Module Editor
From The Muse
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The Module Editor is a tool for adding downtime scenes between combats.
Beats & Notes
[edit]A player is always within exactly one active Beat, which itself can contain one or more Notes. Beats are like a room and Notes are like the things you can do in that room.
Unless an active Note specifies otherwise, a Beat determines the current background that underlays whatever's going on in the UI.
Beats also determine what the player can do with the Lancers character-sheet-wise whenever another Note isn't currently active. The available values:
- Hidden: All Lancers are hidden. The player cannot open characters sheets or see who's in the current party.
- None: The player can inspect character sheets, but not spend repairs or otherwise modify their Lancers.
- Short repair: The player can spend repairs to restore Structure/Stress or destroyed systems and mechs, but not modify their current loadout.
- Full repair: All stats are restored to full and the player is free to modify loadouts.
- Level up: On entering this beat for the first time, all Lancers increase in License Level. Otherwise acts as a full repair.
The current Note types are:
- Combat Briefing
- Shows a preview of a combat with any available sitrep and map information. Players can press Launch to start the combat. There's also a checkbox to skip the briefing screen and jump straight into the combat as soon as this Note becomes active.
- Exposition
- A flexible text box, optional image media, and player choices.
- Dialogue
- Runs a cutscene of characters speaking to each other, defined in the Conversation tool.
- Branch
- automatically proceeds to one of two connected Notes depending on whether its condition returns true/false.
- Signal receiver
- Immediately becomes the active Note when a Trigger emits a matching module signal effect and proceeds to whatever it's connected to.
- Trigger
- runs some number of effects (as long as its conditions are met) and proceeds to whatever it's connected to. The interface for defining trigger conditions and effects is the same as in the Combat Editor but the list of what effects are available is different.
