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19 February 2025

  • 14:0514:05, 19 February 2025 Gallery (Asset) (hist | edit) [862 bytes] JasX (talk | contribs) (Created page with "Gallery entries add player assets to the character select screen (unless the story overrides that). {| class="wikitable" |+ !Field !Type !Default !Description |- |Label |String | |A unique label for your gallery entry. '''Do not alter after finishing creating!''' |- |Armor Tags |Tags |as_upperBody,as_lowerBody |Tags to add to the character on the character select screen. Without these, the character would show up naked. When using adv...") Tag: Visual edit
  • 14:0114:01, 19 February 2025 Player Action (Asset) (hist | edit) [975 bytes] JasX (talk | contribs) (Created page with "Player actions decide which NPCs can use what abilities, and what trainers the players can learn new actions at, and actions auto learned by players. {| class="wikitable" |+ !Field !Type !Default !Description |- |Label |String | |A unique label for your action. '''Do not change after finishing creating your player action'''. |- |Cost |Int | -1 |Cost in copper for players to train this. Use -1 for auto calculation. |- |Auto learn |Boolean |False |Will auto learn the actio...") Tag: Visual edit
  • 13:5313:53, 19 February 2025 Player Class (Asset) (hist | edit) [1,035 bytes] JasX (talk | contribs) (Created page with "A player class is mainly used for the 3 starting archetypes for player, and for NPC templates to give them different actions visa the Player Action table. It also allows you to modify character stats. {| class="wikitable" |+ !Field !Type !Default !Description |- |Label |String | |A unique label for your class. '''Do not modify after creation!''' |- |Name |String | |A name for your class. Doesn't have to be unique. |- |Name Type |String |None |Le...") Tag: Visual edit
  • 13:4613:46, 19 February 2025 Player Substitution (Asset) (hist | edit) [1,103 bytes] JasX (talk | contribs) (Created page with "Player substitutions allow you to swap players when added to the stage. Primarily useful for gender swapping bosses or NPCs in mods. BCQ uses it to gender swap NPCs. By default, it swaps Players. {| class="wikitable" |+ !Field !Type !Default !Description |- |Comment |String | |Lets you comment what this substitution is for. |- |From is template |Boolean |False |When checked, it will swap player templates to target instead of...") Tag: Visual edit
  • 13:4013:40, 19 February 2025 Player Template (Asset) (hist | edit) [5,560 bytes] JasX (talk | contribs) (Created page with "A player template is a template for a character that gets randomly generated when you encounter them. Used in most random encounters. For boss encounters you\'ll want to use Player assets instead. {| class="wikitable" |+ !Field !Type !Default !Description |- |Label |String | |A unique label for your template. '''Do not alter after creating'''. |- |Name |String | |A name for your template. Does not have to be unique. |- |Species |String | |Species for y...") Tag: Visual edit
  • 13:0513:05, 19 February 2025 Player (Asset) (hist | edit) [5,413 bytes] JasX (talk | contribs) (Created page with "A player is an NPC or player character with fixed settings. Useful for NPCs or playable characters linked in Gallery. If you want to create random NPCs for random encounters, use a Player Template instead. {| class="wikitable" |+ !Field !Type !Default !Description |- |Label |String | |A unique ID for your player. '''Do not edit after creation!''' |- |Name |String | |Name of your character. Not unique. |- |Species Article |S...") Tag: Visual edit
  • 12:4012:40, 19 February 2025 Encounter (Asset) (hist | edit) [3,258 bytes] JasX (talk | contribs) (Created page with "Encounters are used to add enemies, NPCs, and custom rules to dungeon rooms. {| class="wikitable" |+ !Field !Type !Default !Description |- |Label |String | |A unique label for your encounter. '''Do not change a label after creation'''. |- |Description |String | |A description to help you locate your encounter later. The description is only used in the ditor. |- |Friendly |Boolean |False |If not marked as friendly, combat will start when the encounter s...") Tag: Visual edit
  • 12:2012:20, 19 February 2025 Dungeon (Asset) (hist | edit) [3,538 bytes] JasX (talk | contribs) (Created page with "Dungeons are collections of rooms (cells) that a player can navigate. === Common pitfalls === * Avoid adding new rooms to official dungeons. Your rooms may be overwritten in the future. Add a "door" to an official dungeon instead and have it connect to your own dungeon. {| class="wikitable" |+ !Field !Type !Description |- |Label |String |A unique label for your dungeon. I strongly suggest you use a prefix for your mod. Such as if your mod is called "my dungeon mod", p...") Tag: Visual edit
  • 12:0312:03, 19 February 2025 StoryVar (Asset) (hist | edit) [583 bytes] JasX (talk | contribs) (Created page with "A story var is a setting that shows up on the new game screen for any Story that implements them. {| class="wikitable" |+ !Field !Type !Description |- |Label |String |A unique label for your var. '''Do not modify after you're done creating it!''' |- |Var description |String |This is the label that players will be attached to the form input when starting the game. |- |Type |String |Type of form field. |- |Values |String |Values. Use = to assign a default...") Tag: Visual edit
  • 11:2211:22, 19 February 2025 Story (Asset) (hist | edit) [4,072 bytes] JasX (talk | contribs) (Created page with "Stories are entry points into the game. They get put on the main menu. Yuug Peninsula and Big Cat Quest are both stories. {| class="wikitable" |+ !Field !Type !Description |- |Label |String |A unique label to access the asset by. '''Never change a label after creating your asset'''. |- |Name |String |Name of your story. |- |Icon |String |URL to an image file used as a background for the main menu entry. Recommended min size is 512x256. |- |Max Nr Player Options |Int |Max...") Tag: Visual edit
  • 10:5710:57, 19 February 2025 Fetish (Asset) (hist | edit) [2,044 bytes] JasX (talk | contribs) (Created page with "A fetish is basically a game setting that ends up in the fetishes section of main menu, and developers can tie a Condition to a fetish. Then use said conditions in texts and other assets. === When should you make a fetish? === It's subjective, but ask yourself "''if someone doesn't have this fetish, will they likely be '''turned off''' by it?''" If the answer is yes, then you should create a fetish for it. For an example, most people who aren't in...") Tag: Visual edit

18 February 2025

  • 23:3823:38, 18 February 2025 Condition (Asset) (hist | edit) [2,567 bytes] JasX (talk | contribs) (Created page with "Conditions are used everywhere in FQ. They decide if something should happen or not. Some types and fields only work in specific situations. Conditions are always checked with an event attached. {| class="wikitable" |+ !Field !Type !Description |- |Label |String |A unique label for your asset to be accessed by. '''Warning, NEVER change a label after using the asset somewhere or you may cause broken links!''' |- |Description |String |Helpful description for your condition...") Tag: Visual edit

17 February 2025

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