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Mission Data

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.

Transforms

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.

ValueMultiplierOffsetOverall effectUse
1No changeDefault
2(128,128,128,256)(0,128,0,0)Green tintMissions 80 to 88, the radioactive missions
3(102,102,102,256)(153,0,0,0)Red tintPermanent Silly Level mobs, Red Snail in ascendance
4(256,256,256,128)(0,0,0,0)Half-transparentAlishar 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 redThe Ascendant in the ascendance mission