Data Format Overview

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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.

Effects

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.

The main kinds of effects are:

Events

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 comics. Most of the work in creating comics can be done in the Comic Editor. Events also often make Outcomes 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.

Abilities

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 "ABILITY" type. They all have Outcomes 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't include comic panels, though there are exceptions (see callDownVolleyOfArrows).

Tidings

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 below. (There are also some less-used categories, not listed here)

Miscellaneous

(TIDING_MISC) Miscellaneous tidings that can generally happen to anyone

Followups

(FOLLOWUP_EVENT_OUTCOME) Tidings that have a specific followupId and are made possible via the AllowFollowup Outcome. These are often used along with events that should have some kind of repercussions. For example, an event that should only happen if a certain kind of station was built (see job_buildStation_forestShrine and how it can cause tiding_outcome_buildForestShrine1) or that follows up on an interesting event (see encounter_heroesArriveAtSite_asTheCrowFlies and how it can cause tiding_outcome_callOfTheCrow).

Retirement

(TIDING_RETIREMENT) Tidings that happen to retiring heroes.

Omens

(TIDING_YONDERING_OMENS) Tidings that show the return of threats to the lands. This is the final part of the interval between chapters, shown right before the new chapter starts.

Wrapup

(TIDING_WRAPUP) Tidings that are shown during the credits. Threats have been removed from the land, all is peaceful. (Miscellaneous, Followups, and

Aspects

Aspects are named markers tied to entities, usually reflecting their narrative state, that add stats or apply specific effects.

For heroes, aspects are just facts about the hero. Stuff like "human", "female", "attractedToMen", "hunter", "missingLeftArm". 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).

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).

A special subcategory of aspects is hooks, which are usually designated when a hero is first generated, and are used to trigger hook quests.

History

Scenarios

Plots