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QuestIniActivation
If set to true minions will always activate first. If this and masterfirst are false order will be random.
If set to true masters will always activate first. If this and minionfirst are false order will be random.
An optional space separated list of condition data which must be met for this activation to be used. Note that at least one activation must be available when a monster is activated. Each entry begins with an entry classification, followed by ':', followed by the entry data.
Data may be '(' or ')', will affect order of resolving conditions.
Data my be "OR" or "AND", will affect logical treatment of surrounding conditions.
Each VarOperationis a comma separated list of:
Var to check. Vars stating with a '#' are internal vars set by Valkyrie. See Valkyrie Vars. Vars do not need to be declared, all are initialised to 0.
- "==" Var and Value match
- "!=" Var and Value do not match
- ">=" Var greater than or equal to Value
- "<=" Var smaller than or equal to Value
- ">" Var greater than Value
- "<" Var smaller than Value
Var to use. To check agains a var must state with '#' (Valkyrie var) or an alpha character. Alternatively static numbers can be used. Vars do not need to be declared, all are initialised to 0.
Ability text for this activation.
This markup can be used as well as the symbols listed here.
{var:<Var>}
can be used to fill in a Var value.
Minion actions for this activation.
This markup can be used as well as the symbols listed here.
{var:<Var>}
can be used to fill in a Var value.
Master actions for this activation.
This markup can be used as well as the symbols listed here.
{var:<Var>}
can be used to fill in a Var value.
Text to place on the button when unable to attack.
This markup can be used as well as the symbols listed here.
Move text (prior to attack for MoM) for this activation.
This markup can be used as well as the symbols listed here.
{var:<Var>}
can be used to fill in a Var value.
Back to QuestIniDetails.