Event Editor - Tarquinous/wg-expanded-editor-3 GitHub Wiki
This page documents the tools unlocked for the Event Editor through the mod.
Table of Contents
Actions
Dev: Add UI Tutorial
Sets a pre-made tutorial script to play when you open certain UI screens from a location. The action can be set at any time, it will always begin once the trigger is met.
If multiple tutorials are set to go off simultaneously, they will play in the order they were set, and the tutorials fully complete before allowing another to begin.
Not every tutorial script will function this way, for more information read UI Tutorials
Dev: Force Action
Sets a required action for the player to perform. This specifies a unit, the action, where it moves to, and what it targets. If the Player attempts any other action, it will display a dialogue box similar to UI: Show Dialogue Box
.
If a new Dev: Force Action
is applied before the previous could be completed, the new one will override the old one.
The Auto-end setting defines if the forced event restrictions are released once it is completed. If this is set to False, the forced requirements never end until overriden by a new 'Force' event.
Can require a unit or player to perform:
- Attack
- Capture
- Load
- Drop
- Wait
- Recruit
- Reinforce
- Select End Position
- End Turn
Notes:
- This action can easily lead to softlocks if the action is impossible. Be careful to make sure the requirements are always applicable.
- This will usually softlock the game if an event is set to Repeat and triggers this continuously. Be careful how you set this event to trigger.
Dev: Force Tutoral
Set a pre-made tutorial script to begin, similar to Dev: Add Tutorial
.
The Auto-end setting defines if the forced event restrictions are released once it is completed. If this is set to False, the forced requirements never end until overriden by a new 'Force' event.
If the tutorial's trigger (if it has one) is not started, it will display a dialogue box similar to UI: Show Dialogue Box
.
If a new Dev: Force Tutorial
is applied before the previous could be completed, the new one will be added to occur automatically without the forced actions, similar to Dev: Add Tutorial
, and the new forced action requirements will override the original.
Every script has unique requirements to begin playing, for more information read UI Tutorials.
Dev: Play Credits
Only works on Campaigns.
Sets the game credits to play after the map is completed and the player returns to map select. The action can be set at any time, it will always play after the Victory screen.
Note: this will cause a visual glitch. It is recommended to also set at a Campaign: Add Cutscene
action, to add a cutscene to play after the map is complete, and transition smoothly into the Credits sequence.
Dev: Play Groove Cutscene
Plays a full-screen banner animation of a character performing their Groove, similar to if they had actually activated their Groove. Note: this will not actually perform any actions, it is purely a visual effect.
Not all Commanders have functioning text, in these cases instead showing #MISSING#
. Of the playable Commanders, only Errol & Orla suffer this (alongside their individual unit counterparts).
Some hidden Commanders (e.g. Villager) cause an error that returns the player to the Main Menu, softlocking matches permanently.
Dev: Queue Force action
Sets a Dev: Force Action
to occur immediately after a previous 'Force' event has completed, allowing pre-defining a set of forced actions to occur sequentially from a single event.
Note: The restrictions of the next event in the queue will apply instantly. This can make some tutorials or actions result in softlock.
Dev: Queue Force Tutorial
Sets a Dev: Force Tutorial
to occur immediately after a previous 'Force' event has completed, allowing pre-defining a set of forced actions to occur sequentially from a single event.
Note: The restrictions of the next event in the queue will apply instantly. This can make some tutorials or actions result in softlock.
Dev: Set Conditional Location Highlight
Sets a Location Highlight onto an area of the map, which is only visible when specific UI is open, including:
- When a unit is selected
- When a movement path is being made
- When selecting an action to perform
To remove the Location Highlight, simply set the location's conditional highlight type to None
.
Dev: Set Match Seed
This sets the seed for a match, pre-determining the RNG so long as actions taken are identical.
Dev: Show Message
The input text will be output as plaintext to the game's 'console', a line-feed output on the bottom-right of the screen. Each message stays on-screen for several seconds. There is no text formatting available. Below is an example of how this output looks on-screen.
images/show-message_example.png
Inputting multiple lines will push old ones up, but they will always disappear after a set time.
UI: Show Dialogue Box (with Shout)
This is an expanded version of `UI: Show Dialogue Box', adding a new text row for typing in audio dialogue to be played when the dialogue box appears. The text to type in refers to a 'shout' of the character to be played.
You can only use character shouts associated to the speaking character, for example you can only use Mercia's "Healing Aura!" shout when the portrait is of Mercia.
If a shout reference is invalid, it will simply produce no sound.
You can find a list of all shout references used here on the Character shouts page
Conditions
Dev: Number of Stars
Checks the player's collected Stars against an integer value.
Stars are collected from official stages in Campaign, Arcade, and Puzzle modes. They cannot be awarded in custom content, so this will always refer to their progress in other areas of the game.
Misc.
Units
Dialogue Portraits
Location Highlight
UI Tutorials
UI Tutorials a pre-programmed scripts that take advantage of the game's UI in a way that can't be done using map events. These are used extensively in the Prologue and Act 1 of the Main Campaign. While most tutorials are highly specific to characters and units, a few have some generic utilities. such as Select Target
.
Note: Many of these tutorials can cause softlocks if triggered in situations that do not allow the tutorial to be completed. Please make sure your tutorials are fully working before finalising maps.
Below are a list of the tutorials, what locations they will trigger for if used for Dev: Add UI Tutorial
, and what it tutorialises.
Tutorial name | Trigger UI | Information |
---|---|---|
Check Range | Enemy range | Explains about previewing enemy damage range.Note: This will softlock the game if the unit is an ally and is selected. |
Game Menu | Game menu | An unfinished version of the Objectives Screen tutorial. Has no dialogue text. |
Objectives Screen | N/a | Introduces the Overview screen, including objectives. |
Recruit Info | Recruitment | Introduces the Barracks and asks the player to recruit a unit. Recruitment can be avoided if player cancels recruitment after selecting the unit.Note: This will softlock the game if they cannot afford any unit. |
Recruit Info 2 | Recruitment | Explains about unit roles and recommends buying Spearmen. Does not require player to recruit any unit. |
Select Target | N/a | After choosing a unit, forces player to target an enemy unit, and select "Attack".Note: This will softlock the game if there is no enemies, the unit cannot attack (e.g. Thief), or the player targets a non-attackable unit (e.g. Ally Transports and Neutral Villages). |
Select Target 2 | N/a | Identical to Select Target . |
Select Unit | Unit selected | Explains about choosing to attack with an Archer. |
Tile Info | Tile Info | Introduces the Tile Info screen and explains the Critical Hit condition of a Pikeman. |
Tile Info 2 | Tile Info | Explains the Effective/Vulnerable overview on the Tile Info screen for a Pikeman. |