QuizMenuTool Tutorial: Difference between revisions
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This guide explains how to use QuizMenuTool to create a custom Personality Quiz. The bulk of this guide will explain the use of the google sheets portion of the tool. A rudimentary understanding of SkyTemple scripting is helpful for this task, but not strictly required. These topics will be covered at the end for the sake of completion, but only to the extent that they are needed for QuizMenuTool. | |||
== About QuizMenuTool == | == About QuizMenuTool == | ||
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There are two ways to paste values, either by right-clicking the paste location and selecting "Paste Special" then "Values Only", or by holding shift as you paste. | There are two ways to paste values, either by right-clicking the paste location and selecting "Paste Special" then "Values Only", or by holding shift as you paste. | ||
== Quiz Preamble Generator | == Quiz Preamble Generator == | ||
The Quiz Preamble Generator Tab as a whole exists to create the very beginning of the quiz. | The Quiz Preamble Generator Tab as a whole exists to create the very beginning of the quiz. | ||
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The orange output cell on this sheet is largely unimportant, but is present for debug purposes. It compiles the portions of the script using the inputs on this tab of the sheet. | The orange output cell on this sheet is largely unimportant, but is present for debug purposes. It compiles the portions of the script using the inputs on this tab of the sheet. | ||
== Starter Selection Generator | == Starter Selection Generator == | ||
This tab of the sheet is primarily for inputting data about the starters, or the personality pools they belong to. | This tab of the sheet is primarily for inputting data about the starters, or the personality pools they belong to. | ||
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|- | |- | ||
|2 | |2 | ||
|If enabled, the player has participated in a Mystery Mail event before, according | |If enabled, the player has participated in a Mystery Mail event before, according to a custom ending question. | ||
|- | |- | ||
|3 | |3 | ||
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Once again, the orange output cells on the far right of this sheet are largely unimportant, but are present for debug purposes. It compiles the portions of the script using the inputs on this tab of the sheet. | Once again, the orange output cells on the far right of this sheet are largely unimportant, but are present for debug purposes. It compiles the portions of the script using the inputs on this tab of the sheet. | ||
== Question Loop Generator | == Question Loop Generator == | ||
=== Upper Panel === | === Upper Panel === | ||
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The <code>[S:0]</code> text tag will be explained in further detail below. | The <code>[S:0]</code> text tag will be explained in further detail below. | ||
== Question Generator | == Question Generator == | ||
Note: The "Yes." and "No." options have the <code>[S:0]</code> text tag after them. This does functionally nothing, and exists primarily to aid in automatic string translation, as the localization teams translated the same English responses for questions differently based on context. This will be elaborated on further in "Full Script Translation". If there are no plans to use the sheet's translation features, it is safe to remove any variants of <code>[S:0]</code>. (instructions to do so in SkyTemple directly are present below). | Note: The "Yes." and "No." options have the <code>[S:0]</code> text tag after them. This does functionally nothing, and exists primarily to aid in automatic string translation, as the localization teams translated the same English responses for questions differently based on context. This will be elaborated on further in "Full Script Translation". If there are no plans to use the sheet's translation features, it is safe to remove any variants of <code>[S:0]</code>. (instructions to do so in SkyTemple directly are present below). | ||
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| colspan="8" |35 | | colspan="8" |35 | ||
|- | |- | ||
!Answer Text | ! rowspan="2" |Answer Text | ||
! colspan="2" |Pool 1 | ! colspan="2" |Pool 1 | ||
! colspan="2" |Pool | ! colspan="2" |Pool 2 | ||
! colspan="2" |Pool | ! colspan="2" |Pool 3 | ||
! colspan="2" |Pool | ! colspan="2" |Pool 4 | ||
|- | |||
!ID | |||
!Points | |||
!ID | |||
!Points | |||
!ID | |||
!Points | |||
!ID | |||
!Points | |||
|- | |- | ||
|Being busy. | |Being busy. | ||
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Before moving onto the next question, copy the template output, and '''Paste Values''' in the corresponding slot on the "Question Template List". By default, templates for each vanilla question are already in the Question Template List, ready to be edited or modified by copying and pasting into the Question Template Input. The Script Output Column is again for debug purposes, and is read automatically by another tab of the sheet. | Before moving onto the next question, copy the template output, and '''Paste Values''' in the corresponding slot on the "Question Template List". By default, templates for each vanilla question are already in the Question Template List, ready to be edited or modified by copying and pasting into the Question Template Input. The Script Output Column is again for debug purposes, and is read automatically by another tab of the sheet. | ||
== Personality Pool Selection Generator | == Personality Pool Selection Generator == | ||
Once the quiz itself is completed, the points need to be tallied, so that a winning pool can be selected. The exact way that this happens in vanilla is a tad complicated, especially when it comes to breaking ties. Here are the steps that occur in vanilla: | Once the quiz itself is completed, the points need to be tallied, so that a winning pool can be selected. The exact way that this happens in vanilla is a tad complicated, especially when it comes to breaking ties. Here are the steps that occur in vanilla: | ||
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On the far left, are the IDs of the two flags that should be checked (without modification, this could be 0 for "Time/Darkness", and 3/4 for "Male/Female"). Depending on if the 1st and 2nd flags are true (1), or false (0), the selected pools (as many as needed) will gain the specified number of points. In order to accommodate for the "Surprise Me!" gender option, 2 points are given for male, 2 for "not male", 2 for "female", and 2 for "not female", in order to influence every pool containing a sky-exclusive starter. (A similar process is done for the Time/Darkness exclusive starters I've added to my example quiz, if the player has NOT played time/darkness). Up to 10 slots are present for pool tinkering, though more could be added if there is a pressing need. | On the far left, are the IDs of the two flags that should be checked (without modification, this could be 0 for "Time/Darkness", and 3/4 for "Male/Female"). Depending on if the 1st and 2nd flags are true (1), or false (0), the selected pools (as many as needed) will gain the specified number of points. In order to accommodate for the "Surprise Me!" gender option, 2 points are given for male, 2 for "not male", 2 for "female", and 2 for "not female", in order to influence every pool containing a sky-exclusive starter. (A similar process is done for the Time/Darkness exclusive starters I've added to my example quiz, if the player has NOT played time/darkness). Up to 10 slots are present for pool tinkering, though more could be added if there is a pressing need. | ||
== Aura Bow Generator | == Aura Bow Generator == | ||
The Aura Bow Generator serves to emulate the cinematics of the vanilla aura bow portion of the quiz. In addition to simply detecting when and for how long the player is touching the Aura Bow, the actual bow color needs to be determined! For the vanilla quiz, the process is as follows: | The Aura Bow Generator serves to emulate the cinematics of the vanilla aura bow portion of the quiz. In addition to simply detecting when and for how long the player is touching the Aura Bow, the actual bow color needs to be determined! For the vanilla quiz, the process is as follows: | ||
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Finally, the Bow Selection Panel handles the actual selection and presentation of the Aura Bow. [[File:Bow Selection Panel.png|alt=Bow Selection Panel Location.|center|thumb|600x600px|Bow Selection Panel Location.]]The upper left of the panel is for assigning weights to the three methods for selecting a bow color: DS Favorite Color, DS MAC Address, or a custom block of code. Note that these weights '''must be integers''' or the sheet will generate invalid code. For convenience, the percent chance of each option is computed by the sheet, based on the weights and total weight. The ExplorerScript input for the custom bow selection is on the right of this panel, and on the bottom left is the flavor-text for each bow color. | Finally, the Bow Selection Panel handles the actual selection and presentation of the Aura Bow. [[File:Bow Selection Panel.png|alt=Bow Selection Panel Location.|center|thumb|600x600px|Bow Selection Panel Location.]]The upper left of the panel is for assigning weights to the three methods for selecting a bow color: DS Favorite Color, DS MAC Address, or a custom block of code. Note that these weights '''must be integers''' or the sheet will generate invalid code. For convenience, the percent chance of each option is computed by the sheet, based on the weights and total weight. The ExplorerScript input for the custom bow selection is on the right of this panel, and on the bottom left is the flavor-text for each bow color. | ||
== Variable Cleanup & End-Cap Generator | == Variable Cleanup & End-Cap Generator == | ||
This tab of the sheet aims to clean up the bevy of variables used by the quiz, and prep the game for actually running. Since QMT uses a majority of the script variables the game has to function, this tab resets them all back to what they should be at the beginning of a save file, now that the quiz no longer needs them. If some part of the quiz needs to be remembered, such as the color of the aura bow, whether the player has played Time/Darkness, or the winning Quiz personality pool, that needs to be preserved in this tab. In addition, this is the tab where the starters are officially initialized, which allows them to be nicknamed. Finally, the special process for actually assigning the starters, <code>PROCESS_SPECIAL_INIT_MAIN_TEAM_AFTER_QUIZ</code>, will wipe <code>$CONFIG_COLOR_KIND</code> clean, replacing it with what the real quiz determined your aura bow color to be. Because the real quiz never runs during QMT, this will always be zero. As a result, the aura bow color needs to be saved somewhere besides <code>$CONFIG_COLOR_KIND</code>, then returned afterwards. | This tab of the sheet aims to clean up the bevy of variables used by the quiz, and prep the game for actually running. Since QMT uses a majority of the script variables the game has to function, this tab resets them all back to what they should be at the beginning of a save file, now that the quiz no longer needs them. If some part of the quiz needs to be remembered, such as the color of the aura bow, whether the player has played Time/Darkness, or the winning Quiz personality pool, that needs to be preserved in this tab. In addition, this is the tab where the starters are officially initialized, which allows them to be nicknamed. Finally, the special process for actually assigning the starters, <code>PROCESS_SPECIAL_INIT_MAIN_TEAM_AFTER_QUIZ</code>, will wipe <code>$CONFIG_COLOR_KIND</code> clean, replacing it with what the real quiz determined your aura bow color to be. Because the real quiz never runs during QMT, this will always be zero. As a result, the aura bow color needs to be saved somewhere besides <code>$CONFIG_COLOR_KIND</code>, then returned afterwards. | ||
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A full list of script variables with their appropriate descriptions will be provided in "Other Resources", and might prove useful for more advanced tinkering in this panel. | A full list of script variables with their appropriate descriptions will be provided in "Other Resources", and might prove useful for more advanced tinkering in this panel. | ||
== Full Script Translation | == Full Script Translation == | ||
This tab of the sheet is dedicated to translating all lines of dialogue into Spanish, French, German, and Italian, for an EU ROM. If the hack this is for doesn't need translation, this tab can be completely skipped. One of the most essential features of a translated quiz is the ability to pre-translate the vanilla text strings from the original quiz. | This tab of the sheet is dedicated to translating all lines of dialogue into Spanish, French, German, and Italian, for an EU ROM. If the hack this is for doesn't need translation, this tab can be completely skipped. One of the most essential features of a translated quiz is the ability to pre-translate the vanilla text strings from the original quiz. | ||
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On the left, are English lines of text extracted from other tabs of the sheet. each column corresponds to an EU language (Spanish, French, German, Italian). At the top of each column, is a count of how many untranslated lines of dialogue are left for that language, as well as a checkbox to enable/disable each language. In the above screenshot, French dialogue will not be added to the final script, because the checkbox is enabled. In the rows themselves, are pink cells (vanilla translated text), green cells (empty), and blue cells (manual translation). Simply review each pink cell, and manually translate the English for that row for green cells so they turn blue. If a pink cell needs editing, simply copy the cell, and '''Paste Values''' it on top of itself, and it will turn blue, which is safe to edit. | On the left, are English lines of text extracted from other tabs of the sheet. each column corresponds to an EU language (Spanish, French, German, Italian). At the top of each column, is a count of how many untranslated lines of dialogue are left for that language, as well as a checkbox to enable/disable each language. In the above screenshot, French dialogue will not be added to the final script, because the checkbox is enabled. In the rows themselves, are pink cells (vanilla translated text), green cells (empty), and blue cells (manual translation). Simply review each pink cell, and manually translate the English for that row for green cells so they turn blue. If a pink cell needs editing, simply copy the cell, and '''Paste Values''' it on top of itself, and it will turn blue, which is safe to edit. | ||
== Vanilla Translation Strings | == Vanilla Translation Strings == | ||
This tab of the sheet is used to store vanilla strings from the base game, and official Pokemon translations. These can be amended and edited as desired, to include custom strings for auto-translation, or new Pokemon name translations. | This tab of the sheet is used to store vanilla strings from the base game, and official Pokemon translations. These can be amended and edited as desired, to include custom strings for auto-translation, or new Pokemon name translations. | ||
[[File:Vanilla Translation Strings Dialogue.png|alt=Vanilla Translation Strings Dialogue|center|thumb|600x600px|Vanilla Translation Strings Dialogue]] | [[File:Vanilla Translation Strings Dialogue.png|alt=Vanilla Translation Strings Dialogue|center|thumb|600x600px|Vanilla Translation Strings Dialogue]] | ||
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On the far right of the tab, are a list of every Pokemon through Scarlet & Violet, and the French/German translations for each species (Spanish and Italian use English species names). These can also be amended or added to as desired. | On the far right of the tab, are a list of every Pokemon through Scarlet & Violet, and the French/German translations for each species (Spanish and Italian use English species names). These can also be amended or added to as desired. | ||
== Full Script Compression | == Full Script Compression == | ||
Last but not least, is the Full Script Compression Tab. This tab compiles all of the information from the other tabs, and compresses it into a copy/pastable batch of scripts for SkyTemple. | Last but not least, is the Full Script Compression Tab. This tab compiles all of the information from the other tabs, and compresses it into a copy/pastable batch of scripts for SkyTemple. | ||
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=== Creating QMT Script Files === | === Creating QMT Script Files === | ||
Next, is the process of actually creating the QMT script files. For simplicity, this guide will demonstrate the process on LEVEL_S02P01A, the same location in the script files as the original quiz. If you plan on putting the QMT script files elsewhere, ensure this is properly accounted for in Full Script Compression. Navigate to Script Scenes->S02P01A. If you are using a MegaScript, create ONE new acting scene. Otherwise, create four of them, each with the name in FullScriptCompression. | |||
[[File:ImportingQMTScriptFiles1.png|alt=Be sure you click "Create Acting Scene"! It is important that these scripts are acting scenes.|center|thumb|600x600px|Be sure you click "Create Acting Scene"! It is important that these scripts are acting scenes.]] | |||
The newly created scenes should appear in the Acting (ssa) folder. Navigate to the first one created, and double-click on "[script-name].ssb". | |||
[[File:ImportingQMTScriptFiles2.png|alt=In this case, "qmt01.ssb" on the right will open the script file's "ssb" code.|center|thumb|600x600px|In this case, "qmt01.ssb" on the right will open the script file's "ssb" code.]] | |||
From there, simply paste from the respective part of the sheet, and attempt to save the script. | |||
[[File:ImportingQMTScriptFiles3.png|center|thumb|600x600px|You can also navigate between script files with the search bar on the left!]] | |||
Repeat the process of pasting in the remaining scripts. Finally, the script that contains the aura bow segment of the quiz (script #2 or the megascript) needs additional work done to the .ssa file. Navigate to S02P01A->M00A01A, and click the Export Button (square with an up arrow in it). | |||
[[File:Export Quiz .ssa.png|alt=Visual for exporting the .ssa for M00A01A for QuizMenuTool|center|thumb|600x600px|The Export Button is up top!]] | |||
Then just import this file into the script containing the Aura Bow segment, as shown below: | |||
[[File:Aura Bow SSA import.png|center|thumb|600x600px|The Export Button is right next to the Import button!]] | |||
After that, save the ROM. The quiz is nearly ready, all that's left is setting up unionall... | |||
=== Editing Unionall === | |||
Unionall is a big file, but there's only a very specific part that needs to be edited. Open Unionall by using the search bar in the Script Engine Debugger, then do CTRL + F (Command + F for Mac, you should know your equivalent if you use Linux) to find coroutine inside unionall. | |||
[[File:Unionall coro EVENT M00A 01.png|center|thumb|600x600px|Be sure you search for EXACTLY "coro EVENT_M00A_01". This should be the only match!]] | |||
Once you find it, select the entire coroutine, and replace it with the unionall final output. the result should look something like this: | |||
[[File:QMT coro EVENT M00A 01.png|center|thumb|600x600px|Modified Unionall Coroutine, should look roughly like this after pasting.]] | |||
With that, save unionall, and the quiz is ready for testing! | |||
== Troubleshooting == | |||
if you run into any of these issues, or the fix doesn't work, reach out to happylappy for questions in the SkyTemple discord! | |||
=== The Game Crashed before the first script loaded! === | |||
Do your script names and locations match between unionall (or the sheet if it's making the unionall coro), and your script file names? If not, that would cause a crash. | |||
=== The Game Crashed When a SP tried to run! === | |||
Have you used the correct SP IDs and regions? Might be worth importing them again, just in case. | |||
=== | === The Game Crashed/Glitched out between scripts! === | ||
That is... concerning. See, script files are capable of overwriting other things in RAM if they're too big (which is why QMT usually splits into 4 separate scripts). Quizzes with an obscene number of questions or starters may still overwrite something important in RAM anyway, which would need to be handled on a case-by-case basis. | |||
=== One of my scripts won't save! === | |||
That's concerning, but could be the result of leaving a question or starter unfinished? Depends heavily on the error message. | |||
== Other Resources == | == Other Resources == | ||
=== QMT Script Variable Map === | === QMT Script Variable Map === | ||
Below is a table of every script variable used by QuizMenuTool, and what their use-case is for each script. Any variable absent from the table is unused by QMT directly. Variable usage can perhaps be optimized somewhat, but this map functions properly. | |||
{| class="wikitable" | |||
!Script Variable Name | |||
!Index | |||
!Script #1 | |||
!Script #2 | |||
!Script #3 | |||
!Script #4 | |||
|- | |||
|$SCENARIO_SUB1 | |||
|0 | |||
|Backup of Pre-Quiz $PLAYER_KIND | |||
| colspan="3" rowspan="1" |Winning # of Points Backup | |||
|- | |||
|$SCENARIO_SUB2 | |||
|0 | |||
|Backup of 0th index of Pre-Quiz $PLAYER_KIND_BACKUP | |||
| colspan="3" rowspan="1" |Winning Pool ID Backup | |||
|- | |||
|$SCENARIO_SUB3 | |||
|0 | |||
|Backup of Pre-Quiz $ATTENDANT1_KIND | |||
| - | |||
|# of times hero gen. failed | |||
| - | |||
|- | |||
|$SCENARIO_SUB4 | |||
|0 | |||
|Backup of 0th index of Pre-Quiz $ATTENDANT1_KIND_BACKUP | |||
| - | |||
| - | |||
| - | |||
|- | |||
|$BIT_FUWARANTE_LOCAL | |||
|All | |||
| colspan="4" rowspan="1" |FUWARANTE blacklist flags | |||
|- | |||
|$LOCAL0 | |||
| - | |||
|Max # of points. | |||
| colspan="3" rowspan="1" |Winning # of Points / (Aura Bow Color Backup) | |||
|- | |||
|$LOCAL1 | |||
| - | |||
|# Questions Asked / Winning Pool ID | |||
| colspan="3" rowspan="1" |Winning Pool ID | |||
|- | |||
|$SCENARIO_TALK_BIT_FLAG | |||
|Varies | |||
| colspan="4" rowspan="1" |Question Has Been Asked? | |||
|- | |||
|$SCENARIO_MAIN | |||
|0 | |||
| colspan="4" rowspan="1" |# of tied pools (-1 if not checking ties) | |||
|- | |||
|$SCENARIO_SIDE | |||
|0 | |||
| colspan="4" rowspan="1" |# of pts to add to tied pool | |||
|- | |||
|$RECYCLE_COUNT | |||
| - | |||
| colspan="4" rowspan="1" |Post-Tie Max # of Pts. | |||
|- | |||
|$CONFIG_COLOR_KIND | |||
| - | |||
| - | |||
| colspan="3" rowspan="1" |Aura Bow Color | |||
|- | |||
|$HERO_TALK_KIND | |||
| - | |||
| - | |||
| - | |||
| colspan="2" rowspan="1" |Hero Talk Group | |||
|- | |||
|$PARTNER_TALK_KIND | |||
| - | |||
| - | |||
| - | |||
| - | |||
|Partner Talk Group | |||
|- | |||
|$VERSION | |||
| - | |||
| colspan="3" rowspan="1" |Pool 0 Pts. | |||
|Reset to 1 | |||
|- | |||
|$CRYSTAL_COLOR_01 | |||
| - | |||
| colspan="3" rowspan="1" |Pool 1 Pts. | |||
|Reset to 0 | |||
|- | |||
|$CRYSTAL_COLOR_02 | |||
| - | |||
| colspan="3" rowspan="1" |Pool 2 Pts. | |||
|Reset to 0 | |||
|- | |||
|$CRYSTAL_COLOR_03 | |||
| - | |||
| colspan="3" rowspan="1" |Pool 3 Pts. | |||
|Reset to 0 | |||
|- | |||
|$COMPULSORY_SAVE_POINT | |||
| - | |||
| colspan="3" rowspan="1" |Pool 4 Pts. | |||
|Reset to 0 | |||
|- | |||
|$COMPULSORY_SAVE_POINT_SIDE | |||
| - | |||
| colspan="3" rowspan="1" |Pool 5 Pts. | |||
|Reset to 0 | |||
|- | |||
|$SCENARIO_SELECT_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 6 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_ENTER | |||
| - | |||
| colspan="3" rowspan="1" |Pool 7 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_ENTER_LINK | |||
| - | |||
| colspan="3" rowspan="1" |Pool 8 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_GETOUT | |||
| - | |||
| colspan="3" rowspan="1" |Pool 9 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_MAP | |||
| - | |||
| colspan="3" rowspan="1" |Pool 10 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_PLACE | |||
| - | |||
| colspan="3" rowspan="1" |Pool 11 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_ENTER_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 12 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_ENTER_LINK_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 13 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_GETOUT_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 14 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_MAP_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 15 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_PLACE_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 16 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_SELECT | |||
| - | |||
| colspan="3" rowspan="1" |Pool 17 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_ENTER | |||
| - | |||
| colspan="3" rowspan="1" |Pool 18 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_ENTER_MODE | |||
| - | |||
| colspan="3" rowspan="1" |Pool 19 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_ENTER_INDEX | |||
| - | |||
| colspan="3" rowspan="1" |Pool 20 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_RESULT | |||
| - | |||
| colspan="3" rowspan="1" |Pool 21 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_START_MODE | |||
| - | |||
| colspan="3" rowspan="1" |Pool 22 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_ENTER_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 23 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_ENTER_MODE_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 24 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_ENTER_INDEX_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 25 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_RESULT_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 26 Pts. | |||
|Reset to 0 | |||
|- | |||
|$GROUND_START_MODE_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 27 Pts. | |||
|Reset to 0 | |||
|- | |||
|$REQUEST_CLEAR_COUNT | |||
| - | |||
| colspan="3" rowspan="1" |Pool 28 Pts. | |||
|Reset to 0 | |||
|- | |||
|$PLAYER_KIND | |||
| - | |||
|Pool 29 Pts. | |||
| colspan="3" rowspan="1" |Reset to Pre-Quiz | |||
|- | |||
|$ATTENDANT1_KIND | |||
| - | |||
|Pool 30 Pts. | |||
| colspan="3" rowspan="1" |Reset to Pre-Quiz | |||
|- | |||
|$ATTENDANT2_KIND | |||
| - | |||
| colspan="3" rowspan="1" |Pool 31 Pts. | |||
|Reset to 0 | |||
|- | |||
|$PLAYER_KIND_BACKUP | |||
|0 | |||
|Pool 32 Pts. | |||
| colspan="3" rowspan="1" |Reset to Pre-Quiz | |||
|- | |||
|$ATTENDANT1_KIND_BACKUP | |||
|0 | |||
|Pool 33 Pts. | |||
| colspan="3" rowspan="1" |Reset to Pre-Quiz | |||
|- | |||
|$ATTENDANT2_KIND_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 34 Pts. | |||
|Reset to 0 | |||
|- | |||
|$HERO_FIRST_KIND | |||
| - | |||
| colspan="3" rowspan="1" |Pool 35 Pts. | |||
|Reset to 0 | |||
|- | |||
|$PARTNER_FIRST_KIND | |||
| - | |||
| colspan="3" rowspan="1" |Pool 36 Pts. | |||
|Reset to 0 | |||
|- | |||
|$RANDOM_REQUEST_NPC03_KIND | |||
| - | |||
| colspan="3" rowspan="1" |Pool 37 Pts. | |||
|Reset to 0 | |||
|- | |||
|$WORLD_MAP_LEVEL | |||
| - | |||
| colspan="3" rowspan="1" |Pool 38 Pts. | |||
|Reset to 0 | |||
|- | |||
|$EVENT_LOCAL | |||
| - | |||
| colspan="3" rowspan="1" |Pool 39 Pts. | |||
|Reset to 0 | |||
|- | |||
|$DUNGEON_EVENT_LOCAL | |||
| - | |||
| colspan="3" rowspan="1" |Pool 40 Pts. | |||
|Reset to 0 | |||
|- | |||
|$LOTTERY_RESULT | |||
| - | |||
| colspan="3" rowspan="1" |Pool 41 Pts. | |||
|Reset to 0 | |||
|- | |||
|$ITEM_BACKUP | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 42 Pts. | |||
|Reset to 0 | |||
|- | |||
|$ITEM_BACKUP_KUREKURE | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 43 Pts. | |||
|Reset to 0 | |||
|- | |||
|$ITEM_BACKUP_TAKE | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 44 Pts. | |||
|Reset to 0 | |||
|- | |||
|$ITEM_BACKUP_GET | |||
|0 | |||
| colspan="3" rowspan="1" |Pool 45 Pts. | |||
|Reset to 0 | |||
|- | |||
|$REQUEST_THANKS_RESULT_KIND | |||
| - | |||
| colspan="3" rowspan="1" |Pool 46 Pts. | |||
|Reset to 0 | |||
|- | |||
|$REQUEST_THANKS_RESULT_VARIATION | |||
| - | |||
| colspan="3" rowspan="1" |Pool 47 Pts. | |||
|Reset to 0 | |||
|- | |||
|$SUB30_SPOT_LEVEL | |||
| - | |||
| colspan="3" rowspan="1" |Pool 48 Pts. | |||
|Reset to 0 | |||
|- | |||
|$TEAM_RANK_EVENT_LEVEL | |||
| - | |||
| colspan="3" rowspan="1" |Pool 49 Pts. | |||
|Reset to 0 | |||
|- | |||
|$PLAY_OLD_GAME | |||
| - | |||
| colspan="3" rowspan="1" |Pool 50 Pts. | |||
|Reset to 0 | |||
|} | |||