Modding variant text

From Wildermyth Wiki
Revision as of 11:18, 1 December 2019 by Davea (talk | contribs)

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. In the left panel for the hero text, type: What do you mean, <volunteer.name>? You will see the text update in the center panel.

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.