When Hunterstory first boots up, the mission data object levellist is created and data is pumped into it line-by-line.
Here’s the raw mission data for Permanent Silly Level as an example:
//mission id here is 89 levellist.m89name = "Permanent Silly Level";
//mission name levellist.m89r = 1200;
//GP unlock requirement
levellist.m89o1 = 13370; // mob 1: //spawn rate (13370, boss)
levellist.m89s1 = 0.03; //speed
levellist.m89x1 = 1600000; //EXP
levellist.m89h1 = 37000000; //HP
levellist.m89k1 = 200000; //damage needed to knockback
levellist.m89y1 = 183; //y-position of boss
levellist.m89g1 = 300; //size increase of boss sprite
levellist.m89t1 = 3; //color transform -- this one makes it redder
levellist.m89b1 = "ULTRA KENTAURUS"; //boss title
levellist.m89n1 = "kentaurus"; //sprite image tag
levellist.m89o2 = 998; // mob 2: //spawn rate
levellist.m89s2 = 4.9; //speed
levellist.m89x2 = 200000; //EXP
levellist.m89h2 = 3700000; //HP
levellist.m89k2 = 42000; //knockback
levellist.m89t2 = 3; //color transform -- also redder
levellist.m89n2 = "kentaurus"; //sprite image tag
levellist.m89o3 = 9999; // mob 3: //spawn rate (9999, empty slot)
levellist.m89gs = 40000000000; //S rank requirement
Each mission is identified by a mission ID (the “89” in the variable name), and composed of its mission name, GP requirement, and S rank requirement, plus 3 potential slots for mobs. A mob is defined by 6 attributes: its sprite name, spawn rate, speed (in pixels/frame), knockback threshold, HP, and EXP gain on death. Bosses get 3 more: the percentage to resize its sprite image, a y-position (for floating bosses), and a boss name to display below its HP bar. Spawn rate is represented backwards, ranging from 0 to 1000, with higher numbers meaning lower spawn rates — 990 means a 1% spawn chance. Earlier missions have a spawn rate around 995; later missions tend to be around 980-990; rush missions are exactly 980 or below. If a mob slot is empty, its spawn rate is set to 9999; boss mobs have their spawn rate at 13370. Some mobs can have an extra t attribute, which links to a colour transform (tints them green/red/whatever) (See Transforms below.)
Missions are coloured on the mission select screen based on this data:
The currently defined mission IDs are 1 through 90 (Green Snails Only to The Return of Zakum), and a special X1 mission ID for the ascendance test. Mission IDs aren’t really significant outside of being a variable name used to get mission data, _root.levellist[("m" + this.mid) + "o1"], and being used in the alternative %S score calculation: [s-rank percentage] * this.mid.
Here’s a table of the defined colour transforms (in RGBA). Each colour component is first scaled by the multiplier (multiplied by the multiplier then divided by 256), then its offset is added.
| Value | Multiplier | Offset | Overall effect | Use |
|---|---|---|---|---|
| 1 | — | — | No change | Default |
| 2 | (128,128,128,256) | (0,128,0,0) | Green tint | Missions 80 to 88, the radioactive missions |
| 3 | (102,102,102,256) | (153,0,0,0) | Red tint | Permanent Silly Level mobs, Red Snail in ascendance |
| 4 | (256,256,256,128) | (0,0,0,0) | Half-transparent | Alishar in the ascendance mission |
| 5 | (64,64,64,256) | (0,0,0,0) | Darker | — |
| 6 | (256,0,256,125) | (255,-255,0,0) | Transparent and red | The Ascendant in the ascendance mission |