8/22/2023 0 Comments Stonehearth mods debugtoolsExample from daily_report_encounter.json: "in_edge": "daily_report_encounter",įor the first encounter of each arc, the "in_edge" must be "start". The in_edge is a custom identifier, usually the same name than the encounter file, so that different nodes can trigger the same encounters. These are used to shape a graph or tree that defines the flow of the campaign. In-edges and out-edgesĮach encounter node needs to have what we call an "in_edge" and can have zero, one, or more "out_edge"s. Encounters themselves actually run the content using a reusable script (e.g.: create_camp_a) and the JSON data of the specific node listed in the arc index file (e.g.: ambient_threats_arc.json) to customize the encounter parameters.Īll the existing campaigns, arcs and encounters can be found inside subdirectories of stonehearth/data/gm. The game master has campaigns (as children), campaigns have arcs (Trigger, Challenge, Climax), and arcs have encounters. You can visualize them in the Campaign browser from debugtools: Game master treeĪll encounters, arcs, and campaigns are nodes (they inherit from stonehearth/services/server/game_master/controllers/a) and exist in a tree, with the game master controller as root node. A generic encounter (such as spawn camp, or show dialog) can be re-skinned or instantiated with a specific campaign in mind, and put together with other encounters to create many possible narratively-coherent gameplay challenges.įor example, the goblin campaign, which throws increasing numbers of enemies at the player, is made of three arcs (beginning, hit-and-run, and finale) and multiple goblin-specific instances of a few basic, generic encounters (spawn camp, wait, city raid, etc). They are divided into arcs, each of which fulfills a dramatic/gameplay purpose, and which are made up of encounters.Įncounters are campaign-specific instances of generic, modular, gameplay pieces.
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