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Quest Result Titles (Evaluation)

The evaluation system is responsible for awarding characters titles on the results screen (if the quest was successful).

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Up to 3 titles can be earned by characters (no duplicates) across them. Up to 39 titles are available.

Name Title Obtained by Minimum for display
EVA_STABLE_BATTLE Rock Steady Max amount of time spent in high health >= 60.0s
EVA_BACK_WATER Fighting with Enmity Time spent in low health (<= 25%) >= 60.0s
EVA_LIKE_GUARD Guard Lover Number of successful guards >= 5
EVA_MASTER_OF_GUARD Guard Master Number of successful perfect guards >= 5
EVA_GUARDIAN Guardian Rock Steady + Guard Lover >= 60s & >= 5
EVA_LIKE_DOUGE Dodge Lover Number of successful dodges >= 10
EVA_PERFECT_DOUGE Dodge Master Number of successful perfect dodges >= 5
EVA_BRILLIANT_STEP Ninja Rock Steady + Dodge Lover >= 60s & >= 5
EVA_SKY_ATTACK Aerial Assaulter Number of airborne attacks >= 20
EVA_BACK_ATTACK Backstabber Number of back attacks >= 20
EVA_CRITICAL_ATTACK Lord of Crits Number of critical attacks >= 20
EVA_LINKATTACK_BIRTH Link Starter Number of link attack opportunities >= 5
EVA_LINKATTACK_SUCCESS Link Master Number of times link attack landed >= 5
EVA_LIKE_ABILITY Skill Lover Number of skills used >= 5
EVA_LIKE_SPECIFIC_ABILITY Specialist Number of times a specific skill has been used >= 5
EVA_SUPPORT_MASTER Support Master Number of buffs given to other characters >= 5
EVA_RESCUE Healer Number of times healed >= 10
EVA_NO_DEAD Helping Hand Number of heals to others at low health (<= 25% health) >= 2
EVA_NEVER_GIVEUP Paramedic Number of revives to others (including manual revives) >= 5
EVA_START_SPARTS SBA Trigger Has used SBA at least once SBAed once
EVA_NO_ESCAPE Jamming Expert Number of successful debuffs (except atk/def debuff - status 1000 through 1019) >= 5
EVA_DEBUFF_MASTER Debilitator Number of successful debuffs (atk/def debuff - status 2 & 3) >= 5
EVA_DESTROYER Destroyer Parts destroyed >= 3
EVA_LAST_ATTACK_ME Last Hit Did Last Attack Last Attack owner
EVA_ENEMY_BUSTER Executioner Number of enemies killed >= 5
EVA_LIKE_JUMP Bunny Hopper Number of jumps >= 20
EVA_RUNNER Long-Distance Runner Distance travelled (running or not) >= 1000.0 units
EVA_COMMU_MASTER Sticker Lover Number of stickers sent >= 5
EVA_CHATTER Chatterbox Number of chat messages (including preset chat messages) sent >= 5
EVA_GOOD_EXPRESSION Emotional Anchor Number of gestures (including chat messages gestures) sent >= 5
EVA_NO_CURE_DRAG No Healing Needed No healing Healed flag is false
EVA_REAL_TIME_CURE Resourceful Number of picked items that heal you (ITEM_13_0004 dropped by i.e Orbs in Proud Radis) >= 5
EVA_NICE_THROW Star Pitcher Number of item throws in battle (gyre) doesn't have to be landed on an enemy >= 5
EVA_ICE_CURE Warming Hand Number of glaciate (status 1004) breaks/dispels >= 2
EVA_SAND_CURE Excavator Number of sandtomb (status 1006) breaks/dispels >= 2
EVA_DEBUFF_CURE Purifying Hand Number of successful dispels >= 2
EVA_WEAK_POINT I Smell Weakness Number of weakpoint attacks (elemental) >= 5
EVA_FAST_ATTACK Rusher Times attacked an enemy first >= 5 enemies
EVA_LINKTIME_ATTACK Quick as Lightning Number of attacks during link time? >= 50
EVA_NO_DAMAGE Untouchable No damage received Not been hit flag

First, the game fetches the evaluation.tbl table. It contains the text strings used for localizing the titles, aswell as a priority column, which is used as a sort key for prioritizing certain titles harder to achieve than others.

Note

The evaluations are largely hardcoded, it is not possible to add, edit, or remove them through data. The only editable component is the priority of the evaluation table.

The quest starts, and the game keeps track of various title/evaluation counters for each character in the party.

When the battle ends:

  • The game creates a list of pairs (uint, uint) where element 0 is third column from evaluation table aka priority, element 1 is evaluation type (id, follows order of above table). This list is then sorted by priority, descending.
  • It creates another list for each player, which stores their 3 final evaluation type along with 3 priority.
  • Iterates through the first pair list. For each evaluation type of the list:
    • Runs a function specific to said evaluation and checks each player if has met requirements to show based on their conditions, and then find out which player has the highest counter. Returns a list of player indices, ordered by highest amount to lowest (always returns 4 entries regardless of how many characters in party)
    • Said list is truncated to the actual number of players in the quest.
    • Appends to the other list (indexed by the player index of highest counter for the current type) the evaluation type and priority, if the 3 slots aren't yet taken. This ensures that there won't be duplicates across players.

The second list now contains the final titles for each player (aswell as their priority, which is then used for honors/MVP as a separate computation).


Credits:

  • Nenkai (reverse-reversing, information)
  • Patemaani (information)