Effects

From Wildermyth Wiki
Revision as of 08:55, 30 August 2018 by Pbelanger (talk | contribs) (Created Effects page. Includes mostly just the things I recently worked on, but has a little bit in the ways of a nice overview.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Effects.PNG

This page contains some of the more technical aspects of creating Effects. It ties in closely with Comic Editor Reference and Story Inputs and Outputs.

Note that the comic editor has buttons that can add some of these things (New Story Role, New Target, New NPC, and New Choice), so if you've used that, you're already familiar with some of this!

Implications

For creating new things. This can include NPCs, Monsters, items, and more!

  • baseTag: Is this a human, a goat, a drauven haunt?

Some Specific Use Cases

Cloning a Role

Useful when you want to put someone from your party on the enemy team during a mission. This way, they won't actually die. The clone will have the same weapons and be (basically) indistinguishable from the original. Set inRelationTo to the role you want to clone (either from a target or a previous implication), and cloneRelatedEntity to true.

You can also make changes to it, like using setAge to make an older/younger version of the person, or using setName to make their name be something different.

Targets

Targets will usually be the bulk of the Roles you use in an event. Many of these are "injected" from wherever the event is happening, like the party, foes, and site being injected from the overland map to a mission

overlandTile

  • Filter > overlandTileBiomes: If set, the tile must be one of the given biomes to succeed. This includes things like hills, swamp, forestDeciduous, lake, etc.

site

  • Filter > stationAspects: If set, the site must be one of the given stations to succeed. This includes things like earthworks, mine, cave, tower, etc.

Outcomes

These are things that happen! For some less technical descriptions, take a look at the Types of Outcomes we support.

Mission

MissionDefault.png

Starts a fight to the death. A fair amount of stuff can be specified here.

  • stationOverride: Overrides the station (environment) that the mission takes place in (cave, forest shrine, library, etc.)
  • format: Overrides the format of the mission (assault, defense, ambushed, or arena)

Combatants

The people and monsters fighting in this battle.

You can now set the role of a combatant and their side. You don't need to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you'll be able to control. (Even monsters! Though, maybe use with caution? It's not really supported right now?)

You can specify a customThreat, which can include a flavor and strength (if not set, they use the defaults), or you can specify specific monsterTracks.

You can add custom items to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.

Some Other Notes on Missions

  • If you want to fight someone from your party (as a doppelganger or possessed or whatever), don't just put the actual player on the enemy side, because then they'll actually die. Instead, make a clone of them in Implications!

ChangeControl

ChangeControl.png

Used to assign control of the given target to a given controller.

Using something like becomeAllyOf: party and makeHero: true will recruit the given role to your party!