Scenario Settings - GlowPuff/JiMEditor GitHub Wiki
The Scenario Title is seen by players in the Companion App at the Scenario load screen. Be short and descriptive.
There are 2 types of Scenario: Journey and Battle. Journeys are the most common type of mode where players lay tiles when instructed by the companion app and progress through a story. Battle mode is played on the 2 large, square battle mats the game includes. At this time, the Companion App only supports Journeys.
If your Scenario will start with an Objective as soon as it begins, select it under First Objective to automatically activate it after the Scenario starts.
The Shadow Phase Fear defaults to 2 (same as in the official Companion App), but you can change it here.
You can award Starting Lore to players with this option. Useful for Standalone Scenarios where you want to give the players a starting boost. This value is shown in the Companion App before embarking on the Scenario.
Scenario Rewards define the Lore and XP rewards given for finishing the Scenario. Rewards are only used in Campaigns.
Story/Special Instructions is text that is shown in the Companion App right before the Scenario is loaded. Use it to provide some story and/or to give the players special instructions for your Scenario. Leave it blank if you won't be using it.
Players accumulate Threat at the end of their turn in the Shadow Phase of the game. Use Threat Settings to add and edit Threat thresholds reached by the players as their Threat accumulates. Edit the Threat Max to specify the maximum amount of Threat that can accumulate before the Scenario is considered a loss. Use the Add Threat button to add a Threshold Block. In the Threshold Block, use the edit box to specify the amount of Threat that will Trigger this Threshold. From the dropdown menu, select an Event you have created that will get activated when this Threshold is reached.
If you won't be using Threat in your Scenario, either CHECK Don't use Threat or just don't add any Threshold Blocks.
The Introduction Text is shown to players at the start of the Scenario.
The Resolution Text is shown when the Scenario ends. Multiple Resolution Text items can be added with the green + button, each with their own story text. In this manner, multiple different endings can be created for your Scenario. Each Resolution Text has to be Triggered (required) in order to activate it. Set the Trigger that will activate this Resolution in the Triggered By dropdown menu. In addition, each Resolution has its own setting for determining how the Scenario ends, either as a Success or as a Failure. This is only used in Campaigns to keep track of player performance.
When any Resolution Text is activated, the Scenario will automatically end after the text is shown to the players.