Difference between revisions of "Modding variant text"

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[[File:ModdingVariantText.PNG]]
[[File:ModdingVariantText.PNG]]


==Faces==
==Visual variations==
You can experiment with different facial expressions.  This page is a reference of all the choices: [[Face Tags]].  When the panel is selected, you can use the tiny blue smiley face icons on each actor to cycle through the expressions.  Or, by expanding actorSlots on the right, you can get a picklist by clicking on "form". (I think you can also type in some markup text on the left, but I could not figure out how to do that.)
* You can experiment with different facial expressions.  This page is a reference of all the choices: [[Face Tags]].  When the panel is selected, you can use the tiny blue smiley face icons on each actor to cycle through the expressions.  Or, by expanding actorSlots on the right, you can get a picklist by clicking on "form".
* You can experiment with different balloon and text styles.  The tiny left/right arrows on the basic balloon cycle through fonts.  To choose between speech balloons and other styles, find the textSlots section for your text and choose from the "style" picklist.


==Text styles==
==Text choices==
You can experiment with different fonts and text sizes.  This page shows the choices and the markup: [[Tag Reference]]
* There are tons of markups you can use to fill in values.  This page is a reference: [[Tag Reference]]
 
* For an easy example, make the hero's speech refer to the volunteer by name: What do you mean, <volunteer.name>?
==Reference documentation==
There are some other pages on the wiki which seem helpful but some are more out-of-date than others.  (This may change dynamically, sorry for any stale information)
* [[Tag Reference]] : current details on fonts and keywords, very useful
* [[Actor styles]] : some bits of this appear relevant? but mostly out of date
* [[Comic Editor Reference]] : badly out of date


==Seeing the effect in game==
==Seeing the effect in game==
# If you haven'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.
# It's quicker to test the text variants using the comic editor, rather than in-gameIf you have a poet and bookish variation of the same line, it would take many games to trigger them all.  But, using the inspect button at the top center, you can easily get the variations you needYou can even save and load characters to use for testing.
# Start a new one chapter story.  Choose your mod in the mod picklist, enable "pick events" so that you can choose your event to trigger, and enable "overland only" to skip all the fights.
# When the game starts, you will get the first "pick event" dialog to choose which introductory story to usePick random and just click through it.  Then choose any nearby territory and move your party to scout it.  In order for a wilderness encounter to trigger, the territory must be empty; if you get an infestation result and the ambush icon appears, choose another territory and move to it. There doesn't appear to be any faster way to trigger an event.
# Once you complete a scouting event with no infestation, the "pick event" dialog will appear, showing your new event!

Revision as of 10:52, 1 December 2019

This page walks through the process of adding different types of variant text and faces to a comic. 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.

Prerequisite encounter

  1. This is a brief summary of the prerequisite steps. If you have an example event already skip to the next section. For more details see Modding a wilderness encounter
  2. Select "Tools" at the main game screen, then "Open Editor", then "Content and Comics Editor"
  3. At the upper left, click "Mods", click "Create New Mod" in the browser, and fill in the form.
  4. At the upper left, click "effects", then "New", and fill in the form. In the "Type" dropdown, select "Wilderness Scouting". The name field will fill in with auto-generated text.
  5. On the targets line, add the default "hero" story role and a second story role "volunteer"
  6. Delete the choiceTarget section, and in the outcome list, add "description". This creates the comic.
  7. This is the most common mistake, causing a mod to not work! New events are disabled by default. Under abilities, set encounterEnabled to true
  8. Save, and go to the comics screen
  9. Add a basic full size panel with the hero and volunteer facing each other.
  10. Your screen should look similar to this:

ModdingVariantText.PNG

Visual variations

  • You can experiment with different facial expressions. This page is a reference of all the choices: Face Tags. When the panel is selected, you can use the tiny blue smiley face icons on each actor to cycle through the expressions. Or, by expanding actorSlots on the right, you can get a picklist by clicking on "form".
  • You can experiment with different balloon and text styles. The tiny left/right arrows on the basic balloon cycle through fonts. To choose between speech balloons and other styles, find the textSlots section for your text and choose from the "style" picklist.

Text choices

  • There are tons of markups you can use to fill in values. This page is a reference: Tag Reference
  • For an easy example, make the hero's speech refer to the volunteer by name: What do you mean, <volunteer.name>?

Seeing the effect in game

  1. It's quicker to test the text variants using the comic editor, rather than in-game. If you have a poet and bookish variation of the same line, it would take many games to trigger them all. But, using the inspect button at the top center, you can easily get the variations you need. You can even save and load characters to use for testing.