Module Editor: Difference between revisions

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Created page with "DRAFT DRAFT DRAFT The <strong>Module Editor</strong> is a tool for adding downtime scenes between combats. == Beats & 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's..."
 
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[[File:ModuleEditorBeats.png|thumb]]


The <strong>Module Editor</strong> is a tool for adding downtime scenes between combats.
The <strong>Module Editor</strong> is a tool for adding downtime scenes between combats.


== Beats & Notes ==
A player is always within exactly one active Beat, which itself can contain one or more Activities. Beats are like a room and Activities are like the things you can do in that room.


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.
== Beats ==


[[File:ModuleEditorBeats.png]]
Unless an active Activity specifies otherwise, a Beat determines the current [[Module Editor#Backgrounds|background]] that underlays whatever's going on in the UI.


Unless an active Note specifies otherwise, a Beat determines the current [[Module Editor#Backgrounds|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 Activity 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.


Beats also determine what the player can do with the Lancers character-sheet-wise whenever another Note isn't currently active. The available values:
== Activities ==
** '''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 Activity types are:
The current Note types are:


; Combat Briefing
; 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.
: 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 Activity becomes active.


; Exposition
; Exposition
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; Branch
; Branch
: automatically proceeds to one of two connected Notes depending on whether its condition returns true/false.
: Automatically proceeds to one of two connected Activities depending on whether its condition returns true/false.


; Signal receiver
; Signal receiver
: Immediately becomes the active Note when a Trigger emits a matching module signal effect and proceeds to whatever it's connected to.
: Immediately becomes the active Activity when a Trigger emits a matching module signal effect and proceeds to whatever it's connected to.


; Trigger
; Trigger
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== Backgrounds ==
== Backgrounds ==
(something to do with media types)

Revision as of 00:20, 11 July 2026

DRAFT DRAFT DRAFT

The Module Editor is a tool for adding downtime scenes between combats.

A player is always within exactly one active Beat, which itself can contain one or more Activities. Beats are like a room and Activities are like the things you can do in that room.

Beats

Unless an active Activity 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 Activity 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.

Activities

The current Activity 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 Activity 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 Activities depending on whether its condition returns true/false.
Signal receiver
Immediately becomes the active Activity 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.

Backgrounds

(something to do with media types)