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	<id>https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ruarch</id>
	<title>Wildermyth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ruarch"/>
	<link rel="alternate" type="text/html" href="https://wildermyth.com/wiki/Special:Contributions/Ruarch"/>
	<updated>2026-04-07T05:22:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_add_equipment&amp;diff=19988</id>
		<title>Modding add equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_add_equipment&amp;diff=19988"/>
		<updated>2022-02-02T21:36:29Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: updating item format to remove outer [] since data format has changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page walks through the process of adding a new item, a shield.  The focus is on getting something simple which you can see in the game, and adding more details later.  The description and screenshots are current as of November 2019, early access version 0.10+98 Ryvio Wartmarch.  &lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
# Select &amp;quot;Tools&amp;quot; at the main game screen, then &amp;quot;Open Editor&amp;quot;, then &amp;quot;Content and Comics Editor&amp;quot;&lt;br /&gt;
# At the upper left, click &amp;quot;Mods&amp;quot;, click &amp;quot;Create New Mod&amp;quot; in the browser, and fill in the form.  This will pop up a file browser showing the files the tool just created; note that the directory is steam\steamapps\common\wildermyth\mods\user\&amp;lt;your mod name&amp;gt;.  You will use this directory soon.&lt;br /&gt;
# Click the &amp;quot;save&amp;quot; button and then exit.  Most of the work for this mod is done outside the in-game editor; the editor doesn&amp;#039;t appear to support creating items yet.&lt;br /&gt;
&lt;br /&gt;
==Modifying the files==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Using a file explorer, navigate to the game install directory: steam\steamapps\common\Wildermyth\assets.  We need to copy (not move!) several files from there to your mod directory.  For each file when it is mentioned below, create folders in your mod as needed and copy, and then modify.  These files are program source code and proper syntax is very important.&lt;br /&gt;
&amp;lt;li&amp;gt;Add new aspects (effects).  Copy and modify file data\aspects\items.json.  This will contain the bonuses that your items give.  You can search in the original file for ideas.  For this project, delete all the text and paste the following lines.  This adds two effects, +10 block and +1 armor. &lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;daveaShieldBlockBonus&amp;quot;,&lt;br /&gt;
	&amp;quot;stats&amp;quot;: { &amp;quot;BLOCK&amp;quot;: 10 }&lt;br /&gt;
},&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;daveaShieldArmorBonus&amp;quot;,&lt;br /&gt;
	&amp;quot;stats&amp;quot;: { &amp;quot;ARMOR&amp;quot;: 1 }&lt;br /&gt;
}&lt;br /&gt;
]&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;#039;&amp;#039;&amp;#039;It is very important to delete all the other lines in the file.&amp;#039;&amp;#039;&amp;#039;  Your declarations of these items will override what is in the original game files.  This prevents the developers from fixing bugs!  For example, suppose you leave behind the definition of an item; and the developers change that item to fix a bug or improve balancing.  Your mod loads with higher priority than the game&amp;#039;s original files.  So your incorrect definition loads with higher priority than the developers&amp;#039; new and improved definition.  Players using your mod will not see this bug fix, and it will be very confusing to debug!&lt;br /&gt;
&amp;lt;li&amp;gt;I also recommend that all the items and effects you add should start with a unique prefix.  I have used &amp;quot;davea&amp;quot;.  This helps in keeping all your items together, filtering to find your items, and distinguishing items added by one mod versus another.&lt;br /&gt;
&amp;lt;li&amp;gt;Add the description for the aspects.  Copy and modify file text\aspects\aspects.properties.  Delete all the text and add these lines:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;suppress inspection &amp;quot;UnusedProperty&amp;quot; for whole file&lt;br /&gt;
&amp;lt;br&amp;gt;daveaShieldBlockBonus.blurb=davea effect shield block blurb&lt;br /&gt;
&amp;lt;br&amp;gt;daveaShieldArmorBonus.blurb=davea effect shield armor blurb&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Add the new item.  Copy and modify a file from data\items\ and name it &amp;quot;daveaShield1.json&amp;quot;. You can search in the original files for ideas.  For this project, delete all the text and paste the following lines.  This adds a shield which uses an existing image from the game, but gives the new shield effects created above.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;id&amp;quot;: &amp;quot;daveaShield1&amp;quot;,&lt;br /&gt;
	&amp;quot;tier&amp;quot;: 1,&lt;br /&gt;
	&amp;quot;category&amp;quot;: &amp;quot;offHand&amp;quot;,&lt;br /&gt;
	&amp;quot;slots&amp;quot;: [&amp;quot;OFF_HAND&amp;quot;],&lt;br /&gt;
	&amp;quot;ownerAspects&amp;quot;: [&lt;br /&gt;
		&amp;quot;daveaShield1&amp;quot;, &lt;br /&gt;
		&amp;quot;daveaShieldArmorBonus&amp;quot;, &lt;br /&gt;
		&amp;quot;daveaShieldBlockBonus&amp;quot;&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;cost&amp;quot;: [&amp;quot;1 ingot&amp;quot;, &amp;quot;2 heartwood&amp;quot;],&lt;br /&gt;
	&amp;quot;layers&amp;quot;: [&lt;br /&gt;
		{&amp;quot;name&amp;quot;: &amp;quot;augment_shieldCaveA_tint1&amp;quot;, &amp;quot;depth&amp;quot;: 6100, &amp;quot;tint&amp;quot;: &amp;quot;primary&amp;quot;, &amp;quot;tintAmount&amp;quot;: 1.0},&lt;br /&gt;
		{&amp;quot;name&amp;quot;: &amp;quot;augment_shieldCaveB_untinted&amp;quot;, &amp;quot;depth&amp;quot;: 6101}&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Add the name and blurb for the item.  Copy and modify file text\dynamic\dynamic.properties.  Delete all the text and add these lines:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;suppress inspection &amp;quot;UnusedProperty&amp;quot; for whole file&lt;br /&gt;
&amp;lt;br&amp;gt;item.daveaShield1=Davea&amp;#039;s shield name&lt;br /&gt;
&amp;lt;br&amp;gt;itemSummary.daveaShield1=Davea&amp;#039;s shield summary&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeing the effect in game==&lt;br /&gt;
# If you haven&amp;#039;t already done so, enable developer mode.  (Save and exit before doing this.)  In file explorer, create an empty file under steam\steamapps\common\Wildermyth called devmode.txt.&lt;br /&gt;
# Start a new one chapter story.  Choose your mod in the mod picklist, and check &amp;quot;enable cheats&amp;quot;.  You don&amp;#039;t need to select any of the sub-options under cheats for this project.&lt;br /&gt;
# When the game starts, click through the initial encounter to get to the first battle.&lt;br /&gt;
# Pick one of your characters, open the detail view, and click the gear tab.  You will see a cheat menu that allows you to select any kind of item and add it.  Select offhand, select your new item in the popup, and clock add item to add it.  You will see the name at the top and the summary at the right.  Try it out in combat!&lt;br /&gt;
[[File:ModdingItemPickMe.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Adding a user created image==&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Now let&amp;#039;s add a sword with a custom image.  Copy and modify file figures\images\human\items\item_sword_night.png using your favorite photo editor.  For example, I made a yellow version and named it item_sword_davea1.png.&lt;br /&gt;
&amp;lt;li&amp;gt;Add the following to your existing offHand.json.  This is a copy of the definition of the nightshard sword with my image replaced.  I don&amp;#039;t know what the grip, etc fields mean but I suppose they relate the geometry of the sword to the geometry of the character&amp;#039;s hand.  The filename offHand.json doesn&amp;#039;t matter, the game reads all the json files in your directory.  It could be called &amp;quot;davea.json&amp;quot;.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;daveaSword1&amp;quot;,&lt;br /&gt;
		&amp;quot;tier&amp;quot;: 1,&lt;br /&gt;
		&amp;quot;category&amp;quot;: &amp;quot;sword&amp;quot;,&lt;br /&gt;
		&amp;quot;tracks&amp;quot;: [&amp;quot;medium&amp;quot;],&lt;br /&gt;
		&amp;quot;slots&amp;quot;: [&amp;quot;MAIN_HAND&amp;quot;],&lt;br /&gt;
		&amp;quot;aspects&amp;quot;: [&amp;quot;weapon&amp;quot;, &amp;quot;melee&amp;quot;, &amp;quot;weaponDamage:7&amp;quot;, &amp;quot;weaponWield:3&amp;quot;, &amp;quot;weaponMaxRange:1.6&amp;quot;, &amp;quot;swordAccuracyBonus|5&amp;quot;],&lt;br /&gt;
		&amp;quot;ownerAspects&amp;quot;: [&amp;quot;attackRange|0|1.6|melee&amp;quot;, &amp;quot;weaponAttack_basicMelee&amp;quot;, &amp;quot;voiceSword&amp;quot;, &amp;quot;swordBlockBonus|10&amp;quot;],&lt;br /&gt;
		&amp;quot;layers&amp;quot;: [&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;name&amp;quot;: &amp;quot;item_sword_davea1&amp;quot;,&lt;br /&gt;
				&amp;quot;grip&amp;quot;: &amp;quot;mainHand&amp;quot;,&lt;br /&gt;
				&amp;quot;inactiveGrip&amp;quot;: &amp;quot;highBack&amp;quot;,&lt;br /&gt;
				&amp;quot;rigUsage&amp;quot;: &amp;quot;rigGeneral&amp;quot;,&lt;br /&gt;
				&amp;quot;gripOffset&amp;quot;: {&amp;quot;x&amp;quot;: 57, &amp;quot;y&amp;quot;: 147},&lt;br /&gt;
				&amp;quot;scaleX&amp;quot;: 0.5, &amp;quot;scaleY&amp;quot;: 0.5&lt;br /&gt;
			}&lt;br /&gt;
		],&lt;br /&gt;
		&amp;quot;canBeCrafted&amp;quot;: false,&lt;br /&gt;
		&amp;quot;generateName&amp;quot;: false,&lt;br /&gt;
		&amp;quot;onlySpawnById&amp;quot;: true&lt;br /&gt;
	}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Proper json syntax is important.  If you have put this into the same file as the previous definition of the shield, you will need a comma in between the definitions, but no comma after the last definition.  This is easier if you are using a text editor with language highlighting.  I have not yet experimented with files having incorrect syntax, but it will probably result in the mod failing to load, possibly preventing the game from even starting.&lt;br /&gt;
&amp;lt;li&amp;gt;Add the name text into your existing file text\dynamic\dynamic.properties:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
item.daveaSword1=Davea&amp;#039;s sword name&lt;br /&gt;
&amp;lt;br&amp;gt;itemSummary.daveaSword1=Davea&amp;#039;s sword summary&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Test in-game as shown above.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
[[File:ModdingItemYellowSword.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Guides]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=The_Starseed_Tree&amp;diff=16408</id>
		<title>The Starseed Tree</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=The_Starseed_Tree&amp;diff=16408"/>
		<updated>2021-03-23T13:00:15Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox event&lt;br /&gt;
| event = The Starseed Tree&lt;br /&gt;
| image = Thestarseedtree1.png&lt;br /&gt;
| author = Douglas Austin&lt;br /&gt;
| type = Arrive at hostile site&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The heroes encounter a tree upon which stars grow.&lt;br /&gt;
&lt;br /&gt;
== Choices ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;1. Pluck the little light within arm&amp;#039;s reach.&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Gain the [[Starseed Ring]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;2. Climb to a nice-looking one in the middle.&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Success&amp;#039;&amp;#039;&amp;#039;: The mystic gains &amp;#039;&amp;#039;&amp;#039;+3 stunt chance&amp;#039;&amp;#039;&amp;#039; and gains a tier 2 [[Starseed Wand]].&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Failure&amp;#039;&amp;#039;&amp;#039;: The mystic takes 5 damage (to a minimum of 4 hp) and gains &amp;#039;&amp;#039;&amp;#039;+1 stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;3. Attempt to climb to the top.&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Success&amp;#039;&amp;#039;&amp;#039;: The mystic gains &amp;#039;&amp;#039;&amp;#039;+6 stunt chance&amp;#039;&amp;#039;&amp;#039; and gains a tier 3 [[Starseed Staff]].&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Failure&amp;#039;&amp;#039;&amp;#039;: The mystic takes 8 damage (to a minimum of 1 hp) and gains &amp;#039;&amp;#039;&amp;#039;+1 stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
This event will not trigger if anyone in the party is [[celestial]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Event]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=The_Starseed_Tree&amp;diff=16407</id>
		<title>The Starseed Tree</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=The_Starseed_Tree&amp;diff=16407"/>
		<updated>2021-03-23T12:59:28Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox event&lt;br /&gt;
| event = The Starseed Tree&lt;br /&gt;
| image = Thestarseedtree1.png&lt;br /&gt;
| author = Douglas Austin&lt;br /&gt;
| type = Arrive at hostile site&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The heroes encounter a tree upon which stars grow.&lt;br /&gt;
&lt;br /&gt;
== Choices ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;1. Pluck the little light within arm&amp;#039;s reach.&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Gain the [[Starseed Ring]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;2. Climb to a nice-looking one in the middle.&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Success&amp;#039;&amp;#039;&amp;#039;: The mystic gains &amp;#039;&amp;#039;&amp;#039;+3 stunt chance&amp;#039;&amp;#039;&amp;#039; and gains a tier 2 [[Starseed Wand]].&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Failure&amp;#039;&amp;#039;&amp;#039;: The mystic takes 5 damage (to a minimum of 4 hp) and gains &amp;#039;&amp;#039;&amp;#039;+1 stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;3. Attempt to climb to the top.&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Success&amp;#039;&amp;#039;&amp;#039;: The mystic gains &amp;#039;&amp;#039;&amp;#039;+6 stunt chance&amp;#039;&amp;#039;&amp;#039; and gains a tier 3 [[Starseed Staff]].&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Failure&amp;#039;&amp;#039;&amp;#039;: The mystic takes 8 damage (to a minimum of 1 hp) and gains &amp;#039;&amp;#039;&amp;#039;+1 stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Unlockables&amp;diff=16402</id>
		<title>Unlockables</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Unlockables&amp;diff=16402"/>
		<updated>2021-03-20T14:02:51Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: Created page with &amp;quot;Some events that happen in the game are remembered in your legacy. Some of this is used for unlocking new campaigns, or noting tutorials have been seen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some events that happen in the game are remembered in your legacy. Some of this is used for unlocking new campaigns, or noting tutorials have been seen.&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Comic_Editor_Reference&amp;diff=15124</id>
		<title>Comic Editor Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Comic_Editor_Reference&amp;diff=15124"/>
		<updated>2020-03-21T14:58:36Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Comic Editor Basics */ remove obsolete text panel stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of reference material that explains how to use the Comic Editor to tell stories. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;(Related links: Check out the [[Writer&amp;#039;s Guide]] for a more top-level view of crafting stories. If you&amp;#039;re wondering about tags, check the [[Tag Reference]]. If you want your text to look a certain way, check [[Text Styles]])&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Make a New Event==&lt;br /&gt;
* Open up [[Scratchpad]]&lt;br /&gt;
* go to the Content and Comics Editor&lt;br /&gt;
* Click on the [[Effects]] tab at the top or press Control+2&lt;br /&gt;
* Click the &amp;#039;&amp;#039;&amp;#039;New...&amp;#039;&amp;#039;&amp;#039; Button or press Control+N&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewEvent.png]]&lt;br /&gt;
&lt;br /&gt;
* Select the [[Event Types|type of event]] you are creating, for example &amp;#039;&amp;#039;Arrive at Hostile Site&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Mission Victory&amp;#039;&amp;#039;.&lt;br /&gt;
* Enter your name if it&amp;#039;s not there already. (The game remembers who wrote each event, and we may make this info visible to players. If you don&amp;#039;t want to be associated with your events, or a particular one, we can work that out.)&lt;br /&gt;
* Enter &amp;quot;a&amp;quot; for the event name (in plain english, with spaces) for the event. The tool will create an ID and Filename automatically.&lt;br /&gt;
* Edit the id and filename if you want.&lt;br /&gt;
* Press &amp;#039;&amp;#039;&amp;#039;Create&amp;#039;&amp;#039;&amp;#039;!&lt;br /&gt;
&lt;br /&gt;
Event now exists! Maybe save?&lt;br /&gt;
&lt;br /&gt;
==Codestuff==&lt;br /&gt;
Read this first: [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General Advice:&amp;#039;&amp;#039;&amp;#039; Use the STUB fields to document intent, and leave notes about what SHOULD happen, especially if you don&amp;#039;t know how to do something. It&amp;#039;s totally fine to STUB out complicated effects or fiddly details that you&amp;#039;re not sure how to handle. That&amp;#039;s what programmers are &amp;#039;&amp;#039;for&amp;#039;&amp;#039; after all, right?&lt;br /&gt;
&lt;br /&gt;
You &amp;#039;&amp;#039;CAN&amp;#039;&amp;#039; edit all this stuff, if you want to, but it&amp;#039;s not necessarily recommended. If you&amp;#039;re tempted, you can search for other effects that use the functionality you&amp;#039;re interested in, and see if you can just do the same thing.&lt;br /&gt;
&lt;br /&gt;
===Story Roles===&lt;br /&gt;
Now that you have an event, it&amp;#039;s time to add targets for the important people, which is generally the heroes. The easy and right way to do this is to press the &amp;#039;&amp;#039;&amp;#039;New Story Role&amp;#039;&amp;#039;&amp;#039; button, which can be found on the same row as the &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039; header. You will need to mouse-over &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039; and the buttons will show up on the right. The &amp;#039;&amp;#039;New Story Role Dialog&amp;#039;&amp;#039; will pop up:&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewStoryRoleDialog1.png|holy moly]]&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s a lot here, but let&amp;#039;s just look at the first dropdown box. Expand that down and you&amp;#039;ll get a list of possible &amp;#039;&amp;#039;roles&amp;#039;&amp;#039; for this new target. The easiest and most common thing to do is to pick a personality stat, like greedy. This will automatically populate the dialog so that the greediest hero will be picked for this role, which is almost what you want, right?&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewStoryRoleDialog2.png|it will all makes sense some day]]&lt;br /&gt;
&lt;br /&gt;
But the point of all this mess is to help you select the most appropriate hero for a particular story role. In the end it all boils down to a Score Function, which you can see by playing around with the controls and seeing how it changes.&lt;br /&gt;
&lt;br /&gt;
A few other notes:&lt;br /&gt;
* If a &amp;#039;&amp;#039;&amp;#039;Required Role&amp;#039;&amp;#039;&amp;#039; is not present, the story won&amp;#039;t happen. This is usually what you want. This way you can be sure that if the story is being told at all, the right characters are in place. Sometimes you have a role that&amp;#039;s not too important, and you can make it optional.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Not Already Matched As&amp;#039;&amp;#039;&amp;#039; checkbox is actually disabled if this is your first story role, but for number two and on, it makes sure that this person isn&amp;#039;t the same person you selected for a previous role, because then it might seem like they were arguing with themselves, which is only &amp;#039;&amp;#039;sometimes&amp;#039;&amp;#039; what you want.&lt;br /&gt;
* Remember, targets are selected in order, and by the time you get to number three or four, it&amp;#039;s unlikely that the Romantic is really an iconic romantic, so put your most important/iconic/identifiable roles first.&lt;br /&gt;
&lt;br /&gt;
Create as many roles as you need. Usually that means one per speaking role, and remember there are never more than 5 heroes in a party, but there can be more than that in the company. So, it depends what kind of story you&amp;#039;re telling.&lt;br /&gt;
&lt;br /&gt;
===Other Targets===&lt;br /&gt;
In addition to Story Roles, you can create other targets. One useful template is LEGEND, which allows you to pick NPCs that have been generated at the start of the game, and/or maybe if we get around to it, pulled from the player&amp;#039;s [[legacy]]. Use the legendId field to specify who you want.&lt;br /&gt;
&lt;br /&gt;
TODO explain more.&lt;br /&gt;
&lt;br /&gt;
===Choices===&lt;br /&gt;
Some events call for choices. In this case, there&amp;#039;s generally a prompt, which is a set of comic panels, and then a choice, which is several panels, some of which might only be present under certain circumstances. Anyway to add a choice, do this:&lt;br /&gt;
# expand &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039;-&amp;gt;&amp;#039;&amp;#039;&amp;#039;choiceTarget...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# See &amp;#039;&amp;#039;&amp;#039;options&amp;#039;&amp;#039;&amp;#039; right after &amp;quot;prompt&amp;quot;.&lt;br /&gt;
# Click on the &amp;#039;&amp;#039;&amp;#039;New Option&amp;#039;&amp;#039;&amp;#039; button &lt;br /&gt;
[[File:ComicEditorNewOptionsButton.png]]&lt;br /&gt;
# to bring up the &amp;#039;&amp;#039;New Option Dialog&amp;#039;&amp;#039;&lt;br /&gt;
[[File:ComicEditorNewChoiceDialog1.png|Yeah this thing makes sense, right?]]&lt;br /&gt;
&lt;br /&gt;
This lets you pick a tag (which is not too important except that the outcome will use the same tag). Then you can pick who will be speaking, and you can make the choice optional, so that if that character is not present, the choice won&amp;#039;t show. Then you can choose if you want to add any branching, like a dice roll with a chance of multiple outcomes. Most commonly you will pick &amp;quot;simple&amp;quot; or &amp;quot;event roll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
TODO more explain.&lt;br /&gt;
&lt;br /&gt;
===[[Outcomes]]===&lt;br /&gt;
Specify what should happen as a result of choices, or chance.&lt;br /&gt;
&lt;br /&gt;
Details on how to do this can be found on the [[Outcomes]] page.&lt;br /&gt;
&lt;br /&gt;
Use the STUB field as a place to write down what should happen without touching the code.&lt;br /&gt;
&lt;br /&gt;
We need to add more functionality here, like, probably a lot. For now it is STUB City.&lt;br /&gt;
&lt;br /&gt;
==Comic Editor Basics==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO!!!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Each box on the left holds text for a different section of the story: a prompt, a choice, or an outcome.&lt;br /&gt;
* Press the save button!&lt;br /&gt;
* Undo should work, but sometimes need to press it more than once.&lt;br /&gt;
&lt;br /&gt;
==Using Tags to Control Text==&lt;br /&gt;
&lt;br /&gt;
See : [[Tag Reference]]&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. The status bar at the bottom will tell you where the cursor is within a tag or nested tag. It&amp;#039;s super handy for complex splits!&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
===Style Markup===&lt;br /&gt;
See: [[Text Styles]]&lt;br /&gt;
&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
===Tweaking Faces===&lt;br /&gt;
See: [[Face Tags]]&lt;br /&gt;
&lt;br /&gt;
  [face:sad]&lt;br /&gt;
  [hero.face:dubious]&lt;br /&gt;
  [loner.face:talking]&lt;br /&gt;
&lt;br /&gt;
Sets the facial expression from text, overriding what the tool says. This is useful inside text splits, so you can tweak a panel without having to build a whole panel split.&lt;br /&gt;
&lt;br /&gt;
===Other Details===&lt;br /&gt;
TODO document all the buttons!&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Reference]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15123</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15123"/>
		<updated>2020-03-21T14:39:31Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Game Won&amp;#039;t Launch at All */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team. If you&amp;#039;re a mod author or just want to take a look yourself, here&amp;#039;s a page on [[Log Analysis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Try launching the game directly from the install folder (via the exe, on Windows). We don&amp;#039;t know exactly why, but this solves the issue for some players.&lt;br /&gt;
# If you have multiple graphics cards available (e.g. gaming laptop), choose the dedicated card.&lt;br /&gt;
# Update your graphics driver - this has worked for a lot of people.&lt;br /&gt;
# Plugging in your laptop can make a difference (different power saving / graphics settings).&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15122</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15122"/>
		<updated>2020-03-21T14:38:21Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Game Won&amp;#039;t Launch at All */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team. If you&amp;#039;re a mod author or just want to take a look yourself, here&amp;#039;s a page on [[Log Analysis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Try launching the game directly from the install folder (via the exe, on Windows). We don&amp;#039;t know exactly why, but this solves the issue for some players.&lt;br /&gt;
# If you have multiple graphics cards available (gaming laptop), plug in your laptop and choose the dedicated card.&lt;br /&gt;
# Update your graphics driver - this has worked for a lot of people.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15121</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15121"/>
		<updated>2020-03-21T14:16:23Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Game Won&amp;#039;t Launch at All */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team. If you&amp;#039;re a mod author or just want to take a look yourself, here&amp;#039;s a page on [[Log Analysis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Try launching the game directly from the install folder (via the exe, on Windows). We don&amp;#039;t know exactly why, but this solves the issue for some players.&lt;br /&gt;
# Update your graphics driver - this has worked for a lot of people.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15120</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15120"/>
		<updated>2020-03-21T14:10:29Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team. If you&amp;#039;re a mod author or just want to take a look yourself, here&amp;#039;s a page on [[Log Analysis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Some players have reported that launching the exe directly (instead of via steam) works for them.&lt;br /&gt;
# Updating your graphics driver has resolved this for some players.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15119</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15119"/>
		<updated>2020-03-21T14:09:56Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Game Crashes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Some players have reported that launching the exe directly (instead of via steam) works for them.&lt;br /&gt;
# Updating your graphics driver has resolved this for some players.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15118</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15118"/>
		<updated>2020-03-21T14:09:41Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Game Crashes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Some players have reported that launching the exe directly (instead of via steam) works for them.&lt;br /&gt;
# Updating your graphics driver has resolved this for some players.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
[[Log Analysis]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15117</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15117"/>
		<updated>2020-03-21T14:09:28Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Game Won&amp;#039;t Launch at All */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Some players have reported that launching the exe directly (instead of via steam) works for them.&lt;br /&gt;
# Updating your graphics driver has resolved this for some players.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15116</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=15116"/>
		<updated>2020-03-21T14:07:47Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: reorganize to put worse problems at the top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs There might be something obvious there.&lt;br /&gt;
# Some players have reported that launching the exe directly (instead of via steam) works for them.&lt;br /&gt;
# Updating your graphics driver has resolved this for some players.&lt;br /&gt;
# Some devices (laptops in particular) use different settings depending on if they are plugged in. Plugging your laptop in might help.&lt;br /&gt;
&lt;br /&gt;
[[Log Analysis]]&lt;br /&gt;
&lt;br /&gt;
If none of this helps, please ask for help on discord, or send your logs to wildermyth at gmail and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=15114</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=15114"/>
		<updated>2020-03-18T15:23:54Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Relational Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplishes Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive, comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;(Related: You&amp;#039;ll almost always be using tags via the [[Comic Editor Reference|Comic Editor]])&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Top-Level Tags==&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| random|| &amp;amp;lt;random:I love the woods!/These trees are huge!&amp;amp;gt; || These trees are huge! || Chooses randomly between any number of options. Useful if you want to add variety to an event players might see a lot that might otherwise be the same each time.&lt;br /&gt;
|-&lt;br /&gt;
| randomA / randomB / randomC|| &amp;quot;Want some &amp;amp;lt;randomA:pasta/bugs&amp;amp;gt;?&amp;quot; &amp;quot;&amp;amp;lt;randomA:Oh, yum! Sure!/Ew, gross.&amp;amp;gt;&amp;quot; || &amp;quot;Want some bugs?&amp;quot; &amp;quot;Ew, gross.&amp;quot; || Chooses randomly but deterministically (based on roles in the Effect) between any number of options. If you use several instances of one of these tags with the same number of choices within the same Effect, the same option will be chosen in each instance. This can be useful if you want to randomize a conversation that spans multiple panels.&lt;br /&gt;
|-&lt;br /&gt;
| int|| &amp;amp;lt;int:2+5&amp;amp;gt; || 7 || Calculates a given expression as an integer. This is generally useful when used together with [[Expressions#Variables|variables]], ex: &amp;quot;It costs &amp;lt;int:2+RECRUIT_COST_ADJUSTMENT&amp;gt; Legacy Points to recruit this hero.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Role Tags==&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
===Names and Specials===&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType|| &amp;amp;lt;coward.weaponType&amp;amp;gt; || axe || If the first letter of the tag is capitalized (coward.WeaponType), the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponTier|| &amp;amp;lt;weapon.weaponTier&amp;amp;gt; || 2 || The tier of the given item, or the tier of the current main hand weapon of a given individual.&lt;br /&gt;
|-&lt;br /&gt;
| element|| &amp;amp;lt;weapon.element&amp;amp;gt; || Fire || The element of a given item (Fire, Water, Leaf, Stone), or nothing if the item isn&amp;#039;t elemental. (Can also be used to get the element of a spirit)&lt;br /&gt;
|-&lt;br /&gt;
| elementSpaceAfter|| A &amp;amp;lt;weapon.elementSpaceAfter&amp;amp;gt;Bow || A Fire Bow || Same as element, but puts a space after the element if it&amp;#039;s not null. This is to prevent the awkward double-space that would occur if you used the element tag in a line of text and the element was null. (When using this, don&amp;#039;t put a space after the tag, only before it)&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Selectors===&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType || &amp;amp;lt;hook.weaponType:swing your sword at it/axe it a question/bonk it one/stick the pointy end in its face/fire a shot across its nose/stick a bolt in it/sneak up on it real quiet like/wave your big stick around/wave your magic wand/get up in its grill&amp;amp;gt; || axe it a question || different text depending on target&amp;#039;s main weapon type: sword/axe/mace/spear/bow/crossbow/dagger/staff/wand/other (or none).&lt;br /&gt;
|-&lt;br /&gt;
| personality || &amp;amp;lt;hook.personality:bookish/cowardly/goofy/greedy/gentle/angry/serious/detached/dreamy/horny/smart&amp;amp;gt; || cowardly || quickly create an 11 way personality split: bookish/coward/goofball/greedy/healer/hothead/leader/loner/poet/romantic/snark&lt;br /&gt;
|-&lt;br /&gt;
| personality2 || &amp;amp;lt;hook.personality2:bookish/cowardly/goofy/greedy/gentle/angry/serious/detached/dreamy/horny/smart&amp;amp;gt; || cowardly || quickly create an 11 way personality split based on the second-highest personality stat of a hero: bookish/coward/goofball/greedy/healer/hothead/leader/loner/poet/romantic/snark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Relational Tags===&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| krfln.OTHER_ROLE|| &amp;amp;lt;hook.krfln.hook2:Remember when used to sing around the kitchen?/It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./Oh you like to sing?&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| kin/rival/friend/lover/none. If hook and hook2 in this example are family (kin), rivals, friends, or lovers, they say different things about the song.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| pcfn.OTHER_ROLE|| &amp;amp;lt;loner.pcfn.leader:Alright bossypants./Fine, &amp;amp;lt;leader.mf:Dad/Mom&amp;amp;gt;./Ok &amp;amp;lt;leader.mf:bro/sis&amp;amp;gt;/Alright.&amp;amp;gt;|| Fine, Dad.|| isParentOf/isChildOf/isFamilyWith/none. If loner and leader are family, use a specific family relationship to flavor the line.&lt;br /&gt;
|-&lt;br /&gt;
| childOf.OTHER_ROLE || I&amp;#039;m their &amp;amp;lt;hook.childOf.hook2:child/friend&amp;amp;gt;. || I&amp;#039;m their child. || If the first role is a child of the second role, returns the first option. Otherwise, the second option.&lt;br /&gt;
|-&lt;br /&gt;
| parentOf.OTHER_ROLE || I&amp;#039;m their &amp;amp;lt;hook.parentOf.hook2:parent/friend&amp;amp;gt;. || I&amp;#039;m their parent. || If the first role is a parent of the second role, returns the first option. Otherwise, the second option.&lt;br /&gt;
|-&lt;br /&gt;
| familyWith.OTHER_ROLE || They&amp;#039;re my &amp;amp;lt;hook.familyWith.hook2:family/friend&amp;amp;gt;. || They&amp;#039;re my family. || If the first role is family with the second role (child, parent, sibling, grandchild/parent, etc...), returns the first option. Otherwise, the second option.}&lt;br /&gt;
|-&lt;br /&gt;
| directionTo.OTHER_ROLE || They&amp;#039;re somewhere &amp;amp;lt;leader.directionTo.target:north of us/northeast of us/east of us/southeast of us/south of us/southwest of us/west of us/northwest of us/nearby&amp;amp;gt;. || They&amp;#039;re somewhere southeast of us. || The compass direction from one hero or tile to another on the overland: N/NE/E/SE/S/SW/W/NW/Same Position(Optional)&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Generic Selectors===&lt;br /&gt;
Generic selector tags allow you to pick different text depending on stat values, or depending on which stat is higher, or aspect values. They&amp;#039;re very flexible!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Reference]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=History&amp;diff=14772</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=History&amp;diff=14772"/>
		<updated>2020-02-04T16:07:16Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also called History Line. &lt;br /&gt;
&lt;br /&gt;
A line of player-facing text that tells a story about the [[entity]] it’s pinned to; can add and remove [[aspect]]s, [[stat]]-increases, [[hook]]s; some is generated upon initialization, some is recorded in recognition of game-occurrences.&lt;br /&gt;
&lt;br /&gt;
[[Hero]] History is generated at the start of the game with three lines: an Origin, and Anecdote, and a Motivation. These affect prime stats and personality stats, and also seed Hooks. History lines leave behind a number of Hooks, which are more specific character aspects and often take the form of a personality flaw or quirk.&lt;br /&gt;
&lt;br /&gt;
Note that History lines cannot be queried, but can apply aspects, which can be queried.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;(For a more general overview of how history relates to other parts of Wildermyth, see the [[Data Format Overview]])&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Reference]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Data_Format_Overview&amp;diff=14771</id>
		<title>Data Format Overview</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Data_Format_Overview&amp;diff=14771"/>
		<updated>2020-02-04T16:03:14Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth has a number of different types of moddable data (all stored as json files) that work together to make things happen in the game. This overview is intended to give a broad understanding of the different pieces you can edit (mainly by using the Content and Comics Editor) and how they fit together.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Here are all the pieces listed below and how they fit together, in as short terms as possible:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Effects]]&amp;#039;&amp;#039;&amp;#039; are how things (events, abilities, etc.) happen, based on checking if certain criteria (targets) are met and then executing &amp;#039;&amp;#039;&amp;#039;outcomes&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Outcomes]]&amp;#039;&amp;#039;&amp;#039; make things happen in the game. They are generally triggered by &amp;#039;&amp;#039;&amp;#039;effects&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Aspect]]s&amp;#039;&amp;#039;&amp;#039; describe what an entity (hero, site, scenery, etc.) is and can do. Aspects can contain &amp;#039;&amp;#039;&amp;#039;effects&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;stats&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[History]]&amp;#039;&amp;#039;&amp;#039; stores &amp;quot;permanent&amp;quot; changes to an entity. This can include a text description, is used to permanently add or removes aspects (and therefore abilities and stats).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Scenario]]s&amp;#039;&amp;#039;&amp;#039; are used to test out missions from the menu (via Tools &amp;gt; New Battle) without needing to start a full campaign.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Plot]]s&amp;#039;&amp;#039;&amp;#039; control the steps and goals of campaigns or missions; they determine what special plot events should happen, the goals of chapters, special missions and their goals, and more!&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
[[Effects]] are how things happen. An effect represents a trigger or ability that can have multiple targets and multiple outcomes. If all targets are present, the ability is valid and the outcomes are executed. Effects (especially abilities) are sometimes attached to entities via &amp;#039;&amp;#039;&amp;#039;aspects&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The main kinds of effects are:&lt;br /&gt;
===Events===&lt;br /&gt;
[[Event Types|Events]] are encounters or stories that happen due to specific in-game triggers. These triggers include things like arriving at a hostile site (ENCOUNTER_HEROES_ARRIVE_HOSTILE_SITE), winning a mission (ENCOUNTER_MISSION_VICTORY), or a specific plot event (PLOT_ARRIVE). Events are generally used to tell a story of some kind, and thus are almost always accompanied by &amp;#039;&amp;#039;&amp;#039;comics&amp;#039;&amp;#039;&amp;#039;. Most of the work in creating comics can be done in the [[Comic Editor Reference|Comic Editor]]. Events also often make &amp;#039;&amp;#039;&amp;#039;[[Outcomes]]&amp;#039;&amp;#039;&amp;#039; happen, which can mean things like granting resources or relationship points, applying a [[Theme]] or [[Aspect]] to a hero, starting a [[Mission]], causing another event to happen, or a lot of other things.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
[[Ability|Abilities]] are things heroes and monsters can choose to do during missions. This includes everything from moving, to attacking, to interfusing. All abilities use the special &amp;quot;ABILITY&amp;quot; type. They all have &amp;#039;&amp;#039;&amp;#039;[[Outcomes]]&amp;#039;&amp;#039;&amp;#039; that determine what the ability does, which generally includes things like making an attack roll, dealing damage, moving, adjusting stats in some way, or modifying scenery on the map. These generally don&amp;#039;t include comic panels, though there are exceptions (see callDownVolleyOfArrows).&lt;br /&gt;
&lt;br /&gt;
Abilities are attached to entities via &amp;#039;&amp;#039;&amp;#039;aspects&amp;#039;&amp;#039;&amp;#039;. For example, if you look at the &amp;quot;human&amp;quot; aspect, you&amp;#039;ll notice it has all the standard abilities humans have: run, openDoor, waitEndTurn, etc.&lt;br /&gt;
&lt;br /&gt;
===Tidings===&lt;br /&gt;
[[Tidings]] are events that happen during the [[Interval]] after a chapter that show what heroes did during the years of peace. These are generally just comic stories, though they can also have other Outcomes (like granting resources) if desired. These are separated into several different categories, listed on the [[Tidings]] page (along with a guide on how to make one).&lt;br /&gt;
&lt;br /&gt;
==Outcomes==&lt;br /&gt;
[[Outcomes]] are things that happen! Generally, you&amp;#039;ll be seeing these in the context of [[Effects]]. Outcomes can make a lot of things happen, usually via &amp;#039;&amp;#039;&amp;#039;events&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;abilities&amp;#039;&amp;#039;&amp;#039;. Event Outcomes usually include things like granting resources or relationship points, applying a [[Theme]] or [[Aspect]] to a hero, starting a [[Mission]], or causing another event to happen. Ability Outcomes generally include things like making an attack roll, dealing damage, moving, adjusting stats in some way, or modifying scenery on the map.&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
[[Aspect|Aspects]] are named markers tied to [[entity|entities]], usually reflecting their narrative state, that &amp;#039;&amp;#039;&amp;#039;add stats&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;apply specific effects&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
For [[hero]]es, aspects are just facts about the hero. Stuff like &amp;quot;human&amp;quot;, &amp;quot;female&amp;quot;, &amp;quot;attractedToMen&amp;quot;, &amp;quot;hunter&amp;quot;, &amp;quot;missingLeftArm&amp;quot;. Aspects can carry stat modifiers and Effects. Aspects are the workhorse of the dynamic content in the game, almost everything you need to know about a hero, site, anything really, can be accessed as an aspect (other than stat values). Aspects can be queried to find out almost things about an entity (other than [[history]], but that applies aspects that can be queried).&lt;br /&gt;
&lt;br /&gt;
Aspects can be temporary, like status effects (poisoned) or combat modifiers (combatModifier_buff_courage), or more permanent, like theme pieces (themePiece_fire_leftArm) or class upgrade abilities (hunterDeck_quellingmoss).&lt;br /&gt;
&lt;br /&gt;
A special subcategory of aspects is [[hook]]s, which are usually designated when a hero is first generated, and are used to trigger hook quests.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[History]], also called a History Line, is a line of player-facing text that tells a story about the [[entity]] it’s pinned to. This is generally the way that more &amp;quot;permanent&amp;quot; changes to an entity are made, like &amp;#039;&amp;#039;&amp;#039;[[Theme]]s&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;permanent aspects&amp;#039;&amp;#039;&amp;#039;. History coincides with [[aspect]]s, [[stat]]-increases, and [[hook]]s. Some is generated upon initialization, some is recorded in recognition of game-occurrences.&lt;br /&gt;
&lt;br /&gt;
[[Hero]] History is generated at the start of the game with three lines: an Origin, and Anecdote, and a Motivation. These affect prime stats and personality stats, and also seed Hooks. History lines leave behind a number of Hooks, which are more specific character aspects and often take the form of a personality flaw or quirk.&lt;br /&gt;
&lt;br /&gt;
During the campaign, history can be added to heroes using the [[Outcomes#AddHistory|AddHistory Outcome]]. These added history lines can just be some text that details what happened in a certain event &amp;#039;&amp;#039;(ex: encounter_heroesArriveAtSite_heroWorship adds history to the new recruit mentioning that it was the recruit&amp;#039;s dream to join the company)&amp;#039;&amp;#039;, or can also include &amp;#039;&amp;#039;&amp;#039;required or forbidden aspects&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(ex: encounter_heroesArriveAtSite_fireball adds history with the associated &amp;#039;&amp;#039;&amp;#039;aspect&amp;#039;&amp;#039;&amp;#039; mysticSpecial_improvisedFireball, an aspect which has the &amp;#039;&amp;#039;&amp;#039;effect&amp;#039;&amp;#039;&amp;#039; mystic_improvisedFireball attached to it, thus allowing the mystic to use that ability in combat)&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
[[Scenario]]s are used to test out missions from the menu (via Tools &amp;gt; New Battle) without needing to start a full campaign.&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
[[Plot]]s control the steps and goals of campaigns or missions; they determine what special plot events should happen, the goals of chapters, special missions and their goals, and more!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Reference]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Log_Analysis&amp;diff=14720</id>
		<title>Log Analysis</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Log_Analysis&amp;diff=14720"/>
		<updated>2020-02-01T19:03:54Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Log Analysis =&lt;br /&gt;
Logs can help you identify bugs and crashes, or other problems. Useful for troubleshooting and when modding.&lt;br /&gt;
&lt;br /&gt;
== Where to Find Your Logs ==&lt;br /&gt;
Logs are stored in the install folder, under logs/&lt;br /&gt;
&lt;br /&gt;
You can ignore the usageReport files, they&amp;#039;re just summaries of the logs.&lt;br /&gt;
&lt;br /&gt;
== How to Read Your Logs ==&lt;br /&gt;
Wildermyth runs on java, and java stack traces are one of the main things you&amp;#039;ll be looking for. Stack traces are easy to spot because they&amp;#039;re a bunch of indented lines. The useful bit is generally the line above the stack trace, and sometimes the first few lines, for context.&lt;br /&gt;
&lt;br /&gt;
== Notable Entries ==&lt;br /&gt;
&lt;br /&gt;
398:54:127 &amp;#039;&amp;#039;&amp;#039;5 CampaignParticipantSystem AI player failed to join, aborting!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Note: This is a fatal error. We don&amp;#039;t understand what causes it. It seems to be machine related and there are no known workarounds. We are still investigating it.&lt;br /&gt;
&lt;br /&gt;
143:38:543 &amp;#039;&amp;#039;&amp;#039;5 LegacyDesktop exiting due to fatal runtime error java.lang.IllegalStateException: frame buffer couldn&amp;#039;t be constructed: incomplete attachment&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
	at com.worldwalkergames.legacy.render.NiceFrameBuffer.build(NiceFrameBuffer.java:93)&lt;br /&gt;
	at com.worldwalkergames.legacy.render.NiceFrameBuffer.&amp;lt;init&amp;gt;(NiceFrameBuffer.java:45)&lt;br /&gt;
	at com.worldwalkergames.legacy.game.mission.render.EnvironmentFrameSetup.validateSceneBuffer(EnvironmentFrameSetup.java:82)&lt;br /&gt;
	at com.worldwalkergames.legacy.game.mission.render.EnvironmentFrameSetup.render(EnvironmentFrameSetup.java:45)&lt;br /&gt;
	at com.worldwalkergames.legacy.render.LegacyRenderingSystem.render(LegacyRenderingSystem.java:82)&lt;br /&gt;
&lt;br /&gt;
Note: This appears to be an out of memory bug. &lt;br /&gt;
&lt;br /&gt;
398:44:768 &amp;#039;&amp;#039;&amp;#039;3 CampaignGenerator exception during overland tile gen:  java.lang.RuntimeException: unreachable tile!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Note: Here&amp;#039;s an example of one that looks scary, but is pretty harmless!&lt;br /&gt;
&lt;br /&gt;
401:19:246 5 LegacyDesktop exiting due to fatal runtime error &amp;#039;&amp;#039;&amp;#039;java.lang.OutOfMemoryError:&amp;#039;&amp;#039;&amp;#039; Direct buffer memory&lt;br /&gt;
	at java.nio.Bits.reserveMemory(Bits.java:693)&lt;br /&gt;
	at java.nio.DirectByteBuffer.&amp;lt;init&amp;gt;(DirectByteBuffer.java:123)&lt;br /&gt;
	at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:311)&lt;br /&gt;
&lt;br /&gt;
Note: We&amp;#039;re aware there are some memory leaks and we&amp;#039;ll be looking into it!&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Encounter_Consistency&amp;diff=14700</id>
		<title>Encounter Consistency</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Encounter_Consistency&amp;diff=14700"/>
		<updated>2020-01-28T20:05:08Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: Created page with &amp;quot;We follow some conventions to make sure encounters are as consistent as possible with the state of the game and the story so far.  A big part of this is targeting, which is di...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We follow some conventions to make sure encounters are as consistent as possible with the state of the game and the story so far.&lt;br /&gt;
&lt;br /&gt;
A big part of this is targeting, which is discussed elsewhere (link?)&lt;br /&gt;
&lt;br /&gt;
=Forbidding certain Mission Victories=&lt;br /&gt;
Sometimes an Arrive-at-site sets up a story and establishes certain facts about a place/situation. It can be useful to forbid certain kinds of victories from happening. We add an aspect to the site in order to mark it, and then in the misionVictory, we forbid the presence of this aspect on the site.&lt;br /&gt;
&lt;br /&gt;
# forbidTownishVictoryEvent - use this to forbid victory events that imply that npcs live here&lt;br /&gt;
# forbidSiteSecretsVictoryEvent - use to forbid victory events that reveal secrets at the site&lt;br /&gt;
# forbidSpiritVictoryEvent - use to forbid victory events that involve a nature spirit&lt;br /&gt;
# forbidLootVictoryEvent - use this to forbid victory events that grant loot&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=14699</id>
		<title>Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=14699"/>
		<updated>2020-01-28T19:58:21Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth is intended to be pretty moddable.  Here are the guides for doing it!&lt;br /&gt;
&lt;br /&gt;
For background on writing, as opposed to the mechanics of creating mods, see instead: [[Writer&amp;#039;s Guide]] and [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
== Encounters (events) ==&lt;br /&gt;
&lt;br /&gt;
* [https://steamcommunity.com/games/763890/announcements/detail/1714113379457395728 How to: Add an Event to Wildermyth], Steam post with attached video, by game designer Nate Austin&lt;br /&gt;
* [https://steamcommunity.com/games/763890/partnerevents/view/1714113379457395727 Adding an event] &amp;#039;&amp;#039;(how to create your own event with relationship choices and share it as a mod)&amp;#039;&amp;#039;&lt;br /&gt;
* [[Modding Wilderness encounter|Adding a wilderness encounter]]&lt;br /&gt;
* [[Modding encounter choice|Adding an encounter with a choice]]&lt;br /&gt;
* [[Modding variant text|Variant text]]&lt;br /&gt;
* [[Modding repeated roles]]&lt;br /&gt;
* [[Modding multiple branches]]&lt;br /&gt;
* [[Modding site activities|Adding an encounter that appears at a site]]&lt;br /&gt;
* [[Encounter Consistency]]&lt;br /&gt;
&lt;br /&gt;
== Campaigns (Villains) ==&lt;br /&gt;
&lt;br /&gt;
=== Heart of the Forest ===&lt;br /&gt;
&lt;br /&gt;
This is a series of blog posts that walk through how to create a [[villain]] (campaign story). The story is called &amp;quot;Heart of the Forest&amp;quot; and the mod is shipped with the game so you can inspect it or use it as a baseline.&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/07/how-to-write-your-own-villain-for.html Part 1 Creating a Mod and a Campaign]&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/08/how-to-write-your-own-villain-for.html Part 2 Custom Fights]&lt;br /&gt;
* [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters]&lt;br /&gt;
&lt;br /&gt;
== Other topics ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* [[Modding add equipment|Adding equipment]]&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
* [[Modding add monster|Adding a monster]] (this is mostly duplicated by [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters] above)&lt;br /&gt;
* [[Modding monster abilities|Adding a custom ability to a monster]]&lt;br /&gt;
&lt;br /&gt;
=== Tidings ===&lt;br /&gt;
* [[Tidings|Adding a tiding]]&lt;br /&gt;
&lt;br /&gt;
=== Intermediate level FAQ ===&lt;br /&gt;
* [[Modding intermediate FAQ|Intermediate level modding FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Mod mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== How mods are loaded ===&lt;br /&gt;
&lt;br /&gt;
Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, are mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.&lt;br /&gt;
&lt;br /&gt;
=== Where to find installed mods ===&lt;br /&gt;
&lt;br /&gt;
* Mods included with the game are stored under steam\steamapps\common\wildermyth\mods\builtin&lt;br /&gt;
* Mods that you create are stored under steam\steamapps\common\wildermyth\mods\user.  Also, mods that you download from other sites such as [http://https://www.nexusmods.com/wildermyth nexus] will instruct you to install them in this folder.&lt;br /&gt;
* Mods that you download from the steam workshop are harder to find.  Under steam\steamapps\workshop\content, you need to know or guess the numeric steam game ID.  It seems to be 763890, so go inside that folder.  Then each mod is assigned a numeric steam mod ID.  If you have several mods, you may be able to guess which folder goes to a particular mod by the date you installed it.  If not, go into each folder and double click on the preview.jpg file to view it.  This is the &amp;quot;splash screen&amp;quot; of the mod.  Once you have found the steam ID of a particular mod, it may be easiest to write that down on a sticky by your monitor.&lt;br /&gt;
&lt;br /&gt;
===Using an existing mod as a starting point===&lt;br /&gt;
# Before changing and publishing a mod, discuss with the mod author.  It is not fair to make a tiny change to a large mod and then re-release it as your own.  Most mod authors are happy to have other authors learn from their published mods, but check before getting underway with something you plan to publish.&lt;br /&gt;
# Subscribe, download and find the mod, as described above&lt;br /&gt;
# Create a new, blank mod.  Select &amp;quot;Tools&amp;quot; at the main game screen, then &amp;quot;Open Editor&amp;quot;, then &amp;quot;Content and Comics Editor&amp;quot;.  At the upper left, click &amp;quot;Mods&amp;quot;, click &amp;quot;Create New Mod&amp;quot; in the browser, and fill in the form. This will pop up a file browser showing the files the tool just created; note that the directory is steam\steamapps\common\wildermyth\mods\user\&amp;lt;your mod name&amp;gt;. &lt;br /&gt;
# Exit the game&lt;br /&gt;
# In file explorer, copy the folders from the numeric steam directory to your new mod directory.&lt;br /&gt;
# Restart the game, so it loads all the files.  You should see entries for your &amp;quot;new&amp;quot; mod as well as entries for the previous numeric mod.&lt;br /&gt;
# Edit the mod as desired.&lt;br /&gt;
&lt;br /&gt;
===How to publish your mod===&lt;br /&gt;
&lt;br /&gt;
Once you have created a mod, publishing it is easy.  There is a button right in the game itself.&lt;br /&gt;
# Obviously, test your mod and make sure it is polished enough for others to use it.&lt;br /&gt;
# Make sure you are logged into steam.&lt;br /&gt;
# In the mod folder, make sure there is a file preview.png (currently only png format works).  This is the main image people will see for your mod.  Square aspect ratio is preferred.&lt;br /&gt;
# In the game, choose tools, click &amp;quot;open editor&amp;quot;, and click the bottom choice &amp;quot;Steam Workshop&amp;quot;.  This will show all of your mods on the current computer.&lt;br /&gt;
# Click &amp;quot;share&amp;quot; on the mod you want to publish.  This will upload the files and show the steam overlay on your mod.  Now it is on steam, but it is only visible to you.&lt;br /&gt;
# The mod description on steam is filled in from the description field of your mod files.  But this is very short, and you will want a longer description.  Write the description in the steam form.&lt;br /&gt;
# Because any update you do will wipe out the description, cut the text you have written and paste it into a notepad file, or equivalent, on your computer.  After any update, you will have to replace the description.  (This may be be fixed in a later game release.)&lt;br /&gt;
# Once you are sure the description and preview image are correct, find &amp;quot;Change Visibility&amp;quot; on the lower right, and choose &amp;quot;Public&amp;quot;.&lt;br /&gt;
# Congratulations, you are now a published mod author!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Data Format Overview]] (A broad overview of the files in Wildermyth and how they work together)&lt;br /&gt;
** [[Aspect]]s&lt;br /&gt;
** [[Effects]]&lt;br /&gt;
** [[Outcomes]]&lt;br /&gt;
** [[History]]&lt;br /&gt;
** [[Scenario]]s&lt;br /&gt;
** [[Plot]]s&lt;br /&gt;
* [[Comic Editor Reference]]&lt;br /&gt;
* [[Tag Reference]]&lt;br /&gt;
* [[Text Styles]]&lt;br /&gt;
* [[Face Tags]]&lt;br /&gt;
* [[Expressions]]&lt;br /&gt;
* [[Modding Relationship Points|Adding/strengthening relationships]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Guides]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=14635</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=14635"/>
		<updated>2020-01-24T16:38:53Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: add audio troubleshooting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs There might be something obvious there.&lt;br /&gt;
# Updating your graphics driver has resolved this for some players.&lt;br /&gt;
# Some devices (laptops in particular) use different settings depending on if they are plugged in. Plugging your laptop in might help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If none of this helps, please ask for help on discord, or send your logs to wildermyth at gmail and we will take a look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Log Analysis]]&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Scratchpad&amp;diff=14538</id>
		<title>Scratchpad</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Scratchpad&amp;diff=14538"/>
		<updated>2020-01-06T15:08:53Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; The [[editor]] is available in-game, Click &amp;quot;tools&amp;quot; from the main game screen, then click &amp;quot;open editor&amp;quot;. But you can still run scratchpad separately if you want.)&lt;br /&gt;
&lt;br /&gt;
Scratchpad is a stand-alone application for viewing and editing Wildermyth data. In order to run it, you need to have [[Install Java|java installed]].&lt;br /&gt;
&lt;br /&gt;
From your install location, double click on scratchpad.jar to run it! It should open up in a window and it will look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:ScratchpadListScreen.png]]&lt;br /&gt;
&lt;br /&gt;
Each of those buttons will take you to a dedicated screen, that has some past or current usefulness. They&amp;#039;re generally pretty rough and inconsistent, because they are mostly tools that were written to enable to do exactly one thing. But a few of the screens have general and ongoing usefulness.&lt;br /&gt;
&lt;br /&gt;
From any screen, press the &amp;#039;&amp;#039;&amp;#039;Back&amp;#039;&amp;#039;&amp;#039; button in the lower left to go back to this index screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Site Lab=&lt;br /&gt;
Play with the mission map generator, see how various combinations of [[Mission Format]], Site ([[station]]), [[Tile]] ([[Biome]]), and [[Mutators]] will generate.&lt;br /&gt;
&lt;br /&gt;
=Dice Lab=&lt;br /&gt;
Wildermyth has a homebrew [[Expressions|Expression]] system that allows you to use mathematical expressions in many places when editing content. You can also use dice expressions (1d6, 2d20k1, etc.), range expressions [0,1], and curve expressions for real fancy stuff. Dice Lab is a place to play around with some of this stuff to get a feeling for what kind of probabilities your math is making.&lt;br /&gt;
&lt;br /&gt;
=Overland Tile Map=&lt;br /&gt;
Play around with overland map generation.&lt;br /&gt;
&lt;br /&gt;
=Scenery Lab=&lt;br /&gt;
Add and Edit [[Scenery]].&lt;br /&gt;
See main article [[Scenery Lab]]&lt;br /&gt;
&lt;br /&gt;
=Name Lab=&lt;br /&gt;
=Content and Comics Editor=&lt;br /&gt;
=Combat Lab=&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Scratchpad&amp;diff=14537</id>
		<title>Scratchpad</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Scratchpad&amp;diff=14537"/>
		<updated>2020-01-06T15:06:44Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; The editor is available in-game, Click &amp;quot;tools&amp;quot; from the main game screen, then click &amp;quot;open editor&amp;quot;. But you can still run scratchpad separately if you want.)&lt;br /&gt;
&lt;br /&gt;
Scratchpad is a stand-alone application for viewing and editing Wildermyth data. In order to run it, you need to have [[Install Java|java installed]].&lt;br /&gt;
&lt;br /&gt;
From your install location, double click on scratchpad.jar to run it! It should open up in a window and it will look something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:ScratchpadListScreen.png]]&lt;br /&gt;
&lt;br /&gt;
Each of those buttons will take you to a dedicated screen, that has some past or current usefulness. They&amp;#039;re generally pretty rough and inconsistent, because they are mostly tools that were written to enable to do exactly one thing. But a few of the screens have general and ongoing usefulness.&lt;br /&gt;
&lt;br /&gt;
From any screen, press the &amp;#039;&amp;#039;&amp;#039;Back&amp;#039;&amp;#039;&amp;#039; button in the lower left to go back to this index screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Site Lab=&lt;br /&gt;
Play with the mission map generator, see how various combinations of [[Mission Format]], Site ([[station]]), [[Tile]] ([[Biome]]), and [[Mutators]] will generate.&lt;br /&gt;
&lt;br /&gt;
=Dice Lab=&lt;br /&gt;
Wildermyth has a homebrew [[Expressions|Expression]] system that allows you to use mathematical expressions in many places when editing content. You can also use dice expressions (1d6, 2d20k1, etc.), range expressions [0,1], and curve expressions for real fancy stuff. Dice Lab is a place to play around with some of this stuff to get a feeling for what kind of probabilities your math is making.&lt;br /&gt;
&lt;br /&gt;
=Overland Tile Map=&lt;br /&gt;
Play around with overland map generation.&lt;br /&gt;
&lt;br /&gt;
=Scenery Lab=&lt;br /&gt;
Add and Edit [[Scenery]].&lt;br /&gt;
See main article [[Scenery Lab]]&lt;br /&gt;
&lt;br /&gt;
=Name Lab=&lt;br /&gt;
=Content and Comics Editor=&lt;br /&gt;
=Combat Lab=&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=13903</id>
		<title>Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=13903"/>
		<updated>2019-12-06T20:34:33Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Tutorials and Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth is intended to be pretty moddable, but a lot of stuff isn&amp;#039;t documented yet.&lt;br /&gt;
&lt;br /&gt;
= Tutorials and Guides =&lt;br /&gt;
== How to write your own Villain ==&lt;br /&gt;
This is a series of blog posts that walk through how to create a villain (campaign story). The story is called &amp;quot;Heart of the Forest&amp;quot; and the mod is shipped with the game so you can inspect it or use it as a baseline.&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/07/how-to-write-your-own-villain-for.html Part 1 Creating a Mod and a Campaign]&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/08/how-to-write-your-own-villain-for.html Part 2 Custom Fights]&lt;br /&gt;
* [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters]&lt;br /&gt;
&lt;br /&gt;
== How to add an Event to Wildermyth ==&lt;br /&gt;
[https://steamcommunity.com/games/763890/announcements/detail/1714113379457395728 Steam post with attached video]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Writing Stories ==&lt;br /&gt;
There are a bunch of helpful articles on the wiki for this!&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]&lt;br /&gt;
* [[Story Inputs and Outputs]]&lt;br /&gt;
* [[Comic Editor Reference]]&lt;br /&gt;
* [[Tag Reference]]&lt;br /&gt;
* [[Text Styles]]&lt;br /&gt;
* [[Face Tags]]&lt;br /&gt;
&lt;br /&gt;
== Guides for particular types of mods ==&lt;br /&gt;
This section has guides to developing particular types of mods.&lt;br /&gt;
* [https://steamcommunity.com/games/763890/partnerevents/view/1714113379457395727 Adding an event] &amp;#039;&amp;#039;(how to create your own event with relationship choices and share it as a mod)&amp;#039;&amp;#039;&lt;br /&gt;
* [[Modding Wilderness encounter|Adding a wilderness encounter]]&lt;br /&gt;
* [[Modding add equipment|Adding equipment]]&lt;br /&gt;
* [[Modding add monster|Adding a monster]]&lt;br /&gt;
* [[Modding variant text|Variant text]]&lt;br /&gt;
* [[Modding encounter choice|Adding an encounter with a choice]]&lt;br /&gt;
&lt;br /&gt;
==How to publish your mod==&lt;br /&gt;
Once you have created a mod, publishing it is easy.  There is a button right in the game itself.&lt;br /&gt;
# Obviously, test your mod and make sure it is polished enough for others to use it.&lt;br /&gt;
# Make sure you are logged into steam.&lt;br /&gt;
# In the mod folder, make sure there is a file preview.png (currently only png format works).  This is the main image people will see for your mod.  Square aspect ratio is preferred.&lt;br /&gt;
# In the game, choose tools, click &amp;quot;open editor&amp;quot;, and click the bottom choice &amp;quot;Steam Workshop&amp;quot;.  This will show all of your mods on the current computer.&lt;br /&gt;
# Click &amp;quot;share&amp;quot; on the mod you want to publish.  This will upload the files and show the steam overlay on your mod.  Now it is on steam, but it is only visible to you.&lt;br /&gt;
# The mod description on steam is filled in from the description field of your mod files.  But this is very short, and you will want a longer description.  Write the description in the steam form.&lt;br /&gt;
# Because any update you do will wipe out the description, cut the text you have written and paste it into a notepad file, or equivalent, on your computer.  After any update, you will have to replace the description.  (This may be be fixed in a later game release.)&lt;br /&gt;
# Once you are sure the description and preview image are correct, find &amp;quot;Change Visibility&amp;quot; on the lower right, and choose &amp;quot;Public&amp;quot;.&lt;br /&gt;
# Congratulations, you are now a published mod author!&lt;br /&gt;
&lt;br /&gt;
= How it Works = &lt;br /&gt;
Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, are mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.&lt;br /&gt;
&lt;br /&gt;
= Where to find installed mods =&lt;br /&gt;
&lt;br /&gt;
* Mods included with the game are stored under steam\steamapps\common\wildermyth\mods\builtin&lt;br /&gt;
* Mods that you create are stored under steam\steamapps\common\wildermyth\mods\user.  Also, mods that you download from other sites such as [http://https://www.nexusmods.com/wildermyth nexus] will instruct you to install them in this folder.&lt;br /&gt;
* Mods that you download from the steam workshop are harder to find.  Under steam\steamapps\workshop\content, you need to know or guess the numeric steam game ID.  It seems to be 763890, so go inside that folder.  Then each mod is assigned a numeric steam mod ID.  If you have several mods, you may be able to guess which folder goes to a particular mod by the date you installed it.  If not, go into each folder and double click on the preview.jpg file to view it.  This is the &amp;quot;splash screen&amp;quot; of the mod.  Once you have found the steam ID of a particular mod, it may be easiest to write that down on a sticky by your monitor.&lt;br /&gt;
&lt;br /&gt;
= Game Data Reference =&lt;br /&gt;
How the game works.&lt;br /&gt;
* [[Aspect]]s&lt;br /&gt;
* [[Effects]]&lt;br /&gt;
* [[History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Guides]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=12900</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=12900"/>
		<updated>2019-11-26T22:59:05Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: Adding links to resources for new players to the main page under a &amp;quot;learning&amp;quot; header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WildermythWide 2400x775.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wildermyth is a [[character]]-driven randomly generated tactical role-playing game.&lt;br /&gt;
&lt;br /&gt;
You, the [[player]], develop [[hero]]es as the game progresses, by scouting the overland map, fighting any lurking threats, defending and improving the area over time, and taking part in quest opportunities that arise. Building [[Build_a_Bridge|bridges]] and passes opens up navigation across rivers and mountain ranges.&lt;br /&gt;
&lt;br /&gt;
Collected resources can be used to craft better tiers of equipment. Leveling up your heroes offers you a choice of new random abilities. Your enemies also grow in strength through calamities that occur as time advances.&lt;br /&gt;
&lt;br /&gt;
[[Legacy point]]s that you accrue can be used to recruit new heroes to your company, build new [[station]]s, dispel calamities, or avert enemy incursions.&lt;br /&gt;
&lt;br /&gt;
Completing a campaign lets you use those legendary heroes in future campaigns as part of your [[legacy]].&lt;br /&gt;
&lt;br /&gt;
The game is developed by [http://worldwalkergames.com/ Worldwalker Games LLC], and is currently in Early Access [[beta]]. This wiki is for players and developers. Please improve it! No need to ask permission, you just need to create an account (because spammers, otherwise).&lt;br /&gt;
&lt;br /&gt;
=Learning=&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Overland Map]]&lt;br /&gt;
* [[Intervals]]&lt;br /&gt;
* [[Lore]]&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
* [[Technical Difficulties]]&lt;br /&gt;
* [[Transfer your Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Developer, Storyteller, and Modder Resources=&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]: Want to write for the game? Here&amp;#039;s what you need.&lt;br /&gt;
* [[Modding Guide]]: All about how to Mod Wildermyth.&lt;br /&gt;
* [[Effects]]: Used to create [[Event|events]], player actions, and oh so much more. A technical guide.&lt;br /&gt;
* [[Testing]] the game.&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=12503</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=12503"/>
		<updated>2019-11-24T15:56:05Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Game Won&amp;#039;t Launch at All */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs There might be something obvious there.&lt;br /&gt;
# Updating your graphics driver has resolved this for some players.&lt;br /&gt;
# Some devices (laptops in particular) use different settings depending on if they are plugged in. Plugging your laptop in might help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If none of this helps, please ask for help on discord, or send your logs to wildermyth at gmail and we will take a look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Log Analysis]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Comic_Editor_Reference&amp;diff=11893</id>
		<title>Comic Editor Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Comic_Editor_Reference&amp;diff=11893"/>
		<updated>2019-11-18T19:37:34Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: removing outdated references to panel tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of reference material that explains how to use the Comic Editor to tell stories.&lt;br /&gt;
&lt;br /&gt;
=Make a New Event=&lt;br /&gt;
* Open up [[Scratchpad]]&lt;br /&gt;
* go to the Content and Comics Editor&lt;br /&gt;
* Click on the [[Effects]] tab at the top or press Control+2&lt;br /&gt;
* Click the &amp;#039;&amp;#039;&amp;#039;New...&amp;#039;&amp;#039;&amp;#039; Button or press Control+N&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewEvent.png]]&lt;br /&gt;
&lt;br /&gt;
* Select the [[Event Types|type of event]] you are creating, for example &amp;#039;&amp;#039;Arrive at Hostile Site&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Mission Victory&amp;#039;&amp;#039;.&lt;br /&gt;
* Enter your name if it&amp;#039;s not there already. (The game remembers who wrote each event, and we may make this info visible to players. If you don&amp;#039;t want to be associated with your events, or a particular one, we can work that out.)&lt;br /&gt;
* Enter a for the event name (in plain english, with spaces) for the event. The tool will create an ID and Filename automatically.&lt;br /&gt;
* Edit the id and filename if you want.&lt;br /&gt;
* Press &amp;#039;&amp;#039;&amp;#039;Create&amp;#039;&amp;#039;&amp;#039;!&lt;br /&gt;
&lt;br /&gt;
Event is now exist! Maybe save?&lt;br /&gt;
&lt;br /&gt;
=Codestuff=&lt;br /&gt;
Read this first: [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General Advice:&amp;#039;&amp;#039;&amp;#039; Use the STUB fields to document intent, and leave notes about what SHOULD happen, especially if you don&amp;#039;t know how to do something. It&amp;#039;s totally fine to STUB out complicated effects or fiddly details that you&amp;#039;re not sure how to handle. That&amp;#039;s what programmers are &amp;#039;&amp;#039;for&amp;#039;&amp;#039; after all, right?&lt;br /&gt;
&lt;br /&gt;
You &amp;#039;&amp;#039;CAN&amp;#039;&amp;#039; edit all this stuff, if you want to, but it&amp;#039;s not necessarily recommended. If you&amp;#039;re tempted, you can search for other effects that use the functionality you&amp;#039;re interested in, and see if you can just do the same thing.&lt;br /&gt;
&lt;br /&gt;
==Story Roles==&lt;br /&gt;
Now that you have an event, it&amp;#039;s time to add targets for the important people, which is generally the heroes. The easy and right way to do this is to press the &amp;#039;&amp;#039;&amp;#039;New Story Role&amp;#039;&amp;#039;&amp;#039; button, which can be found on the same row as the &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039; header. You will need to mouse-over &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039; and the buttons will show up on the right. The &amp;#039;&amp;#039;New Story Role Dialog&amp;#039;&amp;#039; will pop up:&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewStoryRoleDialog1.png|holy moly]]&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s a lot here, but let&amp;#039;s just look at the first dropdown box. Expand that down and you&amp;#039;ll get a list of possible &amp;#039;&amp;#039;roles&amp;#039;&amp;#039; for this new target. The easiest and most common thing to do is to pick a personality stat, like greedy. This will automatically populate the dialog so that the greediest hero will be picked for this role, which is almost what you want, right?&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewStoryRoleDialog2.png|it will all makes sense some day]]&lt;br /&gt;
&lt;br /&gt;
But the point of all this mess is to help you select the most appropriate hero for a particular story role. In the end it all boils down to a Score Function, which you can see by playing around with the controls and seeing how it changes.&lt;br /&gt;
&lt;br /&gt;
A few other notes:&lt;br /&gt;
* If a &amp;#039;&amp;#039;&amp;#039;Required Role&amp;#039;&amp;#039;&amp;#039; is not present, the story won&amp;#039;t happen. This is usually what you want. This way you can be sure that if the story is being told at all, the right characters are in place. Sometimes you have a role that&amp;#039;s not too important, and you can make it optional.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Not Already Matched As&amp;#039;&amp;#039;&amp;#039; checkbox is actually disabled if this is your first story role, but for number two and on, it makes sure that this person isn&amp;#039;t the same person you selected for a previous role, because then it might seem like they were arguing with themselves, which is only &amp;#039;&amp;#039;sometimes&amp;#039;&amp;#039; what you want.&lt;br /&gt;
* Remember, targets are selected in order, and by the time you get to number three or four, it&amp;#039;s unlikely that the Romantic is really an iconic romantic, so put your most important/iconic/identifiable roles first.&lt;br /&gt;
&lt;br /&gt;
Create as many roles as you need. Usually that means one per speaking role, and remember there are never more than 5 heroes in a party, but there can be more than that in the company. So, it depends what kind of story you&amp;#039;re telling.&lt;br /&gt;
&lt;br /&gt;
==Other Targets==&lt;br /&gt;
In addition to Story Roles, you can create other targets. One useful template is LEGEND, which allows you to pick NPCs that have been generated at the start of the game, and/or maybe if we get around to it, pulled from the player&amp;#039;s [[legacy]]. Use the legendId field to specify who you want.&lt;br /&gt;
&lt;br /&gt;
TODO explain more.&lt;br /&gt;
&lt;br /&gt;
==Choices==&lt;br /&gt;
Some events call for choices. In this case, there&amp;#039;s generally a prompt, which is a set of comic panels, and then a choice, which is several panels, some of which might only be present under certain circumstances. Anyway to add a choice, do this:&lt;br /&gt;
# expand &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039;-&amp;gt;&amp;#039;&amp;#039;&amp;#039;choiceTarget...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# See &amp;#039;&amp;#039;&amp;#039;options&amp;#039;&amp;#039;&amp;#039; right after &amp;quot;prompt&amp;quot;.&lt;br /&gt;
# Click on the &amp;#039;&amp;#039;&amp;#039;New Option&amp;#039;&amp;#039;&amp;#039; button &lt;br /&gt;
[[File:ComicEditorNewOptionsButton.png]]&lt;br /&gt;
# to bring up the &amp;#039;&amp;#039;New Option Dialog&amp;#039;&amp;#039;&lt;br /&gt;
[[File:ComicEditorNewChoiceDialog1.png|Yeah this thing makes sense, right?]]&lt;br /&gt;
&lt;br /&gt;
This lets you pick a tag (which is not too important except that the outcome will use the same tag). Then you can pick who will be speaking, and you can make the choice optional, so that if that character is not present, the choice won&amp;#039;t show. Then you can choose if you want to add any branching, like a dice roll with a chance of multiple outcomes. Most commonly you will pick &amp;quot;simple&amp;quot; or &amp;quot;event roll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
TODO more explain.&lt;br /&gt;
&lt;br /&gt;
==[[Outcomes]]==&lt;br /&gt;
Specify what should happen as a result of choices, or chance.&lt;br /&gt;
&lt;br /&gt;
Details on how to do this can be found on the [[Outcomes]] page.&lt;br /&gt;
&lt;br /&gt;
Use the STUB field as a place to write down what should happen without touching the code.&lt;br /&gt;
&lt;br /&gt;
We need to add more functionality here, like, probably a lot. For now it is STUB City.&lt;br /&gt;
&lt;br /&gt;
=Comic Editor Basics=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO rewrite this!!! panel tags and text splits don&amp;#039;t exist anymore!! Document new Editor, Add Panel (Compose), and Split stuff.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each box on the left holds text for a different section of the story: a prompt, a choice, or an outcome.&lt;br /&gt;
* Plain text (none of those Microsoft Word special apostrophes and ellipses if you please...)&lt;br /&gt;
* Press the save button!&lt;br /&gt;
* Undo should work, but sometimes need to press it more than once.&lt;br /&gt;
&lt;br /&gt;
==Making Panels==&lt;br /&gt;
  &lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;panel&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; tags to separate text into panels. It&amp;#039;s pretty easy to specify panel sizes and add actors with facial expressions and basic functionality.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel&amp;gt;Use panel tags to separate text.&lt;br /&gt;
&amp;lt;panel|bookish&amp;gt;if there&amp;#039;s an actor, they will speak the line.&lt;br /&gt;
&amp;lt;panel|poet thinking&amp;gt;Or maybe you want them to think it instead.&lt;br /&gt;
&amp;lt;panel|goofball joke&amp;gt;Or make a funny face!&lt;br /&gt;
&amp;lt;panel sixth left|bookish grim size:1.75&amp;gt;&lt;br /&gt;
&amp;lt;panel half left|snark sad &amp;gt;Nobody actually likes your face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ComicTool example1.png]]&lt;br /&gt;
&lt;br /&gt;
Everything about a panel is stored as text, in the panel tag. These examples show how to use [[panel styles]] (left, sixth, half), how to add actors ( |rolename ), and how to add [[actor styles]] (thinking, joke, grim). Panel styles are convenient for quickly making panels, but panel tags can get cumbersome fast. Good thing is, we have a visual editor so you don&amp;#039;t need to edit all this stuff by hand. &lt;br /&gt;
&lt;br /&gt;
To open up the [[Panel Editor]], click on a panel in the Comic Editor display. You can use the visual panel editor to do almost everything, including adding actors, setting their facial expressions, really everything except creating new panels and modifying the text that goes in them.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;Protip: Panel tags can be copied and pasted around as a quick way to duplicate a scene.&amp;#039;&amp;#039;&lt;br /&gt;
==Using Tags to Control Text==&lt;br /&gt;
&lt;br /&gt;
See : [[Tag Reference]]&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. The status bar at the bottom will tell you where the cursor is within a tag or nested tag. It&amp;#039;s super handy for complex splits!&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
==Style Markup==&lt;br /&gt;
See: [[Text Styles]]&lt;br /&gt;
&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
==Tweaking Faces==&lt;br /&gt;
See: [[Face Tags]]&lt;br /&gt;
&lt;br /&gt;
  [face:sad]&lt;br /&gt;
  [hero.face:dubious]&lt;br /&gt;
  [loner.face:talking]&lt;br /&gt;
&lt;br /&gt;
Sets the facial expression from text, overriding what the tool says. This is useful inside text splits, so you can tweak a panel without having to build a whole panel split.&lt;br /&gt;
&lt;br /&gt;
==Other Details==&lt;br /&gt;
TODO document all the buttons!&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=11891</id>
		<title>Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=11891"/>
		<updated>2019-11-18T19:34:52Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth is intended to be pretty moddable, but a lot of stuff isn&amp;#039;t documented yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tutorials and Guides =&lt;br /&gt;
== How to write your own Villain ==&lt;br /&gt;
This is a series of blog posts that walk through how to create a villain (campaign story). The story is called &amp;quot;Heart of the Forest&amp;quot; and the mod is shipped with the game so you can inspect it or use it as a baseline.&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/07/how-to-write-your-own-villain-for.html Part 1 Creating a Mod and a Campaign]&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/08/how-to-write-your-own-villain-for.html Part 2 Custom Fights]&lt;br /&gt;
* [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters]&lt;br /&gt;
&lt;br /&gt;
== Writing Stories ==&lt;br /&gt;
There are a bunch of helpful articles on the wiki for this!&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]&lt;br /&gt;
* [[Story Inputs and Outputs]]&lt;br /&gt;
* [[Comic Editor Reference]]&lt;br /&gt;
* [[Tag Reference]]&lt;br /&gt;
* [[Text Styles]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= How it Works = &lt;br /&gt;
Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, are mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.&lt;br /&gt;
&lt;br /&gt;
= Game Data Reference =&lt;br /&gt;
How the game works.&lt;br /&gt;
* [[Aspects]]&lt;br /&gt;
* [[Effects]]&lt;br /&gt;
* [[History]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=11889</id>
		<title>Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=11889"/>
		<updated>2019-11-18T19:25:18Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: Created page with &amp;quot;Wildermyth is intended to be pretty moddable, but a lot of stuff isn&amp;#039;t documented yet.  == How to write your own Villain == This is a series of blog posts that walk through ho...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth is intended to be pretty moddable, but a lot of stuff isn&amp;#039;t documented yet.&lt;br /&gt;
&lt;br /&gt;
== How to write your own Villain ==&lt;br /&gt;
This is a series of blog posts that walk through how to create a villain (campaign story). The story is called &amp;quot;Heart of the Forest&amp;quot; and the mod is shipped with the game so you can inspect it or use it as a baseline.&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/07/how-to-write-your-own-villain-for.html Part 1 Creating a Mod and a Campaign]&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/08/how-to-write-your-own-villain-for.html Part 2 Custom Fights]&lt;br /&gt;
* [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11887</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11887"/>
		<updated>2019-11-18T19:17:53Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Developer, Storyteller, and Modder Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WildermythWide 2400x775.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wildermyth is a [[character]]-driven randomly generated tactical role-playing game.&lt;br /&gt;
&lt;br /&gt;
You, the [[player]], develop [[hero]]es as the game progresses, by scouting the overland map, fighting any lurking threats, defending and improving the area over time, and taking part in quest opportunities that arise. Building [[Event:Build_a_Bridge|bridges]] and passes opens up navigation across rivers and mountain ranges.&lt;br /&gt;
&lt;br /&gt;
Collected resources can be used to craft better tiers of equipment. Leveling up your heroes offers you a choice of new random abilities. Your enemies also grow in strength through calamities that occur as time advances.&lt;br /&gt;
&lt;br /&gt;
[[Legacy point]]s that you accrue can be used to recruit new heroes to your company, build new [[station]]s, dispel calamities, or avert enemy incursions.&lt;br /&gt;
&lt;br /&gt;
Completing a campaign lets you use those legendary heroes in future campaigns as part of your [[legacy]].&lt;br /&gt;
&lt;br /&gt;
The game is developed by [[Worldwalker Games]] LLC, and is currently in [[beta]]. This wiki is for players and developers. Please improve it! No need to ask permission, you just need to create an account (because spammers, otherwise).&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
* [[Technical Difficulties]]&lt;br /&gt;
* [[Transfer your Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Developer, Storyteller, and Modder Resources=&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]: Want to write for the game? Here&amp;#039;s what you need.&lt;br /&gt;
* [[Modding Guide]]: All about how to Mod Wildermyth.&lt;br /&gt;
* [[Effects]]: Used to create [[Event|events]], player actions, and oh so much more. A technical guide.&lt;br /&gt;
* [[Testing]] the game.&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Aspect&amp;diff=11775</id>
		<title>Aspect</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Aspect&amp;diff=11775"/>
		<updated>2019-10-31T18:12:33Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A named marker tied to an [[entity]], usually reflecting its narrative state, that add stats or applies specific effects.&lt;br /&gt;
&lt;br /&gt;
For [[hero]]es, aspects are just facts about the hero. Stuff like &amp;quot;human&amp;quot;, &amp;quot;female&amp;quot;, &amp;quot;attractedToMen&amp;quot;, &amp;quot;hunter&amp;quot;, &amp;quot;missingLeftArm&amp;quot;. Aspects can carry stat modifiers and Effects. Aspects are the workhorse of the dynamic content in the game, almost everything you need to know about a hero, site, anything really, can be accessed as an aspect (other than stat values). Aspects can be queried to find out almost things about an entity (other than [[history]], but that applies aspects that can be queried).&lt;br /&gt;
&lt;br /&gt;
A special subcategory of aspects is [[hook]]s.&lt;br /&gt;
&lt;br /&gt;
For modding, see [[Aspect Parameters]]&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11771</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11771"/>
		<updated>2019-09-17T16:46:54Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: /* Relational Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType|| &amp;amp;lt;coward.weaponType&amp;amp;gt; || axe || If the first letter of the tag is capitalized (coward.WeaponType), the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType || &amp;amp;lt;hook.weaponType:swing your sword at it/axe it a question/bonk it one/stick the pointy end in its face/fire a shot across its nose/stick a bolt in it/sneak up on it real quiet like/wave your big stick around/wave your magic wand/get up in its grill&amp;amp;gt; || axe it a question || different text depending on target&amp;#039;s main weapon type: sword/axe/mace/spear/bow/crossbow/dagger/staff/wand/other (or none).&lt;br /&gt;
|-&lt;br /&gt;
| personality || &amp;amp;lt;hook.personality:bookish/cowardly/goofy/greedy/gentle/angry/serious/detached/dreamy/horny/smart&amp;amp;gt; || cowardly || quickly create an 11 way personality split: bookish/coward/goofball/greedy/healer/hothead/leader/loner/poet/romantic/snark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| pcfn.OTHER_ROLE|| &amp;amp;lt;loner.pcfn.leader:Alright bossypants./Fine, &amp;amp;lt;leader.mf:Dad/Mom&amp;amp;gt;./Ok &amp;amp;lt;leader.mf:bro/sis&amp;amp;gt;/Alright.&amp;amp;gt;|| Fine, Dad.|| isParentOf/isChildOf/isFamilyWith/none. If loner and leader are family, use a specific family relationship to flavor the line.&lt;br /&gt;
|-&lt;br /&gt;
| childOf.OTHER_ROLE || I&amp;#039;m their &amp;amp;lt;hook.childOf.hook2:child/friend&amp;amp;gt;. || I&amp;#039;m their child. || If the first role is a child of the second role, returns the first option. Otherwise, the second option.&lt;br /&gt;
|-&lt;br /&gt;
| parentOf.OTHER_ROLE || I&amp;#039;m their &amp;amp;lt;hook.parentOf.hook2:parent/friend&amp;amp;gt;. || I&amp;#039;m their parent. || If the first role is a parent of the second role, returns the first option. Otherwise, the second option.&lt;br /&gt;
|-&lt;br /&gt;
| familyWith.OTHER_ROLE || They&amp;#039;re my &amp;amp;lt;hook.familyWith.hook2:family/friend&amp;amp;gt;. || They&amp;#039;re my family. || If the first role is family with the second role (child, parent, sibling, grandchild/parent, etc...), returns the first option. Otherwise, the second option.}&lt;br /&gt;
|-&lt;br /&gt;
| directionTo.OTHER_ROLE || They&amp;#039;re somewhere &amp;amp;lt;leader.directionTo.target:north of us/northeast of us/east of us/southeast of us/south of us/southwest of us/west of us/northwest of us/nearby&amp;amp;gt;. || They&amp;#039;re somewhere southeast of us. || The compass direction from one hero or tile to another on the overland: N/NE/E/SE/S/SW/W/NW/Same Position(Optional)&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generic Selectors==&lt;br /&gt;
Generic selector tags allow you to pick different text depending on stat values, or depending on which stat is higher, or aspect values. They&amp;#039;re very flexible!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11770</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11770"/>
		<updated>2019-09-17T16:46:09Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType|| &amp;amp;lt;coward.weaponType&amp;amp;gt; || axe || If the first letter of the tag is capitalized (coward.WeaponType), the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType || &amp;amp;lt;hook.weaponType:swing your sword at it/axe it a question/bonk it one/stick the pointy end in its face/fire a shot across its nose/stick a bolt in it/sneak up on it real quiet like/wave your big stick around/wave your magic wand/get up in its grill&amp;amp;gt; || axe it a question || different text depending on target&amp;#039;s main weapon type: sword/axe/mace/spear/bow/crossbow/dagger/staff/wand/other (or none).&lt;br /&gt;
|-&lt;br /&gt;
| personality || &amp;amp;lt;hook.personality:bookish/cowardly/goofy/greedy/gentle/angry/serious/detached/dreamy/horny/smart&amp;amp;gt; || cowardly || quickly create an 11 way personality split: bookish/coward/goofball/greedy/healer/hothead/leader/loner/poet/romantic/snark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| pcfn.OTHER_ROLE|| &amp;amp;lt;loner.pcfn.leader:Alright bossypants./Fine, &amp;amp;lt;leader.mf:Dad/Mom&amp;amp;gt;./Ok &amp;amp;lt;leader.mf:bro/sis&amp;amp;gt;/Alright.&amp;amp;gt;|| Fine, Dad.|| isParentOf/isChaildOf/isFamilyWith/none. If loner and leader are family, use a specific family relationship to flavor the line.&lt;br /&gt;
|-&lt;br /&gt;
| childOf.OTHER_ROLE || I&amp;#039;m their &amp;amp;lt;hook.childOf.hook2:child/friend&amp;amp;gt;. || I&amp;#039;m their child. || If the first role is a child of the second role, returns the first option. Otherwise, the second option.&lt;br /&gt;
|-&lt;br /&gt;
| parentOf.OTHER_ROLE || I&amp;#039;m their &amp;amp;lt;hook.parentOf.hook2:parent/friend&amp;amp;gt;. || I&amp;#039;m their parent. || If the first role is a parent of the second role, returns the first option. Otherwise, the second option.&lt;br /&gt;
|-&lt;br /&gt;
| familyWith.OTHER_ROLE || They&amp;#039;re my &amp;amp;lt;hook.familyWith.hook2:family/friend&amp;amp;gt;. || They&amp;#039;re my family. || If the first role is family with the second role (child, parent, sibling, grandchild/parent, etc...), returns the first option. Otherwise, the second option.}&lt;br /&gt;
|-&lt;br /&gt;
| directionTo.OTHER_ROLE || They&amp;#039;re somewhere &amp;amp;lt;leader.directionTo.target:north of us/northeast of us/east of us/southeast of us/south of us/southwest of us/west of us/northwest of us/nearby&amp;amp;gt;. || They&amp;#039;re somewhere southeast of us. || The compass direction from one hero or tile to another on the overland: N/NE/E/SE/S/SW/W/NW/Same Position(Optional)&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generic Selectors==&lt;br /&gt;
Generic selector tags allow you to pick different text depending on stat values, or depending on which stat is higher, or aspect values. They&amp;#039;re very flexible!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11769</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11769"/>
		<updated>2019-08-21T13:48:37Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType|| &amp;amp;lt;coward.weaponType&amp;amp;gt; || axe || If the first letter of the tag is capitalized (coward.WeaponType), the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType || &amp;amp;lt;hook.weaponType:swing your sword at it/axe it a question/bonk it one/stick the pointy end in its face/fire a shot across its nose/stick a bolt in it/sneak up on it real quiet like/wave your big stick around/wave your magic wand/get up in its grill&amp;amp;gt; || axe it a question || different text depending on target&amp;#039;s main weapon type: sword/axe/mace/spear/bow/crossbow/dagger/staff/wand/other (or none).&lt;br /&gt;
|-&lt;br /&gt;
| personality || &amp;amp;lt;hook.personality:bookish/cowardly/goofy/greedy/gentle/angry/serious/detached/dreamy/horny/smart&amp;amp;gt; || cowardly || quickly create an 11 way personality split: bookish/coward/goofball/greedy/healer/hothead/leader/loner/poet/romantic/snark&lt;br /&gt;
|-&lt;br /&gt;
| directionTo || They&amp;#039;re somewhere &amp;amp;lt;leader.directionTo.target:north of us/northeast of us/east of us/southeast of us/south of us/southwest of us/west of us/northwest of us/nearby&amp;amp;gt;. || They&amp;#039;re somewhere southeast of us. || The compass direction from one hero or tile to another on the overland: N/NE/E/SE/S/SW/W/NW/Same Position(Optional)&lt;br /&gt;
|-&lt;br /&gt;
| childOf || I&amp;#039;m their &amp;amp;lt;hook.childOf.hook2:child/friend&amp;amp;gt;. || I&amp;#039;m their child. || If the first role is a child of the second role, returns the first option. Otherwise, the second option.&lt;br /&gt;
|-&lt;br /&gt;
| parentOf || I&amp;#039;m their &amp;amp;lt;hook.parentOf.hook2:parent/friend&amp;amp;gt;. || I&amp;#039;m their parent. || If the first role is a parent of the second role, returns the first option. Otherwise, the second option.&lt;br /&gt;
|-&lt;br /&gt;
| familyWith || They&amp;#039;re my &amp;amp;lt;hook.familyWith.hook2:family/friend&amp;amp;gt;. || They&amp;#039;re my family. || If the first role is family with the second role (child, parent, sibling, grandchild/parent, etc...), returns the first option. Otherwise, the second option.}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generic Selectors==&lt;br /&gt;
Generic selector tags allow you to pick different text depending on stat values, or depending on which stat is higher, or aspect values. They&amp;#039;re very flexible!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11236</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11236"/>
		<updated>2018-08-07T21:36:31Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DesktopBG_1920.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wildermyth is a [[character]]-driven randomly generated tactical role-playing game.&lt;br /&gt;
&lt;br /&gt;
You, the [[player]], develop [[hero]]es as the game progresses.&lt;br /&gt;
&lt;br /&gt;
The game is developed by [[Worldwalker Games]] LLC, and is currently in pre-[[alpha]]. This wiki is for players and developers.&lt;br /&gt;
&lt;br /&gt;
=Pre-Alpha Builds=&lt;br /&gt;
[[Technical Difficulties]]&lt;br /&gt;
&lt;br /&gt;
=Developer Resources=&lt;br /&gt;
* [[Writer&amp;#039;s Guide]] Want to write for the game? Here&amp;#039;s what you need.&lt;br /&gt;
* [[Testing]] the game.&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Testing&amp;diff=10238</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Testing&amp;diff=10238"/>
		<updated>2018-08-07T00:32:19Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of dev tools that make it easier to test the game. One of the challenges in a randomly generated game is that you need to be able to access the content in order to test it, and if it is surfaced randomly, that might be hard.&lt;br /&gt;
&lt;br /&gt;
*enable dev mode by adding devMode.txt to your install folder.&lt;br /&gt;
*enable cheats when you start a new game.&lt;br /&gt;
*objective cheats allow you to skip large sections, but might be bug prone.&lt;br /&gt;
*See All and Overland Only are powerful&lt;br /&gt;
*Pick Events allows you to choose which (random?) events you get in each situation where a random event is selected. It can slow down play, but it&amp;#039;s the best way to test particular events, e.g. when you are working on them.&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Testing&amp;diff=10237</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Testing&amp;diff=10237"/>
		<updated>2018-08-07T00:32:11Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of dev tools that make it easier to test the game. One of the challenges in a randomly generated game is that you need to be able to access the content in order to test it, and if it is surfaced randomly, that might be hard.&lt;br /&gt;
&lt;br /&gt;
*enable dev mode by adding devMode.txt to your install folder.&lt;br /&gt;
*enable cheats when you start a new game.&lt;br /&gt;
*objective cheats allow you to skip large sections, but might be bug prone.&lt;br /&gt;
*See All and Overland Only are powerful&lt;br /&gt;
*Pick Events allows you to choose which (random?) events you get in each situation where a random event is selected. It can slow down play, but it&amp;#039;s the best way to test particular events, e.g. when you are working on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hero&amp;diff=4</id>
		<title>Hero</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hero&amp;diff=4"/>
		<updated>2017-10-16T13:17:19Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: Created page with &amp;quot;Heroes are the . . . uh, heroes . . . of the game. Each hero has a personality, develops augments over time, and carries equipment.  Heroes travel in a party....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heroes are the . . . uh, heroes . . . of the game. Each hero has a [[personality]], develops [[augments]] over time, and carries [[equipment]].&lt;br /&gt;
&lt;br /&gt;
Heroes travel in a [[party]]. The party starts as a [[bunch of farmers]] and every hero develops over time. A farmer can become a [warrior], a [hunter], or a [mystic].&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=3</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=3"/>
		<updated>2017-10-16T12:58:10Z</updated>

		<summary type="html">&lt;p&gt;Ruarch: Wildermyth description&lt;/p&gt;
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&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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Wildermyth is a character-based [[hero]]-development tactical role-playing game.&lt;/div&gt;</summary>
		<author><name>Ruarch</name></author>
	</entry>
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