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Editor Tools — making scenes and scenarios inside the running game
Editor Tools are the author's windows that open over the running game: the scene editor, the scenario editor, editors for the world map, interactive objects and lights, a builder of Godot scenes and the catalog export of a mod. Everything they save is ordinary mod files, and the game picks the change up at once, so an author writes a place, walks into it and plays it without restarting.
The mod also holds the base of the item and character editors (they are separate mods: Items Editor, Characters Editor). A game gets these tools through the Developer Tools toolset or its own collection.
Opening the tools
In a game, the hammer button on the toolbar opens the tool box:
- Scene editor, Map Editor, Interactive Editor and Light Editor are in the tool box. Other tool mods add their own entries there (the item, character and RPG map editors, the Data Editor).
- The scenario editor opens from the scene editor: select a scene, pick one of its scenarios and press Open, or + New scenario.
- When the tools are loaded at the main menu (for example with
--all-mods), every tool also has a button in the menu's tool block, including the scene builder and the catalog export.
The windows stay open across scene changes, can be moved and resized, and close with the cross.
A whole small edit: a new place
The novel template has a town, a bar and a home. Here an author adds a park that can be reached from the town, using only the editors.
1. A new scene. In the scene editor press + New scene, type the name, choose the mod to save it to and add a background:
Save (Ctrl+S) writes scenes/my_novel_park.json into my_novel_game; the game knows the scene at once.
2. Its scenario. + New scenario opens the scenario editor with a file for the scene. The park offers one way back:
3. A way there. In the town's scenario one answer and one label are added:
option "Go to the park" -> :park
:park
switch_scene my_novel_park
end
Saving a scenario drops the game's scenario caches, so the next entry into the town plays the new text.
4. Play it. Go to scene in the scene editor, or simply playing on, enters the town, and the new answer is there:
The editors
- Scene editor — the places of a novel: name, the mod to save to, backgrounds (one is picked at random on entry), ambient sound with a listen button, the default scenario and the scene's scenarios. Go to scene ends the running dialog and enters the scene.
- Scenario editor — the files of every mod, a summary and a graph of scenes and transitions; DSL highlighting; Ctrl+S saves; Play (F5) saves and plays the scenario inside the running game, and Stop returns to where the game was; Open in external editor opens the file in the system's editor.
- Map Editor — the zones of the world map.
- Interactive Editor — clickable objects of the current scene.
- Light Editor — the lights of the current scene.
- Scene builder — Godot
.tscnscenes for mods. - Catalog export — packs a mod into a zip and writes its entry for a mod catalog with checksums.
Undo works while editing (Ctrl+Z in the text and in the forms of the entity editors). Checking a mod for broken references is the Validator's job; the editors do not stop you from saving a scenario with a mistake.
Whose files are written
The tools write only into mods installed as folders. A scene is the sum of the scenes/<name>.json files of all mods, so the scene editor writes the file of the mod chosen in Save to. Changing a scene that belongs to another or a packed mod creates a file in your mod that adds to it; backgrounds that come from other files are shown locked. Scenarios are saved in the mod they belong to.
If something goes wrong
- The hammer button is missing. The game does not include the tools; add the Developer Tools toolset in its collection or run with
--with-mods=editor_tools. - A new scenario does not play. Its header names another scene, or another scenario of the scene is chosen first (compare their
priority). - Save to lists no mods. Only mods installed as folders can be written to.





