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	<title>Module Editor - Revision history</title>
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	<updated>2026-07-06T02:56:42Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.lancertactics.com/index.php?title=Module_Editor&amp;diff=88&amp;oldid=prev</id>
		<title>Olive: Created page with &quot;DRAFT DRAFT DRAFT  The &lt;strong&gt;Module Editor&lt;/strong&gt; is a tool for adding downtime scenes between combats.  == Beats &amp; Notes ==  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.  File:ModuleEditorBeats.png  Unless an active Note specifies otherwise, a Beat determines the current background that underlays whatever&#039;s...&quot;</title>
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		<updated>2026-07-05T23:55:32Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;DRAFT DRAFT DRAFT  The &amp;lt;strong&amp;gt;Module Editor&amp;lt;/strong&amp;gt; is a tool for adding downtime scenes between combats.  == Beats &amp;amp; Notes ==  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.  &lt;a href=&quot;/File:ModuleEditorBeats.png&quot; title=&quot;File:ModuleEditorBeats.png&quot;&gt;File:ModuleEditorBeats.png&lt;/a&gt;  Unless an active Note specifies otherwise, a Beat determines the current &lt;a href=&quot;/Module_Editor#Backgrounds&quot; title=&quot;Module Editor&quot;&gt;background&lt;/a&gt; that underlays whatever&amp;#039;s...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;DRAFT DRAFT DRAFT&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;strong&amp;gt;Module Editor&amp;lt;/strong&amp;gt; is a tool for adding downtime scenes between combats.&lt;br /&gt;
&lt;br /&gt;
== Beats &amp;amp; Notes ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:ModuleEditorBeats.png]]&lt;br /&gt;
&lt;br /&gt;
Unless an active Note specifies otherwise, a Beat determines the current [[Module Editor#Backgrounds|background]] that underlays whatever&amp;#039;s going on in the UI.&lt;br /&gt;
&lt;br /&gt;
Beats also determine what the player can do with the Lancers character-sheet-wise whenever another Note isn&amp;#039;t currently active. The available values:&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Hidden:&amp;#039;&amp;#039;&amp;#039; All Lancers are hidden. The player cannot open characters sheets or see who&amp;#039;s in the current party.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;None:&amp;#039;&amp;#039;&amp;#039; The player can inspect character sheets, but not spend repairs or otherwise modify their Lancers.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Short repair:&amp;#039;&amp;#039;&amp;#039; The player can spend repairs to restore Structure/Stress or destroyed systems and mechs, but not modify their current loadout.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Full repair:&amp;#039;&amp;#039;&amp;#039; All stats are restored to full and the player is free to modify loadouts.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Level up:&amp;#039;&amp;#039;&amp;#039; On entering this beat for the first time, all Lancers increase in License Level. Otherwise acts as a full repair.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The current Note types are:&lt;br /&gt;
&lt;br /&gt;
; Combat Briefing&lt;br /&gt;
: Shows a preview of a combat with any available sitrep and map information. Players can press Launch to start the combat. There&amp;#039;s also a checkbox to skip the briefing screen and jump straight into the combat as soon as this Note becomes active.&lt;br /&gt;
&lt;br /&gt;
; Exposition&lt;br /&gt;
: A flexible text box, optional image media, and player choices.&lt;br /&gt;
&lt;br /&gt;
; Dialogue&lt;br /&gt;
: Runs a cutscene of characters speaking to each other, defined in the Conversation tool.&lt;br /&gt;
&lt;br /&gt;
; Branch&lt;br /&gt;
: automatically proceeds to one of two connected Notes depending on whether its condition returns true/false.&lt;br /&gt;
&lt;br /&gt;
; Signal receiver&lt;br /&gt;
: Immediately becomes the active Note when a Trigger emits a matching module signal effect and proceeds to whatever it&amp;#039;s connected to.&lt;br /&gt;
&lt;br /&gt;
; Trigger&lt;br /&gt;
: runs some number of effects (as long as its conditions are met) and proceeds to whatever it&amp;#039;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.&lt;br /&gt;
&lt;br /&gt;
== Backgrounds ==&lt;/div&gt;</summary>
		<author><name>Olive</name></author>
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