74 lines
5.3 KiB
Markdown
74 lines
5.3 KiB
Markdown
# Editor Tools — making scenes and scenarios inside the running game
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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.
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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.
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## Opening the tools
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In a game, the hammer button on the toolbar opens the tool box:
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- **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).
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- The **scenario editor** opens from the scene editor: select a scene, pick one of its scenarios and press **Open**, or **+ New scenario**.
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- 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.
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The windows stay open across scene changes, can be moved and resized, and close with the cross.
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## A whole small edit: a new place
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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.
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**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:
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Save (Ctrl+S) writes `scenes/my_novel_park.json` into `my_novel_game`; the game knows the scene at once.
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**2. Its scenario.** **+ New scenario** opens the scenario editor with a file for the scene. The park offers one way back:
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**3. A way there.** In the town's scenario one answer and one label are added:
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```scenario
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option "Go to the park" -> :park
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:park
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switch_scene my_novel_park
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end
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```
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Saving a scenario drops the game's scenario caches, so the next entry into the town plays the new text.
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**4. Play it.** **Go to scene** in the scene editor, or simply playing on, enters the town, and the new answer is there:
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## The editors
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- **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.
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- **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.
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- **Map Editor** — the zones of the world map.
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- **Interactive Editor** — clickable objects of the current scene.
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- **Light Editor** — the lights of the current scene.
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- **Scene builder** — Godot `.tscn` scenes for mods.
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- **Catalog export** — packs a mod into a zip and writes its entry for a mod catalog with checksums.
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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.
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## Whose files are written
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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.
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## If something goes wrong
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1. **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`.
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2. **A new scenario does not play.** Its header names another scene, or another scenario of the scene is chosen first (compare their `priority`).
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3. **Save to lists no mods.** Only mods installed as folders can be written to.
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