Module Editor: Difference between revisions
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: Immediately becomes the active Moment when a Trigger emits a matching module signal effect and proceeds to whatever it's connected to. | : Immediately becomes the active Moment when a Trigger emits a matching module signal effect and proceeds to whatever it's connected to. | ||
; Trigger | ; 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. | ||
== Media == | == Media == | ||
Revision as of 00:41, 12 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 Moments. Beats are like a room and Moments are like the things you can do in that room.
Beats
Beats determine what the player can do with the Lancers character-sheet-wise whenever another Moment 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.
Moments
The current Moment 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 Moment 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 Moments depending on whether its condition returns true/false.
- Signal receiver
- Immediately becomes the active Moment 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.
Media
When a UI element needs to display a player-defined image, it does so through a Media picker.
The current Media types are:
- PNG
- An arbitrary static image. Players can place .png files in the media/ folder within their module folder.
- Diorama
- A miniature map, created in a feature-reduced version of the combat editor.
- Mech
- The image of a mech from a module origin character or NPC.
- Pilot
- The image of one of the player's character portraits.
- NPC
- The image of one of the module NPC portraits.
Backgrounds
Available media types: PNG, Diorama, Combat
Beats and Moments can specify a Background Media, which underlays all the downtime UI and buttons. Unless an active Moment specifies otherwise, a Beat determines the current Background.
Currently, only .png filenames that begin with the text "bg_" will show up and be available for backgrounds. (This is likely to change.) Backgrounds are recommended to be at least 1280x720 or a lower multiple with the same ratio.
Handouts

Available media types: Any
Exposition moments can specify a Handout Media which shows up alongside the text.
Handout images will be rendered at a maximum of 512x512
Banner

Available media types: PNG
Shown above your module description when picking what module to play. The required dimensions or format of module banners may change in the future.
Currently, only .png filenames that begin with the text "banner_" will show up and be available for banners.