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4 May 2025

  • 17:2517:25, 4 May 2025 Player Jiggle Point (Asset) (hist | edit) [715 bytes] JasX (talk | contribs) (Created page with "Jiggle points sets up the actual "bones" for jiggling. Note that changes made here won't show up in the parent jiggle window. You'll have to click the refresh button at the top of said window for the preview to update. {| class="wikitable" !Field !Type !Default !Description |- |X Pos |Float |0 |Left to right position of the animation. |- |Y Pos |Float |0 |Top to bottom position of the animation. |- |Radius |Float |0 |Radius of the animation. Pixels in the center are affe...") Tag: Visual edit
  • 17:2117:21, 4 May 2025 Player Jiggle (Asset) (hist | edit) [2,936 bytes] JasX (talk | contribs) (Created page with "Player jiggles lets you set up groups of jiggle bones on specific slots. These are basic "smudge" type warps on the image that causes a jiggle looking animation when hit by certain attacks. {| class="wikitable" !Field !Type !Default !Description |- |Slot |String |Breasts |The slot to animate. If you have multiple player jiggles with the same slot, the top one with valid conditions will be used. |- |Mask |String | |URL to a transparent PNG where black pixels decide which...") Tag: Visual edit

21 April 2025

  • 14:0214:02, 21 April 2025 Talent Group (Asset) (hist | edit) [749 bytes] JasX (talk | contribs) (Created page with "Talents are slottable passives. Said passives can be slotted at any trainer, and are unlocked via conditions. Talent groups are always linked to a Story. {| class="wikitable" |+ !Field !Type !Description |- |Name |String |Name of your talent group. Will show up in the talent picker. |- |Max slots |String |A number or math formula determining how many passives players can have. For an example: ''min(5,ceil(ta_Lv/2))'' would mean 1 passive every even leve...") Tag: Visual edit
  • 13:5713:57, 21 April 2025 Talent (Asset) (hist | edit) [696 bytes] JasX (talk | contribs) (Created page with "Talents are passives and can be enabled an disabled by players at any trainer. Talents are grouped in Talent Groups which are enabled and managed by a Story. {| class="wikitable" |+ !Field !Type !Description |- |label |string |A unique label. Do not modify after creation! |- |condition description |string |Describes what you need to do to unlock said talent. |- |hide if conditions not met |boolean |Hides the talent in the talent...") Tag: Visual edit

27 March 2025

  • 11:5411:54, 27 March 2025 FqAutoLayers (hist | edit) [3,738 bytes] JasX (talk | contribs) (Created page with "This script will automatically try to remove unchanged pixels. <pre> var startRulesUnits = preferences.rulerUnits; var doc = activeDocument; var bgLayer; var allLayers = []; var layerNames = { stains : 55, sling_heavy: 25, sling_med : 25, sling_leather : {alias:"sling_med", num:25}, sling_light : 25, sling_cloth : {alias:"sling_light", num:25}, bodysuit_med : 25, bodysuit_leather : {alias:"bodysuit_med", num:25}, bodysuit_light : 25, bodysuit_cloth : {...") Tag: Visual edit: Switched

20 February 2025

  • 15:4615:46, 20 February 2025 Room Asset (Asset) (hist | edit) [1,053 bytes] JasX (talk | contribs) (Created page with "{| class="wikitable" |+ !Field !Type !Default !Description |- |Name |String | |Optional. But used with some game action types. |- |Respawn |Int |0 |Time of in-game seconds to respawn (only applies to lootable items). |- |Hide if non-interactive |Boolean |False |Hides the mesh if no game actions pass filter. |- |Quick door |String |NOT A DOOR |Doors use game actions, but if you don't need to add conditions to doors, then you can use the quick door dropdown instead. |- |Ig...") Tag: Visual edit
  • 15:3615:36, 20 February 2025 Event (hist | edit) [12,087 bytes] JasX (talk | contribs) (Created page with "FQ is primarily event driven using a system of GameEvents. Up to date information can be found in the GameEvent class: https://gitgud.io/JasX/fetishquest/-/blob/mistress/public/classes/GameEvent.js?ref_type=heads Note that not all fields will be populated for all events. {| class="wikitable" |+Event Object !Field !Type !Default !Description |- |type |String |NULL |The event type, see below for a list. |- |sender |Player |NULL |The event sender. Varies...") Tag: Visual edit
  • 13:4013:40, 20 February 2025 Tag (hist | edit) [18,243 bytes] JasX (talk | contribs) (Created page with "Tags in FQ are used everywhere, and are usually fetched from players. Players have player tags prefixed with ''pl_'' but also other temporary tags inherited from things like spells, armor, and dungeons. When editing tags in the mod editor they '''ALWAYS''' need a prefix, such as ''pl_tail'' whereas when editing player tags in game you don't need a prefix. This list may be out of date, but you can always find the latest library of standard tags here: https://gitgud.io/J...") Tag: Visual edit
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