amp;diff=286</id>
		<title>Audio Trigger (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Audio_Trigger_(Asset)&amp;diff=286"/>
		<updated>2025-08-14T22:02:48Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audiotriggers are mainly used to create combat grunts. They contain lists of audio kits and when the conditions are met, one is played at random. Each player is limited to play 1 audio kit every 500ms.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
* Audio triggers are not currently used in the main game.&lt;br /&gt;
* For most of these, you\&#039;ll want to use the conditions eventIsTextTrigger, targetVoice_x (when victim) or senderVoice_x (when attacker), and any relevant meta condition such as metaVeryPainful. But you can toy with these freely, like adding a disgust reaction to trigger on metaGooey.&lt;br /&gt;
* To autocomplete in the player editor, make a voice condition that targets this voice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Default&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|String&lt;br /&gt;
|&lt;br /&gt;
|A unique label for your kit. &#039;&#039;&#039;Do not alter after finishing setting up.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Priority&lt;br /&gt;
|Int&lt;br /&gt;
|1&lt;br /&gt;
|If multiple audio triggers match, the higher priority number gets triggered. Ex pain could be 1, and pain heavy 2.&lt;br /&gt;
|-&lt;br /&gt;
|Trig&lt;br /&gt;
|Int&lt;br /&gt;
|50&lt;br /&gt;
|Percent chance for this kit to trigger.&lt;br /&gt;
|-&lt;br /&gt;
|Sounds&lt;br /&gt;
|[[Audio Kit (Asset)|Audio Kit]]&lt;br /&gt;
|&lt;br /&gt;
|When triggered, one of these sounds will be picked at random and played. Meaning you can (for an example) create a single Audio Trigger for all pain grunts, and one for heavy pain etc.&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)|Condition]]&lt;br /&gt;
|&lt;br /&gt;
|Conditions. Works the same way as with text conditions. You&#039;ll probably want to add a &amp;quot;voice&amp;quot; type condition to each set of grunts. Which is how you link voice kits to players.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
	<entry>
		<id>https://wiki.fetishquest.com/index.php?title=Text_(Asset)&amp;diff=285</id>
		<title>Text (Asset)</title>
		<link rel="alternate" type="text/html" href="https://wiki.fetishquest.com/index.php?title=Text_(Asset)&amp;diff=285"/>
		<updated>2025-08-08T13:28:40Z</updated>

		<summary type="html">&lt;p&gt;JasX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the asset reference, you can find a tutorial [[Creating a Text|here]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Field&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Text&lt;br /&gt;
|String&lt;br /&gt;
|The text to generate. See below for tags you can use.&lt;br /&gt;
|-&lt;br /&gt;
|Enabled&lt;br /&gt;
|Boolean&lt;br /&gt;
|Only affects texts in the texts database (so not RP etc). Required checked if you want the text to be included in the combat log.&lt;br /&gt;
|-&lt;br /&gt;
|Nr Targets&lt;br /&gt;
|Int&lt;br /&gt;
|Nr targets REQUIRED to trigger this text. Generally used in custom texts with abilities that can have multiple targets. When making combat texts, make sure there&#039;s at least one 1 target text. Conditions are checked against ALL targets and must match. Use -1 for ANY amount of target. -1 is mainly useful for AoE where you only want to have one text.&lt;br /&gt;
|-&lt;br /&gt;
|Weight&lt;br /&gt;
|Float&lt;br /&gt;
|Lets you increase the chance of a text to show up. If you have a lot of conditions, you may want to increase it. Otherwise I suggest simply leaving it at default (in the middle).&lt;br /&gt;
|-&lt;br /&gt;
|Conditions&lt;br /&gt;
|[[Condition (Asset)]]&lt;br /&gt;
|Conditions required to trigger this text.&lt;br /&gt;
|-&lt;br /&gt;
|Condition Templates&lt;br /&gt;
|N/A&lt;br /&gt;
|You can use this to quickly add commonly used conditions. Such as if you want your text to be output when an action is used, and if the action was used by a humanoid on a humanoid you can click Humanoid on Humanoid to quickly add the: actionHit, eventIsActionUsed, senderNotBeast, and targetNotBeast conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Turn Tags&lt;br /&gt;
|Tags&lt;br /&gt;
|Sets temporary tags on a the recipient of the text. These will be wiped on the player&#039;s next turn. Can be used to add texts that refer to previous texts. Such as if a text triggers that bends the target over, you can set the tt_bent_over text, and then use a condition in the other text such as &amp;quot;ttBentOver&amp;quot; to add a text that assumes that the player was already bent over. It&#039;s a bit complicated, and not frequently used. Turn tags start with tt_&lt;br /&gt;
|-&lt;br /&gt;
|Target Tags&lt;br /&gt;
|Tags&lt;br /&gt;
|&#039;&#039;&#039;Used in RP only.&#039;&#039;&#039; Tags applied to the text target while on a roleplay stage. Can be used to trigger facial expressions and such. Checking persistent persists the tags until the next time a stage text with at least 1 Target Tags is set, or the roleplay ends. Note that Persistent OVERWRITES previously persistent tags, it&#039;s not additive.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Same as target tags, but for the sender(s).&lt;br /&gt;
|-&lt;br /&gt;
|Meta Tags&lt;br /&gt;
|Tags&lt;br /&gt;
|These tags describe the text (generally for the victim). And are mainly used in kinks and for NPC speech. Go through the list and tag anything you feel applies.&lt;br /&gt;
|-&lt;br /&gt;
|Chat&lt;br /&gt;
|Boolean&lt;br /&gt;
|Changes it from a descriptive text to a chat (NPC speech). Changing the text type to chant adds the Chat Player Conditions linker.&lt;br /&gt;
|-&lt;br /&gt;
|Chat Player Conditions&lt;br /&gt;
|[[Condition (Asset)]]&lt;br /&gt;
|Conditions that need to be met on the talking NPC for this text to be triggered. If you just want the sender of a text (such as attacker in an action) speak, then you can use senderIsChatPlayer in the regular conditions. But if you want a third party NPC to say something, then you&#039;ll have to use chat player conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Reuse Chat&lt;br /&gt;
|Boolean&lt;br /&gt;
|By default, an NPC can only say the same line once per combat. Checking Reuse chat lets the NPC say this line as many times they want.&lt;br /&gt;
|-&lt;br /&gt;
|Armor Slot&lt;br /&gt;
|String&lt;br /&gt;
|If your attack targets armor, mark that here. It&#039;s used to trigger the correct sounds, for an instance a clunk if the victim takes a punch to the chest while wearing plate armor.&lt;br /&gt;
|-&lt;br /&gt;
|Audio Kits&lt;br /&gt;
|[[Audio Kit (Asset)]]&lt;br /&gt;
|Plays audio when the text is triggered. Note: HitFX includes audio. Only pick Audio Kits here if you want to add additional sounds to a HitFX object, or if you want to play audio without triggering a HitFX.&lt;br /&gt;
|-&lt;br /&gt;
|HitFX&lt;br /&gt;
|[[HitFX (Asset)]]&lt;br /&gt;
|Selected HitFX will be triggered when the text triggers.&lt;br /&gt;
|-&lt;br /&gt;
|Debug&lt;br /&gt;
|Boolean&lt;br /&gt;
|Outputs logging information into the console whenever the text&#039;s conditions are checked. Leave it unchecked unless you&#039;re working on a fork of FQ.&lt;br /&gt;
|-&lt;br /&gt;
|Extra senders&lt;br /&gt;
|[[Condition (Asset)]]&lt;br /&gt;
|If left empty, extra senders are ignored. This is if you want to include another player as an extra &amp;quot;attacker&amp;quot; in your text. These extra attackers get the tags %A, %A2... Any players that match the specified conditions will be put into a list, and the first min_extra_senders nr of players will be used. Can be used for texts where two enemies double team a player. Consider not using this for player on NPC attacks. Also note that this is only for flavor, the extra sender doesn&#039;t affect combat at all. Click the Add Defaults button to add some suggested conditions.&lt;br /&gt;
|-&lt;br /&gt;
|Min extra senders&lt;br /&gt;
|Int&lt;br /&gt;
|Nr of minimum extra senders that need to match extra sender conditions in order for this text to be triggered.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Reserved Characters ==&lt;br /&gt;
You cannot use &amp;lt;code&amp;gt;% or @&amp;lt;/code&amp;gt; as characters in your text. They have special uses.&lt;br /&gt;
&lt;br /&gt;
== Tags ==&lt;br /&gt;
You can use text tags as placeholder for information. For an example, %T is replaced with the event target&#039;s name.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Name Tags&lt;br /&gt;
!Tag(s)&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|%T, %T2...&lt;br /&gt;
|Target full name, colorized.&lt;br /&gt;
|-&lt;br /&gt;
|%S&lt;br /&gt;
|Sender full name, colorized.&lt;br /&gt;
|-&lt;br /&gt;
|%P, %P2...&lt;br /&gt;
|Roleplay player, colorized.&lt;br /&gt;
|-&lt;br /&gt;
|%A, %A2...&lt;br /&gt;
|When using extra sender conditions, these are the matched player names. Colorized.&lt;br /&gt;
|-&lt;br /&gt;
|%RturnTag&lt;br /&gt;
|Name of a player who applied a turn tag, colorized. Such as %Rspanked&lt;br /&gt;
|-&lt;br /&gt;
|%PCSV&lt;br /&gt;
|Special case only used in an RP and outputs ALL event target names separated by comma.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Meta tags&lt;br /&gt;
These can be added to a valid target. Such as %Trace or %P2race.&lt;br /&gt;
(We&#039;ll use %T as an example here)&lt;br /&gt;
!Tag(s)&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|%The&lt;br /&gt;
|Pronoun he/she/it etc&lt;br /&gt;
|-&lt;br /&gt;
|%Thim&lt;br /&gt;
|Pronoun him/her/its etc&lt;br /&gt;
|-&lt;br /&gt;
|%This&lt;br /&gt;
|Prnoun his/her/its etc&lt;br /&gt;
|-&lt;br /&gt;
|%Tgenitals&lt;br /&gt;
|Gets the name of a genital the player has, such as penis/vagina&lt;br /&gt;
|-&lt;br /&gt;
|%TclothUpper&lt;br /&gt;
|Name of upper body armor.&lt;br /&gt;
|-&lt;br /&gt;
|%TclothLower&lt;br /&gt;
|Name of lower body armor&lt;br /&gt;
|-&lt;br /&gt;
|%Tgear&lt;br /&gt;
|Name of handheld equipment&lt;br /&gt;
|-&lt;br /&gt;
|%Trace&lt;br /&gt;
|Species of player.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pronoun specific meta tags&lt;br /&gt;
(Same as above, but if the target is not male or female, these are removed)&lt;br /&gt;
!Tag&lt;br /&gt;
!Male&lt;br /&gt;
!Female&lt;br /&gt;
|-&lt;br /&gt;
|%Tmister&lt;br /&gt;
|mister&lt;br /&gt;
|miss&lt;br /&gt;
|-&lt;br /&gt;
|%Tsir&lt;br /&gt;
|sir&lt;br /&gt;
|maam&lt;br /&gt;
|-&lt;br /&gt;
|%Tlord&lt;br /&gt;
|lord&lt;br /&gt;
|lady&lt;br /&gt;
|-&lt;br /&gt;
|%Tgentleman&lt;br /&gt;
|gentleman&lt;br /&gt;
|lady&lt;br /&gt;
|-&lt;br /&gt;
|%Tboy&lt;br /&gt;
|boy&lt;br /&gt;
|girl&lt;br /&gt;
|-&lt;br /&gt;
|%Tlad&lt;br /&gt;
|lad&lt;br /&gt;
|lass&lt;br /&gt;
|-&lt;br /&gt;
|%Tman&lt;br /&gt;
|man&lt;br /&gt;
|woman&lt;br /&gt;
|-&lt;br /&gt;
|%Tguy&lt;br /&gt;
|guy&lt;br /&gt;
|gal&lt;br /&gt;
|-&lt;br /&gt;
|%Tprince&lt;br /&gt;
|prince&lt;br /&gt;
|princess&lt;br /&gt;
|-&lt;br /&gt;
|%Tking&lt;br /&gt;
|king&lt;br /&gt;
|queen&lt;br /&gt;
|-&lt;br /&gt;
|%Tboyo&lt;br /&gt;
|boyo&lt;br /&gt;
|girlie&lt;br /&gt;
|-&lt;br /&gt;
|%Tbrother&lt;br /&gt;
|brother&lt;br /&gt;
|sister&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Synonym tags&lt;br /&gt;
These just pick a random synonym each time&lt;br /&gt;
!Tag&lt;br /&gt;
!Examples&lt;br /&gt;
|-&lt;br /&gt;
|%cum&lt;br /&gt;
|spunk, jizz&lt;br /&gt;
|-&lt;br /&gt;
|%few&lt;br /&gt;
|handful of, couple of&lt;br /&gt;
|-&lt;br /&gt;
|%pounding&lt;br /&gt;
|thrusting, humping&lt;br /&gt;
|-&lt;br /&gt;
|%firmly&lt;br /&gt;
|rigidly, thoroughly&lt;br /&gt;
|-&lt;br /&gt;
|%firm&lt;br /&gt;
|tight, rigid, thorough&lt;br /&gt;
|-&lt;br /&gt;
|%quickly&lt;br /&gt;
|rapidly, speedily, hastily&lt;br /&gt;
|-&lt;br /&gt;
|%rapid&lt;br /&gt;
|quick, hasty, swift&lt;br /&gt;
|-&lt;br /&gt;
|%breast&lt;br /&gt;
|boob, tit&lt;br /&gt;
|-&lt;br /&gt;
|%penis&lt;br /&gt;
|dong, cock, member&lt;br /&gt;
|-&lt;br /&gt;
|%vagina&lt;br /&gt;
|pussy, cunt&lt;br /&gt;
|-&lt;br /&gt;
|%butt&lt;br /&gt;
|rear, behind&lt;br /&gt;
|-&lt;br /&gt;
|%groin&lt;br /&gt;
|crotch&lt;br /&gt;
|-&lt;br /&gt;
|%around&lt;br /&gt;
|about&lt;br /&gt;
|-&lt;br /&gt;
|%start&lt;br /&gt;
|begin&lt;br /&gt;
|-&lt;br /&gt;
|%into&lt;br /&gt;
|inside&lt;br /&gt;
|-&lt;br /&gt;
|%rapidly&lt;br /&gt;
|hastily, promptly, swiftly&lt;br /&gt;
|-&lt;br /&gt;
|%slither&lt;br /&gt;
|slip, slink, wiggle&lt;br /&gt;
|-&lt;br /&gt;
|%rough&lt;br /&gt;
|hard&lt;br /&gt;
|-&lt;br /&gt;
|%slightly&lt;br /&gt;
|a little, somewhat&lt;br /&gt;
|-&lt;br /&gt;
|%big&lt;br /&gt;
|large&lt;br /&gt;
|-&lt;br /&gt;
|%glob&lt;br /&gt;
|wad, blob&lt;br /&gt;
|-&lt;br /&gt;
|%flings&lt;br /&gt;
|launches, lobs, slings&lt;br /&gt;
|-&lt;br /&gt;
|%sticky&lt;br /&gt;
|syrupy, viscous&lt;br /&gt;
|-&lt;br /&gt;
|%letting&lt;br /&gt;
|allowing&lt;br /&gt;
|-&lt;br /&gt;
|%splattering&lt;br /&gt;
|splashing&lt;br /&gt;
|-&lt;br /&gt;
|%jostle&lt;br /&gt;
|shake, rattle&lt;br /&gt;
|-&lt;br /&gt;
|%jostling&lt;br /&gt;
|shaking, rattling&lt;br /&gt;
|-&lt;br /&gt;
|%wiggling&lt;br /&gt;
|squirming, wriggling&lt;br /&gt;
|-&lt;br /&gt;
|%bulge&lt;br /&gt;
|package&lt;br /&gt;
|-&lt;br /&gt;
|%somach&lt;br /&gt;
|belly, tummy&lt;br /&gt;
|-&lt;br /&gt;
|%twitch&lt;br /&gt;
|spasm, jerk, throb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Most tags support the following modifiers&lt;br /&gt;
!Modifier&lt;br /&gt;
!Example&lt;br /&gt;
!Output&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|!&lt;br /&gt;
|%!The&lt;br /&gt;
|He&lt;br /&gt;
|Turns the first character into uppercase.&lt;br /&gt;
|-&lt;br /&gt;
|a&lt;br /&gt;
|%S is %SaRace wearing %SaClothUpper&lt;br /&gt;
|Jas is a lynx wearing an oversized hauberk.&lt;br /&gt;
|Works on race and cloth tags. Tries to prepend &#039;&#039;a&#039;&#039; or &#039;&#039;an&#039;&#039; accordingly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using mathVars in texts ==&lt;br /&gt;
For non-player specific math vars, such as numbers, you just prepend the math var label with @. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Note: Using @ to refer to a math var is only used in the text itself. Inside of formulas, you should just use the math var as is, without prefixing @.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you need player-specific math vars, then see [[Math]] for a primer on the FQ math system.&lt;br /&gt;
&lt;br /&gt;
== Using formulas in texts ==&lt;br /&gt;
Use the syntax &amp;lt;code&amp;gt;@{formula}&amp;lt;/code&amp;gt;. Such as &amp;lt;code&amp;gt;@{d_dungeonName_dungeonVar*3}&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>JasX</name></author>
	</entry>
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