Difference between revisions of "Modding quest chains"

From Wildermyth Wiki
Line 4: Line 4:


==Types of events==
==Types of events==
The reference page [[Event Types]] describes different types of events.  It is not obvious, but not all events can perform all types of actions.  For example, you cannot (successfully) create an NPC in an overland activity, and you cannot add an aspect to an overland site during a mission victory.  The following daigram illustrates the restrictions.
The reference page [[Event Types]] describes different types of events.  It is not obvious, but not all events can perform all types of actions.  For example, you cannot (successfully) create an NPC in an overland activity, and you cannot add an aspect to an overland site during a mission victory.  The following diagram illustrates the restrictions.
[[File:ModdingChainBubbles.PNG]]
<ul>
<li>Most quest chains will be triggered by a wilderness encounter (EWS : ENCOUNTER_WILDERNESS_SCOUTING) or an assault (EHAHS: ENCOUNTER_HEROES_ARRIVE_HOSTILE_SITE).  These are the most "powerful" encounter types; they can do anything including (a) generating named NPCs, (b) searching and adding aspects to overland sites, (c) presenting a choice.
<li>Most quest chains will use a "job" (OA : OVERLAND_ABILITY) to direct the player to send a party to some spot on the map.  This encounter type cannot (a) generate named NPCs or (c) present a choice.  Named NPCs must be generated in a previous EWS/EHAHS.  If a choice is needed, it must be done via a BRANCH.
<li>Most quest chains will have some progression of these main types, EWS/EHAHS and OA, shown along the top of the above diagram.  Within each step, there may be additional events, shown in the collection below each main type.  These secondary types also have restrictions.


 
<ul>
<ol>
<li>Download and install the mod, "Oh No A Dragon" from steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1925402595
<li>In developer mode, start a new game, select "one chapter", enable this mod.  Enable the pick events cheat and objectives cheat.  For this testing I usually also select "Skip progression" and "skip gear" to reduce the number of clicks needed to get to the interesting part.
<li>Use objectives cheat to finish the initial battle.
<li>Scout the nearest adjacent overland tile.  If it is a wilderness scouting event, pick one and go through it, then scout another tile so that you have an assault event (red sword icon).
<li>Perform the assault, and choose the event "Treasure map", which should be first or second on the list.  If you don't see this event, check that you installed and enabled the mod.
<li>The comic panel has a dialog line which names the nearby tile, where the treasure map leads.  You don't need to note it down, but observe that it is there.  Finish the encounter.
<li>On the overland map, you should now see a purple flag, in the overland tile which was named by the comic panel.  This tile is "usually" a scouted tile but not necessarily.
<li>If you click on the site icon (the hut in this case), rather than the overland tile background, you will also see a purple treasure map button, as shown here.
[[File:ModdingMapOverland.PNG]]
<li>Click the button or the flag, to get the popup where you assign participants to the job, as shown here.
[[File:ModdingMapParticipants.PNG]]
<li>The progress bar on the flag should move quickly, and then the dialog "Treasure Map" should appear.
<li>Click through this encounter.
</ol>
The key points of this are: a starting encounter which puts up the flag; the flag, button and dialog for the job; and the encounter itself.


[[Category:Modding]]
[[Category:Modding]]
[[Category:Modding Guides]]
[[Category:Modding Guides]]

Revision as of 20:48, 24 February 2020

(this guide underway by davea Feb 24, 2020)

This page walks through the process of creating multiple encounters which occur in a chain. That is, one encounter occurs, and only after that a second encounter may occur based on the results of the first one. This type of "quest chain" is less complex than a full campaign, The focus is on getting something simple which you can see in the game, and adding more details later. This guide assumes you have completed some of the earlier guides and does not define all the clicks for each step. The description and screenshots are current as of February 2020, early access version 0.15+114 Lylcon Stormpuck.

Types of events

The reference page Event Types describes different types of events. It is not obvious, but not all events can perform all types of actions. For example, you cannot (successfully) create an NPC in an overland activity, and you cannot add an aspect to an overland site during a mission victory. The following diagram illustrates the restrictions. ModdingChainBubbles.PNG

  • Most quest chains will be triggered by a wilderness encounter (EWS : ENCOUNTER_WILDERNESS_SCOUTING) or an assault (EHAHS: ENCOUNTER_HEROES_ARRIVE_HOSTILE_SITE). These are the most "powerful" encounter types; they can do anything including (a) generating named NPCs, (b) searching and adding aspects to overland sites, (c) presenting a choice.
  • Most quest chains will use a "job" (OA : OVERLAND_ABILITY) to direct the player to send a party to some spot on the map. This encounter type cannot (a) generate named NPCs or (c) present a choice. Named NPCs must be generated in a previous EWS/EHAHS. If a choice is needed, it must be done via a BRANCH.
  • Most quest chains will have some progression of these main types, EWS/EHAHS and OA, shown along the top of the above diagram. Within each step, there may be additional events, shown in the collection below each main type. These secondary types also have restrictions.