Document character renaming and companion dialog behavior
This commit is contained in:
1 parent
d7250b26b2
commit
bc56c64b77
2 files changed
+14
-2
No files matched your search
+7
-1
@@ -25,18 +25,24 @@ The panel shows HP 42 and ATK 12 while the file says 24 and 6: in RPG Plus the h
|
||||
- **Level**, **Health**, **Attack**, **Defence**, **Action points**, **Experience** — the battle numbers of the character. When the character has `Stats` (from the Stats Engine), **Health**, **Attack** and **Defence** are read-only: the stats compute them, and the form shows the computed values under the fields (see the party block below).
|
||||
- **Recruit chance** — 0 to 100: the chance to capture the character after beating it (see Recruiting).
|
||||
- **Behaviour** and **Actions** — how the character fights and which battle actions it has.
|
||||
- **Loot** — what drops when the character is defeated as an enemy: a list of rows, each with an item (a picker of the items the game knows), a minimum and a maximum count and a chance from 0 to 100.
|
||||
- **Fields of other mods** — fields other mods describe for characters in their schemas (for example Stats Engine's class, stats and traits) appear in their own section.
|
||||
- **Id** of a saved character is read-only; **Rename…** under it changes the id and the references to it (see below).
|
||||
- **Other fields** — the rest of the character's JSON, edited as JSON and kept as it is.
|
||||
|
||||
The toolbar: **New** (Ctrl+N), **Copy** (Ctrl+D), **Delete**, **Undo**/**Redo** (Ctrl+Z / Ctrl+Y), **Save** — only changed files are written; texts go into the mod's locale files.
|
||||
|
||||
## Renaming an id
|
||||
|
||||
**Rename…** under the Id of a saved character asks for the new id and lists every file that names the character before anything is written: the character's own file, the scenarios that give it to a party or start a battle with it, the placements and maps that place it. Files of other mods that name it are only listed, and they are not changed. **Rename** saves your pending edits first; **Undo rename** in the toolbar puts every changed file back exactly as it was. Ids take letters, digits, `_`, `-` and `/` between their parts, and must be free in every mod.
|
||||
|
||||
## The party block
|
||||
|
||||
Below the fields, the party block shows two things:
|
||||
|
||||
- **Party leader** — the character whose sheet the player walks with on RPG maps. The leader is the character the game's `stats.player` names; without one, the first character of the battle party. The block says *Party leader* or *Not the party leader* for the open character. Choosing a new leader is not a button yet: it is a setting of the collection, changed through the mod manager.
|
||||
- **Computed battle numbers** — when the character has `Stats`, every stat with its value and its battle number. The hint says that health, attack and defence come from the stats, so you edit the stats, not these fields. Without `Stats` the block says so, and the battle numbers are the fields above.
|
||||
- **Joins the party when talked to** — tick it to write the join scenario `scenarios/<your mod>/party/<id>.scenario`: it sets the flag `<id>_joined` to 1 and adds the character to the party (`action party.add`). Unticking deletes the file at once. The leader never joins (the box is disabled). To make the character a companion on a map, place it from the **Characters** tab of the RPG Map Editor: talking to the placed actor joins it, the actor leaves its cell and the companion walks behind the hero.
|
||||
- **Joins the party when talked to** — tick it to write the join scenario `scenarios/<your mod>/party/<id>.scenario`: it sets the flag `<id>_joined` to 1 and adds the character to the party (`action party.add`). Unticking deletes the file at once. The leader never joins (the box is disabled). If the character's actor object already has a dialog (its **Interaction** opens a scenario or has its own lines), the join comes after that dialog: the dialog plays, then the character joins, and the dialog is not replaced. The map editor writes this when the character is chosen in its **Characters** tab. To make the character a companion on a map, place it from the **Characters** tab of the RPG Map Editor: talking to the placed actor joins it, the actor leaves its cell and the companion walks behind the hero.
|
||||
|
||||
## Characters of other mods
|
||||
|
||||
|
||||
Reference in new issue
Block a user