<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nate</id>
	<title>Wildermyth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nate"/>
	<link rel="alternate" type="text/html" href="https://wildermyth.com/wiki/Special:Contributions/Nate"/>
	<updated>2026-04-12T07:28:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Curiouser_and_Curiouser&amp;diff=16608</id>
		<title>Curiouser and Curiouser</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Curiouser_and_Curiouser&amp;diff=16608"/>
		<updated>2021-06-23T21:26:26Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox event&lt;br /&gt;
| event = Curiouser and Curiouser&lt;br /&gt;
| image = Donotenter.PNG &lt;br /&gt;
| author = Shae Rossi&lt;br /&gt;
| type = Arrive at hostile site&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The party come across a sign saying &amp;quot;Do Not Enter.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Choices ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;1. &amp;quot;It&amp;#039;s too risky to leave enemies behind us. We have to check it out.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Success&amp;#039;&amp;#039;&amp;#039;: the party steps in quicksand. Temporary buff +1 speed in the next [[battle]].&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Fail&amp;#039;&amp;#039;&amp;#039;: the party steps in... slowsand! Temporary penalty -1 speed in the next battle. &lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;2. &amp;quot;Let&amp;#039;s move on then... &amp;#039;&amp;#039;(I&amp;#039;ll come back  when everyone&amp;#039;s asleep.)&amp;#039;&amp;#039;&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Success&amp;#039;&amp;#039;&amp;#039;: the hero and one other step in quicksand. Temporary buff +2 speed in the next battle.&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Fail&amp;#039;&amp;#039;&amp;#039;: the hero and one other step in... slowsand! Temporary penalty -2 speed in the next battle.  &lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;3. &amp;quot;It will remain a mystery. Let&amp;#039;s go.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
:{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Do not investigate the sign.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
This event targets a character with the Curious [[hook]]. &lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
File:Curiouserandcuriouser2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Event]]&lt;br /&gt;
[[Category:Curious]]&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=16443</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=16443"/>
		<updated>2021-06-15T20:52:45Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WildermythWide 2400x775.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wildermyth is a [[character]]-driven randomly generated tactical role-playing game.&lt;br /&gt;
&lt;br /&gt;
The game is developed by [http://worldwalkergames.com/ Worldwalker Games LLC], and was released on June 15, 2021. &lt;br /&gt;
&lt;br /&gt;
This wiki is for players and developers. Please improve it! No need to ask permission, you just need to create an account (because spammers, otherwise).&lt;br /&gt;
We have a [[Formatting Guide|style guide]] to help us keep a uniform look.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
You, the [[player]], develop [[hero]]es as the game progresses, by scouting the [[overland map]], fighting any lurking threats, defending and improving the area over time, and taking part in quest opportunities that arise. Building [[Build_a_Bridge|bridges]] and passes opens up navigation across rivers and mountain ranges.&lt;br /&gt;
&lt;br /&gt;
Collected [[resource]]s can be used to craft better tiers of [[equipment]]. Leveling up your heroes offers you a choice of new random [[ability|abilities]]. Your enemies also grow in strength through [[calamity|calamities]] that occur as time advances.&lt;br /&gt;
&lt;br /&gt;
[[Legacy point]]s that you accrue can be used to recruit new heroes to your company, build new [[station]]s, dispel [[calamity|calamities]], or avert enemy [[incursion]]s.&lt;br /&gt;
&lt;br /&gt;
Completing a [[campaign]] lets you use those legendary heroes in future campaigns as part of your [[legacy]].&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Learn more about gameplay basics.&lt;br /&gt;
* [[Hero]]es&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Overland map]]&lt;br /&gt;
* [[Enemy force]]s&lt;br /&gt;
* [[Campaign]]&lt;br /&gt;
* [[Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Walkthroughs and Guides=&lt;br /&gt;
Hints and tips, strategy and guides.&lt;br /&gt;
* Player [[Guides]]&lt;br /&gt;
* [[:Category:Event|Events]]&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11 while running the game, but here is some troubleshooting for common issues.&lt;br /&gt;
* [[Technical Difficulties]]&lt;br /&gt;
* [[Transfer your Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
For developers, storytellers, modders, and translators.&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]: Want to write for the game? Here&amp;#039;s what you need.&lt;br /&gt;
* [[Lore]]: Learn more about the monstrous factions in the Yondering Lands.&lt;br /&gt;
* [[Modding Guide]]: All about how to Mod Wildermyth.&lt;br /&gt;
* [[Effects]]: Used to create [[Event|events]], player actions, and oh so much more. A technical guide.&lt;br /&gt;
* [[Testing]] the game.&lt;br /&gt;
* [[Translating]] the game.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=16090</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=16090"/>
		<updated>2021-02-13T19:07:43Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Performance Problems / Low FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team. If you&amp;#039;re a mod author or just want to take a look yourself, here&amp;#039;s a page on [[Log Analysis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Try launching the game directly from the install folder (via the exe, on Windows). We don&amp;#039;t know exactly why, but this solves the issue for some players.&lt;br /&gt;
# If you have multiple graphics cards available (e.g. gaming laptop), choose the dedicated card.&lt;br /&gt;
# Update your graphics driver - this has worked for a lot of people.&lt;br /&gt;
# Plugging in your laptop can make a difference (different power saving / graphics settings).&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Performance Problems / Low FPS=&lt;br /&gt;
Wildermyth can be a bit of a resource hog sometimes. Here are some graphics options to try. Access these from Options &amp;gt; Graphics.&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Retina / High DPI Monitors Especially&amp;#039;&amp;#039;&amp;#039; Try setting the Pixel Multiple under both Environment Rendering and World Map Rendering (these are two different settings.) The pixel multiple can have a huge effect on performance, but it will also make the game objects look a bit... pixel-ish.&lt;br /&gt;
[[File:PixelMultiple.png|frame|center]]&lt;br /&gt;
# Set Max Point Lights to a low number (try 4 first) This can help if your game gets bogged down when there are too many fires or lights at once.&lt;br /&gt;
# Turn off atmospheric particles&lt;br /&gt;
# Turn off Bloom&lt;br /&gt;
# Turn off Ability Particles (do this last, not recommended)&lt;br /&gt;
# You can also find the graphics.json file in your players folder, and set shadowBufferSize to 0.25, or 0.125&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=16089</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=16089"/>
		<updated>2021-02-13T18:56:32Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team. If you&amp;#039;re a mod author or just want to take a look yourself, here&amp;#039;s a page on [[Log Analysis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Try launching the game directly from the install folder (via the exe, on Windows). We don&amp;#039;t know exactly why, but this solves the issue for some players.&lt;br /&gt;
# If you have multiple graphics cards available (e.g. gaming laptop), choose the dedicated card.&lt;br /&gt;
# Update your graphics driver - this has worked for a lot of people.&lt;br /&gt;
# Plugging in your laptop can make a difference (different power saving / graphics settings).&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Performance Problems / Low FPS=&lt;br /&gt;
Wildermyth can be a bit of a resource hog sometimes. Here are some graphics options to try. Access these from Options &amp;gt; Graphics.&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Retina / High DPI Monitors Especially&amp;#039;&amp;#039;&amp;#039; Try setting the Pixel Multiple under both Environment Rendering and World Map Rendering (these are two different settings.) The pixel multiple can have a huge effect on performance, but it will also make the game objects look a bit... pixel-ish.&lt;br /&gt;
[[File:PixelMultiple.png|frame|center]]&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=16088</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=16088"/>
		<updated>2021-02-13T18:55:54Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Performance Problems / Low FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team. If you&amp;#039;re a mod author or just want to take a look yourself, here&amp;#039;s a page on [[Log Analysis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Try launching the game directly from the install folder (via the exe, on Windows). We don&amp;#039;t know exactly why, but this solves the issue for some players.&lt;br /&gt;
# If you have multiple graphics cards available (e.g. gaming laptop), choose the dedicated card.&lt;br /&gt;
# Update your graphics driver - this has worked for a lot of people.&lt;br /&gt;
# Plugging in your laptop can make a difference (different power saving / graphics settings).&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Performance Problems / Low FPS=&lt;br /&gt;
Wildermyth can be a bit of a resource hog sometimes. Here are some graphics options to try. Access these from Options &amp;gt; Graphics.&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Retina / High DPI Monitors Especially&amp;#039;&amp;#039;&amp;#039; Try setting the Pixel Multiple under both Environment Rendering and World Map Rendering (these are two different settings.) The pixel multiple can have a huge effect on performance, but it will also make the game objects look a bit... pixel-ish.&lt;br /&gt;
[[File:PixelMultiple.png|frameless|left]]&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:PixelMultiple.png&amp;diff=16087</id>
		<title>File:PixelMultiple.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:PixelMultiple.png&amp;diff=16087"/>
		<updated>2021-02-13T18:54:21Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=16086</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=16086"/>
		<updated>2021-02-13T18:53:54Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game. The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team. If you&amp;#039;re a mod author or just want to take a look yourself, here&amp;#039;s a page on [[Log Analysis]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Try launching the game directly from the install folder (via the exe, on Windows). We don&amp;#039;t know exactly why, but this solves the issue for some players.&lt;br /&gt;
# If you have multiple graphics cards available (e.g. gaming laptop), choose the dedicated card.&lt;br /&gt;
# Update your graphics driver - this has worked for a lot of people.&lt;br /&gt;
# Plugging in your laptop can make a difference (different power saving / graphics settings).&lt;br /&gt;
# Check the logs. You can find them in the install folder /logs. You can send them in to us (wildermyth at gmail) and we will take a look.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
If you can, have the bug visible on the screen so that the screenshot will capture it. Press F11 to open the feedback tool. Write a short note describing exactly what what wrong, and what you were doing leading up to it.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Sending Save Files=&lt;br /&gt;
If you&amp;#039;re a part of our discord server, you may want to send us files directly. To do this, you&amp;#039;ll have to access your save file by pressing Menu, Load Game, then the folder icon next to the save file you would like to send.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File Menu.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
After clicking the icon, it should pull up a folder that has a few files in it.&lt;br /&gt;
&lt;br /&gt;
[[File:Save File 2.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
Highlight all the files, then right click them. You should be offered an option that either says Zip or Compress. &lt;br /&gt;
&lt;br /&gt;
[[File:Save File 3.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
This should then create a new compressed, zipped file that you can send through discord!&lt;br /&gt;
&lt;br /&gt;
[[File:Zipped Save File.png|frameless|center|upright=1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Audio won&amp;#039;t play=&lt;br /&gt;
# On linux, try installing pulseaudio-alsa&lt;br /&gt;
# See FMOD troubleshooting steps?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Performance Problems / Low FPS=&lt;br /&gt;
Wildermyth can be a bit of a resource hog sometimes. Here are some graphics options to try. Access these from Options &amp;gt; Graphics.&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Retina / High DPI Monitors Especially&amp;#039;&amp;#039;&amp;#039; Try setting the Pixel Multiple under both Environment Rendering and World Map Rendering (these are two different settings.) The pixel multiple can have a huge effect on performance, but it will also make the game objects look a bit... pixel-ish.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Translating&amp;diff=15276</id>
		<title>Translating</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Translating&amp;diff=15276"/>
		<updated>2020-10-08T19:00:43Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Translating Wildermyth=&lt;br /&gt;
Wildermyth is developed in US English and has an official translation for Simplified Chinese. It&amp;#039;s possible we&amp;#039;ll be able to provide additional official languages in the future, but it might be a while, so we are working on tools to support community translation into other languages.&lt;br /&gt;
&lt;br /&gt;
Let us know what would make your life easier as a translator!&lt;br /&gt;
&lt;br /&gt;
==We use UTF-8 for Everything==&lt;br /&gt;
All files are encoded in UTF-8. You need to set your text editor to UTF-8 when editing properties files if you&amp;#039;re using characters outside of the lower 128 (ASCII).&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
Nearly all the text in the game is stored in [https://en.wikipedia.org/wiki/.properties .properties files]. Properties files are very simple, it&amp;#039;s one &amp;quot;string&amp;quot; (piece of text) to a line. The &amp;quot;key&amp;quot; is first, don&amp;#039;t change that. Just change the text after the =&lt;br /&gt;
&lt;br /&gt;
The properties files are found in the /assets/text/ folder. There are many many files in here, 1 file for each &amp;quot;effect&amp;quot; (event or combat ability) and some very large files for interface, history lines, aspects, and other things. For mods (such as campaigns, for example Age of Ulstryx is a mod) the text is in the mod folder, so, mods/builtIn/villain_ulstryx/assets/text/...&lt;br /&gt;
&lt;br /&gt;
To translate the files, make a copy but put your locale code as the suffix, with underscores, like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| interface.properties || source file (US English)&lt;br /&gt;
|-&lt;br /&gt;
| interface_zh_CN.properties || Simplified Chinese&lt;br /&gt;
|-&lt;br /&gt;
| interface_fr.properties || French&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the /assets/data/knownLocales.json file for a list of country codes that the game lets players pick. If you want additional ones, contact us and ask. See [https://docs.oracle.com/cd/E13214_01/wli/docs92/xref/xqisocodes.html this list].&lt;br /&gt;
&lt;br /&gt;
Put the translated files right next to the source files. (You may want to make periodic backups of your translated files, too.)&lt;br /&gt;
&lt;br /&gt;
==Name Generator==&lt;br /&gt;
If you want to create localized generated names, the name generator source data files are /assets/data/generation/group.names.json and /assets/data/generation/human.names.json &lt;br /&gt;
&lt;br /&gt;
You&amp;#039;ll see how it works, it&amp;#039;s pretty simple.&lt;br /&gt;
&lt;br /&gt;
=In Game Editors=&lt;br /&gt;
&lt;br /&gt;
The [[Comic Editor Reference|Comic Editor]] is the best way to translate comics, because it offers side-by-side text, real time tag validation, and lets you tweak text box positions as needed. Use the button on the top bar to set your target language:&lt;br /&gt;
&lt;br /&gt;
[[File:LanguageOptions.png|frameless|left|Useful options when translating]]&lt;br /&gt;
&lt;br /&gt;
Set the language to the language you&amp;#039;re translating to. The dropdown uses the &amp;quot;knownLocales&amp;quot; file mentioned earlier. You can also change &amp;quot;translate mode&amp;quot; to be &amp;quot;from Source&amp;quot; or you can translate from another language, which might be helpful once we have more translations.&lt;br /&gt;
&lt;br /&gt;
The editor also lets you import/export a loc kit, which is just a copy of the game assets with only the text files for one language. This is helpful for collaboration or for exporting to a mod.&lt;br /&gt;
&lt;br /&gt;
Finally, there are some buttons for making effect text bundles. This take all of the effect properties files and bundles them up into one file for translation, but right now I don&amp;#039;t recommend using this - Wildermyth has tech to skip untranslated events, but that tech only works if no file exists in that language. Bundling effect text &amp;gt; translating some &amp;gt; unbundling will create files for all the effects, so the game won&amp;#039;t know which ones are translated. I might change the button to skip effects with comic panels, and export a list of those, or something like that.&lt;br /&gt;
&lt;br /&gt;
=Workflow=&lt;br /&gt;
&lt;br /&gt;
We recommend starting with interface.properties. Get the interface showing up correctly. If your target language cannot be rendered in the game&amp;#039;s font, please contact us and we&amp;#039;ll work out a font set, and add it as an option for you to choose. You&amp;#039;ll have to choose &amp;quot;Use Local Fonts&amp;quot; while translating.&lt;br /&gt;
&lt;br /&gt;
After the interface bundle, tackle dynamic, presentation, scenarios, errors, and aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;story&amp;quot; can largely be editing in the &amp;quot;History&amp;quot; tab of the editor and should be done there.&lt;br /&gt;
&amp;quot;effects&amp;quot; including comics should be edited in the comic editor. The flow for non-comic events is not finished yet but might use the bundling/un-bundling option discussed above.&lt;br /&gt;
&lt;br /&gt;
When translating comics, you&amp;#039;ll need to understand how tags work, particularly gender splits, since you may have to write your own depending on your language. The [[Writer&amp;#039;s Guide]] and [[Tag Reference]] goes over how they work. The comic editor is highly recommended because it will give you feedback that your tags are correct, let you see the stories in context, and reroll parties to make sure all variations work. It will also let you adjust individual text box positions and sizes. These adjustments are saved to the .properties file of the event as ~TWEAK lines, you will see them in there. ONLY text boxes can be adjusted this way, actors or other comic details can not.&lt;br /&gt;
&lt;br /&gt;
=Delivering Translations=&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s easiest to work &amp;quot;in place,&amp;quot; in the game folder itself. When you want to share your work, export a loc kit. Another player can import that loc kit the same way. To import/export, the language must be set, and only those files will be copied. It&amp;#039;s also possible to bundle your translations up in a mod. If you do that, take all translated text from the &amp;quot;mods&amp;quot; folders and just lump them together in your main assets folder. That whole thing becomes your mod and should work fine. The mod approach allows you to add support for a new langauge by including a &amp;quot;/assets/data/knownLocales.json&amp;quot; file. Th&lt;br /&gt;
&lt;br /&gt;
=Translating Mods=&lt;br /&gt;
&lt;br /&gt;
To translate a mod, copy it to your install folder, e.g. /mods/user/[mod id or number]  Then translate in place. When you&amp;#039;re done, coordinate with the mod author to integrate your translations, or release them as your own mod.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Translating&amp;diff=15274</id>
		<title>Translating</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Translating&amp;diff=15274"/>
		<updated>2020-10-08T18:49:49Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Translating Wildermyth=&lt;br /&gt;
Wildermyth is developed in US English and has an official translation for Simplified Chinese. It&amp;#039;s possible we&amp;#039;ll be able to provide additional official languages in the future, but it might be a while, so we are working on tools to support community translation into other languages.&lt;br /&gt;
&lt;br /&gt;
Let us know what would make your life easier as a translator!&lt;br /&gt;
&lt;br /&gt;
==We use UTF-8 for Everything==&lt;br /&gt;
All files are encoded in UTF-8. You need to set your text editor to UTF-8 when editing properties files if you&amp;#039;re using characters outside of the lower 128 (ASCII).&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
All the text in the game is stored in [https://en.wikipedia.org/wiki/.properties .properties files]. Properties files are very simple, it&amp;#039;s one &amp;quot;string&amp;quot; (piece of text) to a line. The &amp;quot;key&amp;quot; is first, don&amp;#039;t change that. Just change the text after the =&lt;br /&gt;
&lt;br /&gt;
The files are found in the /assets/text/ folder. There are many many files in here, 1 file for each &amp;quot;effect&amp;quot; (event or combat ability) and some very large files for interface, history lines, aspects, and other things. For mods (such as campaigns, for example Age of Ulstryx is a mod) the text is in the mod folder, so, mods/builtIn/villain_ulstryx/assets/text/...&lt;br /&gt;
&lt;br /&gt;
To translate the files, make a copy but put your locale code as the suffix, with underscores, like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| interface.properties || source file (US English)&lt;br /&gt;
|-&lt;br /&gt;
| interface_zh_CN.properties || Simplified Chinese&lt;br /&gt;
|-&lt;br /&gt;
| interface_fr || French&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the /assets/data/knownLocales.json file for a list of country codes that the game lets players pick. If you want additional ones, contact us and ask. See [https://docs.oracle.com/cd/E13214_01/wli/docs92/xref/xqisocodes.html this list].&lt;br /&gt;
&lt;br /&gt;
Put the translated files right next to the source files. (You may want to make periodic backups of your translated files, too.)&lt;br /&gt;
&lt;br /&gt;
=In Game Editors=&lt;br /&gt;
&lt;br /&gt;
The [[Comic Editor Reference|Comic Editor]] is the best way to translate comics, because it offers side-by-side text, real time tag validation, and lets you tweak text box positions as needed. Use the button on the top bar to set your target language:&lt;br /&gt;
&lt;br /&gt;
[[File:LanguageOptions.png|frameless|left|Useful options when translating]]&lt;br /&gt;
&lt;br /&gt;
Set the language to the language you&amp;#039;re translating to. The dropdown uses the &amp;quot;knownLocales&amp;quot; file mentioned earlier. You can also change &amp;quot;translate mode&amp;quot; to be &amp;quot;from Source&amp;quot; or you can translate from another language, which might be helpful once we have more translations.&lt;br /&gt;
&lt;br /&gt;
The editor also lets you import/export a loc kit, which is just a copy of the game assets with only the text files for one language. This is helpful for collaboration or for exporting to a mod.&lt;br /&gt;
&lt;br /&gt;
Finally, there are some buttons for making effect text bundles. This take all of the effect properties files and bundles them up into one file for translation, but right now I don&amp;#039;t recommend using this - Wildermyth has tech to skip untranslated events, but that tech only works if no file exists in that language. Bundling effect text &amp;gt; translating some &amp;gt; unbundling will create files for all the effects, so the game won&amp;#039;t know which ones are translated. I might change the button to skip effects with comic panels, and export a list of those, or something like that.&lt;br /&gt;
&lt;br /&gt;
=Workflow=&lt;br /&gt;
&lt;br /&gt;
We recommend starting with interface.properties. Get the interface showing up correctly. If your target language cannot be rendered in the game&amp;#039;s font, please contact us and we&amp;#039;ll work out a font set, and add it as an option for you to choose. You&amp;#039;ll have to choose &amp;quot;Use Local Fonts&amp;quot; while translating.&lt;br /&gt;
&lt;br /&gt;
After the interface bundle, tackle dynamic, presentation, scenarios, errors, and aspects.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;story&amp;quot; can largely be editing in the &amp;quot;History&amp;quot; tab of the editor and should be done there.&lt;br /&gt;
&amp;quot;effects&amp;quot; including comics should be edited in the comic editor. The flow for non-comic events is not finished yet but might use the bundling/un-bundling option discussed above.&lt;br /&gt;
&lt;br /&gt;
When translating comics, you&amp;#039;ll need to understand how tags work, particularly gender splits, since you may have to write your own depending on your language. The [[Writer&amp;#039;s Guide]] and [[Tag Reference]] goes over how they work. The comic editor is highly recommended because it will give you feedback that your tags are correct, let you see the stories in context, and reroll parties to make sure all variations work. It will also let you adjust individual text box positions and sizes. These adjustments are saved to the .properties file of the event as ~TWEAK lines, you will see them in there. ONLY text boxes can be adjusted this way, actors or other comic details can not.&lt;br /&gt;
&lt;br /&gt;
=Delivering Translations=&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s easiest to work &amp;quot;in place,&amp;quot; in the game folder itself. When you want to share your work, export a loc kit. Another player can import that loc kit the same way. To import/export, the language must be set, and only those files will be copied. It&amp;#039;s also possible to bundle your translations up in a mod. If you do that, take all translated text from the &amp;quot;mods&amp;quot; folders and just lump them together in your main assets folder. That whole thing becomes your mod and should work fine. The mod approach allows you to add support for a new langauge by including a &amp;quot;/assets/data/knownLocales.json&amp;quot; file. Th&lt;br /&gt;
&lt;br /&gt;
=Translating Mods=&lt;br /&gt;
&lt;br /&gt;
To translate a mod, copy it to your install folder, e.g. /mods/user/[mod id or number]  Then translate in place. When you&amp;#039;re done, coordinate with the mod author to integrate your translations, or release them as your own mod.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:LanguageOptions.png&amp;diff=15273</id>
		<title>File:LanguageOptions.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:LanguageOptions.png&amp;diff=15273"/>
		<updated>2020-10-08T18:26:22Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Translating&amp;diff=15272</id>
		<title>Translating</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Translating&amp;diff=15272"/>
		<updated>2020-10-08T18:22:54Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Translating Wildermyth=&lt;br /&gt;
Wildermyth is developed in US English and has an official translation for Simplified Chinese. It&amp;#039;s possible we&amp;#039;ll be able to provide additional official languages in the future, but it might be a while, so we are working on tools to support community translation into other languages.&lt;br /&gt;
&lt;br /&gt;
Let us know what would make your life easier as a translator!&lt;br /&gt;
&lt;br /&gt;
==We use UTF-8 for Everything==&lt;br /&gt;
All files are encoded in UTF-8. You need to set your text editor to UTF-8 when editing properties files if you&amp;#039;re using characters outside of the lower 128 (ASCII).&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
All the text in the game is stored in [https://en.wikipedia.org/wiki/.properties .properties files]. Properties files are very simple, it&amp;#039;s one &amp;quot;string&amp;quot; (piece of text) to a line. The &amp;quot;key&amp;quot; is first, don&amp;#039;t change that. Just change the text after the =&lt;br /&gt;
&lt;br /&gt;
The files are found in the /assets/text/ folder. There are many many files in here, 1 file for each &amp;quot;effect&amp;quot; (event or combat ability) and some very large files for interface, history lines, aspects, and other things. For mods (such as campaigns, for example Age of Ulstryx is a mod) the text is in the mod folder, so, mods/builtIn/villain_ulstryx/assets/text/...&lt;br /&gt;
&lt;br /&gt;
To translate the files, make a copy but put your locale code as the suffix, with underscores, like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| interface.properties || source file (US English)&lt;br /&gt;
|-&lt;br /&gt;
| interface_zh_CN.properties || Simplified Chinese&lt;br /&gt;
|-&lt;br /&gt;
| interface_fr || French&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See the /assets/data/knownLocales.json file for a list of country codes that the game lets players pick. If you want additional ones, contact us and ask. See [https://docs.oracle.com/cd/E13214_01/wli/docs92/xref/xqisocodes.html this list].&lt;br /&gt;
&lt;br /&gt;
Put the translated files right next to the source files. (You may want to make periodic backups of your translated files, too.)&lt;br /&gt;
&lt;br /&gt;
=In Game Editors=&lt;br /&gt;
&lt;br /&gt;
The [[Comic Editor Reference|Comic Editor]] is the best way to translate comics, because it offers side-by-side text, real time tag validation, and lets you tweak text box positions as needed. Use the button on the top bar to set your target language, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Workflow=&lt;br /&gt;
&lt;br /&gt;
=Delivering Translations=&lt;br /&gt;
&lt;br /&gt;
=Translating Mods=&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Translating&amp;diff=15271</id>
		<title>Translating</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Translating&amp;diff=15271"/>
		<updated>2020-10-08T14:59:48Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* In Game Editors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Translating Wildermyth=&lt;br /&gt;
Wildermyth is developed in US English and has an official translation for Simplified Chinese. It&amp;#039;s possible we&amp;#039;ll be able to provide additional official languages in the future, but it might be a while, so we are working on tools to support community translation into other languages.&lt;br /&gt;
&lt;br /&gt;
Let us know what would make your life easier as a translator!&lt;br /&gt;
&lt;br /&gt;
==We use UTF-8 for Everything==&lt;br /&gt;
All files are encoded in UTF-8. You need to set your text editor to UTF-8 when editing properties files if you&amp;#039;re using characters outside of the lower 128 (ASCII).&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
All the text in the game is stored in [https://en.wikipedia.org/wiki/.properties .properties files]. Properties files are very simple, it&amp;#039;s one &amp;quot;string&amp;quot; (piece of text) to a line. The &amp;quot;key&amp;quot; is first, don&amp;#039;t change that. Just change the text after the =&lt;br /&gt;
&lt;br /&gt;
The files are found in the /assets/text/ folder. There are many many files in here, 1 file for each &amp;quot;effect&amp;quot; (event or combat ability) and some very large files for interface, history lines, aspects, and other things. For mods (such as campaigns, for example Age of Ulstryx is a mod) the text is in the mod folder, so, mods/builtIn/villain_ulstryx/assets/text/...&lt;br /&gt;
&lt;br /&gt;
To translate the files, make a copy but put your locale code as the suffix, with underscores, like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| interface.properties || source file (US English)&lt;br /&gt;
|-&lt;br /&gt;
| interface_zh_CN.properties || Simplified Chinese&lt;br /&gt;
|-&lt;br /&gt;
| interface_fr_FR || French&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put the translated files right next to the source files. (You may want to make periodic backups of your translated files, too.)&lt;br /&gt;
&lt;br /&gt;
=In Game Editors=&lt;br /&gt;
&lt;br /&gt;
The [[Comic Editor Reference|Comic Editor]] is the best way to translate comics, because it offers side-by-side text, real time tag validation, and lets you tweak text box positions as needed. Use the button on the top bar to set your target language, &lt;br /&gt;
&lt;br /&gt;
TODO picture, explain edit/translate modes&lt;br /&gt;
&lt;br /&gt;
=Workflow=&lt;br /&gt;
&lt;br /&gt;
=Delivering Translations=&lt;br /&gt;
&lt;br /&gt;
=Translating Mods=&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Translating&amp;diff=15270</id>
		<title>Translating</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Translating&amp;diff=15270"/>
		<updated>2020-10-08T14:57:47Z</updated>

		<summary type="html">&lt;p&gt;Nate: Created page with &amp;quot;=Translating Wildermyth= Wildermyth is developed in US English and has an official translation for Simplified Chinese. It&amp;#039;s possible we&amp;#039;ll be able to provide additional offici...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Translating Wildermyth=&lt;br /&gt;
Wildermyth is developed in US English and has an official translation for Simplified Chinese. It&amp;#039;s possible we&amp;#039;ll be able to provide additional official languages in the future, but it might be a while, so we are working on tools to support community translation into other languages.&lt;br /&gt;
&lt;br /&gt;
Let us know what would make your life easier as a translator!&lt;br /&gt;
&lt;br /&gt;
==We use UTF-8 for Everything==&lt;br /&gt;
All files are encoded in UTF-8. You need to set your text editor to UTF-8 when editing properties files if you&amp;#039;re using characters outside of the lower 128 (ASCII).&lt;br /&gt;
&lt;br /&gt;
=File Structure=&lt;br /&gt;
All the text in the game is stored in [https://en.wikipedia.org/wiki/.properties .properties files]. Properties files are very simple, it&amp;#039;s one &amp;quot;string&amp;quot; (piece of text) to a line. The &amp;quot;key&amp;quot; is first, don&amp;#039;t change that. Just change the text after the =&lt;br /&gt;
&lt;br /&gt;
The files are found in the /assets/text/ folder. There are many many files in here, 1 file for each &amp;quot;effect&amp;quot; (event or combat ability) and some very large files for interface, history lines, aspects, and other things. For mods (such as campaigns, for example Age of Ulstryx is a mod) the text is in the mod folder, so, mods/builtIn/villain_ulstryx/assets/text/...&lt;br /&gt;
&lt;br /&gt;
To translate the files, make a copy but put your locale code as the suffix, with underscores, like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| interface.properties || source file (US English)&lt;br /&gt;
|-&lt;br /&gt;
| interface_zh_CN.properties || Simplified Chinese&lt;br /&gt;
|-&lt;br /&gt;
| interface_fr_FR || French&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Put the translated files right next to the source files. (You may want to make periodic backups of your translated files, too.)&lt;br /&gt;
&lt;br /&gt;
=In Game Editors=&lt;br /&gt;
&lt;br /&gt;
The [[Comic Editor]] is the best way to translate comics, because it offers side-by-side text, real time tag validation, and lets you tweak text box positions as needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Workflow=&lt;br /&gt;
&lt;br /&gt;
=Delivering Translations=&lt;br /&gt;
&lt;br /&gt;
=Translating Mods=&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=15269</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=15269"/>
		<updated>2020-10-08T14:32:08Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:WildermythWide 2400x775.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wildermyth is a [[character]]-driven randomly generated tactical role-playing game.&lt;br /&gt;
&lt;br /&gt;
The game is developed by [http://worldwalkergames.com/ Worldwalker Games LLC], and is currently in Early Access [[beta]]. &lt;br /&gt;
&lt;br /&gt;
This wiki is for players and developers. Please improve it! No need to ask permission, you just need to create an account (because spammers, otherwise).&lt;br /&gt;
We have a [[Formatting Guide|style guide]] to help us keep a uniform look.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
You, the [[player]], develop [[hero]]es as the game progresses, by scouting the [[overland map]], fighting any lurking threats, defending and improving the area over time, and taking part in quest opportunities that arise. Building [[Build_a_Bridge|bridges]] and passes opens up navigation across rivers and mountain ranges.&lt;br /&gt;
&lt;br /&gt;
Collected [[resource]]s can be used to craft better tiers of [[equipment]]. Leveling up your heroes offers you a choice of new random [[ability|abilities]]. Your enemies also grow in strength through [[calamity|calamities]] that occur as time advances.&lt;br /&gt;
&lt;br /&gt;
[[Legacy point]]s that you accrue can be used to recruit new heroes to your company, build new [[station]]s, dispel [[calamity|calamities]], or avert enemy [[incursion]]s.&lt;br /&gt;
&lt;br /&gt;
Completing a [[campaign]] lets you use those legendary heroes in future campaigns as part of your [[legacy]].&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
Learn more about gameplay basics.&lt;br /&gt;
* [[Hero]]es&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Overland map]]&lt;br /&gt;
* [[Enemy force]]s&lt;br /&gt;
* [[Campaign]]&lt;br /&gt;
* [[Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Walkthroughs and Guides=&lt;br /&gt;
Hints and tips, strategy and guides.&lt;br /&gt;
* Player [[Guides]]&lt;br /&gt;
* [[:Category:Event|Events]]&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11 while running the game, but here is some troubleshooting for common issues.&lt;br /&gt;
* [[Technical Difficulties]]&lt;br /&gt;
* [[Transfer your Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
For developers, storytellers, modders, and translators.&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]: Want to write for the game? Here&amp;#039;s what you need.&lt;br /&gt;
* [[Lore]]: Learn more about the monstrous factions in the Yondering Lands.&lt;br /&gt;
* [[Modding Guide]]: All about how to Mod Wildermyth.&lt;br /&gt;
* [[Effects]]: Used to create [[Event|events]], player actions, and oh so much more. A technical guide.&lt;br /&gt;
* [[Testing]] the game.&lt;br /&gt;
* [[Translating]] the game.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Comic_Editor_Reference&amp;diff=11390</id>
		<title>Comic Editor Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Comic_Editor_Reference&amp;diff=11390"/>
		<updated>2019-04-29T15:30:11Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Style Markup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of reference material that explains how to use the Comic Editor to tell stories.&lt;br /&gt;
&lt;br /&gt;
=Make a New Event=&lt;br /&gt;
* Open up [[Scratchpad]]&lt;br /&gt;
* go to the Content and Comics Editor&lt;br /&gt;
* Click on the [[Effects]] tab at the top or press Control+2&lt;br /&gt;
* Click the &amp;#039;&amp;#039;&amp;#039;New...&amp;#039;&amp;#039;&amp;#039; Button or press Control+N&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewEvent.png]]&lt;br /&gt;
&lt;br /&gt;
* Select the [[Event Types|type of event]] you are creating, for example &amp;#039;&amp;#039;Arrive at Hostile Site&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Mission Victory&amp;#039;&amp;#039;.&lt;br /&gt;
* Enter your name if it&amp;#039;s not there already. (The game remembers who wrote each event, and we may make this info visible to players. If you don&amp;#039;t want to be associated with your events, or a particular one, we can work that out.)&lt;br /&gt;
* Enter a for the event name (in plain english, with spaces) for the event. The tool will create an ID and Filename automatically.&lt;br /&gt;
* Edit the id and filename if you want.&lt;br /&gt;
* Press &amp;#039;&amp;#039;&amp;#039;Create&amp;#039;&amp;#039;&amp;#039;!&lt;br /&gt;
&lt;br /&gt;
Event is now exist! Maybe save?&lt;br /&gt;
&lt;br /&gt;
=Codestuff=&lt;br /&gt;
Read this first: [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General Advice:&amp;#039;&amp;#039;&amp;#039; Use the STUB fields to document intent, and leave notes about what SHOULD happen, especially if you don&amp;#039;t know how to do something. It&amp;#039;s totally fine to STUB out complicated effects or fiddly details that you&amp;#039;re not sure how to handle. That&amp;#039;s what programmers are &amp;#039;&amp;#039;for&amp;#039;&amp;#039; after all, right?&lt;br /&gt;
&lt;br /&gt;
You &amp;#039;&amp;#039;CAN&amp;#039;&amp;#039; edit all this stuff, if you want to, but it&amp;#039;s not necessarily recommended. If you&amp;#039;re tempted, you can search for other effects that use the functionality you&amp;#039;re interested in, and see if you can just do the same thing.&lt;br /&gt;
&lt;br /&gt;
==Story Roles==&lt;br /&gt;
Now that you have an event, it&amp;#039;s time to add targets for the important people, which is generally the heroes. The easy and right way to do this is to press the &amp;#039;&amp;#039;&amp;#039;New Story Role&amp;#039;&amp;#039;&amp;#039; button, which can be found on the same row as the &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039; header. You will need to mouse-over &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039; and the buttons will show up on the right. The &amp;#039;&amp;#039;New Story Role Dialog&amp;#039;&amp;#039; will pop up:&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewStoryRoleDialog1.png|holy moly]]&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s a lot here, but let&amp;#039;s just look at the first dropdown box. Expand that down and you&amp;#039;ll get a list of possible &amp;#039;&amp;#039;roles&amp;#039;&amp;#039; for this new target. The easiest and most common thing to do is to pick a personality stat, like greedy. This will automatically populate the dialog so that the greediest hero will be picked for this role, which is almost what you want, right?&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewStoryRoleDialog2.png|it will all makes sense some day]]&lt;br /&gt;
&lt;br /&gt;
But the point of all this mess is to help you select the most appropriate hero for a particular story role. In the end it all boils down to a Score Function, which you can see by playing around with the controls and seeing how it changes.&lt;br /&gt;
&lt;br /&gt;
A few other notes:&lt;br /&gt;
* If a &amp;#039;&amp;#039;&amp;#039;Required Role&amp;#039;&amp;#039;&amp;#039; is not present, the story won&amp;#039;t happen. This is usually what you want. This way you can be sure that if the story is being told at all, the right characters are in place. Sometimes you have a role that&amp;#039;s not too important, and you can make it optional.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Not Already Matched As&amp;#039;&amp;#039;&amp;#039; checkbox is actually disabled if this is your first story role, but for number two and on, it makes sure that this person isn&amp;#039;t the same person you selected for a previous role, because then it might seem like they were arguing with themselves, which is only &amp;#039;&amp;#039;sometimes&amp;#039;&amp;#039; what you want.&lt;br /&gt;
* Remember, targets are selected in order, and by the time you get to number three or four, it&amp;#039;s unlikely that the Romantic is really an iconic romantic, so put your most important/iconic/identifiable roles first.&lt;br /&gt;
&lt;br /&gt;
Create as many roles as you need. Usually that means one per speaking role, and remember there are never more than 5 heroes in a party, but there can be more than that in the company. So, it depends what kind of story you&amp;#039;re telling.&lt;br /&gt;
&lt;br /&gt;
==Other Targets==&lt;br /&gt;
In addition to Story Roles, you can create other targets. One useful template is LEGEND, which allows you to pick NPCs that have been generated at the start of the game, and/or maybe if we get around to it, pulled from the player&amp;#039;s [[legacy]]. Use the legendId field to specify who you want.&lt;br /&gt;
&lt;br /&gt;
TODO explain more.&lt;br /&gt;
&lt;br /&gt;
==Choices==&lt;br /&gt;
Some events call for choices. In this case, there&amp;#039;s generally a prompt, which is a set of comic panels, and then a choice, which is several panels, some of which might only be present under certain circumstances. Anyway to add a choice, do this:&lt;br /&gt;
# expand &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039;-&amp;gt;&amp;#039;&amp;#039;&amp;#039;choiceTarget...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# See &amp;#039;&amp;#039;&amp;#039;options&amp;#039;&amp;#039;&amp;#039; right after &amp;quot;prompt&amp;quot;.&lt;br /&gt;
# Click on the &amp;#039;&amp;#039;&amp;#039;New Option&amp;#039;&amp;#039;&amp;#039; button &lt;br /&gt;
[[File:ComicEditorNewOptionsButton.png]]&lt;br /&gt;
# to bring up the &amp;#039;&amp;#039;New Option Dialog&amp;#039;&amp;#039;&lt;br /&gt;
[[File:ComicEditorNewChoiceDialog1.png|Yeah this thing makes sense, right?]]&lt;br /&gt;
&lt;br /&gt;
This lets you pick a tag (which is not too important except that the outcome will use the same tag). Then you can pick who will be speaking, and you can make the choice optional, so that if that character is not present, the choice won&amp;#039;t show. Then you can choose if you want to add any branching, like a dice roll with a chance of multiple outcomes. Most commonly you will pick &amp;quot;simple&amp;quot; or &amp;quot;event roll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
TODO more explain.&lt;br /&gt;
&lt;br /&gt;
==[[Outcomes]]==&lt;br /&gt;
Specify what should happen as a result of choices, or chance.&lt;br /&gt;
&lt;br /&gt;
Details on how to do this can be found on the [[Outcomes]] page.&lt;br /&gt;
&lt;br /&gt;
Use the STUB field as a place to write down what should happen without touching the code.&lt;br /&gt;
&lt;br /&gt;
We need to add more functionality here, like, probably a lot. For now it is STUB City.&lt;br /&gt;
&lt;br /&gt;
=Comic Editor Basics=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO rewrite this!!! panel tags and text splits don&amp;#039;t exist anymore!! Document new Editor, Add Panel (Compose), and Split stuff.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each box on the left holds text for a different section of the story: a prompt, a choice, or an outcome.&lt;br /&gt;
* Plain text (none of those Microsoft Word special apostrophes and ellipses if you please...)&lt;br /&gt;
* Press the save button!&lt;br /&gt;
* Undo should work, but sometimes need to press it more than once.&lt;br /&gt;
&lt;br /&gt;
==Making Panels==&lt;br /&gt;
  &lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;panel&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; tags to separate text into panels. It&amp;#039;s pretty easy to specify panel sizes and add actors with facial expressions and basic functionality.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel&amp;gt;Use panel tags to separate text.&lt;br /&gt;
&amp;lt;panel|bookish&amp;gt;if there&amp;#039;s an actor, they will speak the line.&lt;br /&gt;
&amp;lt;panel|poet thinking&amp;gt;Or maybe you want them to think it instead.&lt;br /&gt;
&amp;lt;panel|goofball joke&amp;gt;Or make a funny face!&lt;br /&gt;
&amp;lt;panel sixth left|bookish grim size:1.75&amp;gt;&lt;br /&gt;
&amp;lt;panel half left|snark sad &amp;gt;Nobody actually likes your face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ComicTool example1.png]]&lt;br /&gt;
&lt;br /&gt;
Everything about a panel is stored as text, in the panel tag. These examples show how to use [[panel styles]] (left, sixth, half), how to add actors ( |rolename ), and how to add [[actor styles]] (thinking, joke, grim). Panel styles are convenient for quickly making panels, but panel tags can get cumbersome fast. Good thing is, we have a visual editor so you don&amp;#039;t need to edit all this stuff by hand. &lt;br /&gt;
&lt;br /&gt;
To open up the [[Panel Editor]], click on a panel in the Comic Editor display. You can use the visual panel editor to do almost everything, including adding actors, setting their facial expressions, really everything except creating new panels and modifying the text that goes in them.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;Protip: Panel tags can be copied and pasted around as a quick way to duplicate a scene.&amp;#039;&amp;#039;&lt;br /&gt;
==Using Tags to Control Text==&lt;br /&gt;
&lt;br /&gt;
See : [[Tag Reference]]&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel twoThirds |leader narrating|hothead pained&amp;gt;&lt;br /&gt;
&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. That can get really confusing. Maybe we should build some better tools?&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel |leader talking&amp;gt;&lt;br /&gt;
&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
You can embed tags within tags. The most common use case will be putting gender tags inside personality tags. But you can go further if you want to. You can even use tags to select whole panels, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;bookish.poet/snark:&lt;br /&gt;
  &amp;lt;panel|bookish joy&amp;gt;&lt;br /&gt;
  This will make an excellent song!&lt;br /&gt;
/&lt;br /&gt;
  &amp;lt;panel|bookish skeptical&amp;gt;&lt;br /&gt;
  What is it about me that attracts trouble? Is it my hair?&lt;br /&gt;
&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditorPersonalityTagsPanels.png]]&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s an example of embedding three different personality statements within the same panel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;participant.greedy/coward/healer:&amp;lt;panel|participant joy&amp;gt;The piles of loot they leave behind! / &amp;lt;panel|participant scared&amp;gt; I just want it over and done with as quickly as possible!/&amp;lt;panel|participant grim&amp;gt; I do this because I must. I take no joy in killing these creatures.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the personality split tags on the outside, and the individual panels are on the inside.&lt;br /&gt;
&lt;br /&gt;
This can get out of hand very quickly, but might be useful for reaction panels, or whatever? I don&amp;#039;t know. Be careful out there.&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
==Style Markup==&lt;br /&gt;
See: [[Text Styles]]&lt;br /&gt;
&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
==Tweaking Faces==&lt;br /&gt;
See: [[Face Tags]]&lt;br /&gt;
&lt;br /&gt;
  [face:sad]&lt;br /&gt;
  [hero.face:dubious]&lt;br /&gt;
  [loner.face:talking]&lt;br /&gt;
&lt;br /&gt;
Sets the facial expression from text, overriding what the tool says. This is useful inside text splits, so you can tweak a panel without having to build a whole panel split.&lt;br /&gt;
&lt;br /&gt;
==Other Details==&lt;br /&gt;
TODO document all the buttons!&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11389</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11389"/>
		<updated>2019-04-29T15:27:26Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Selectors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType|| &amp;amp;lt;coward.weaponType&amp;amp;gt; || axe || If the first letter of the tag is capitalized (coward.WeaponType), the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType || &amp;amp;lt;hook.weaponType:swing your sword at it/axe it a question/bonk it one/stick the pointy end in its face/fire a shot across its nose/stick a bolt in it/sneak up on it real quiet like/wave your big stick around/wave your magic wand/get up in its grill&amp;amp;gt; || axe it a question || different text depending on target&amp;#039;s main weapon type: sword/axe/mace/spear/bow/crossbow/dagger/staff/wand/other (or none).&lt;br /&gt;
| personality || &amp;amp;lt;hook.personality:bookish/cowardly/goofy/greedy/gentle/angry/serious/detached/dreamy/horny/smart&amp;amp;gt; || cowardly || quickly create an 11 way personality split: bookish/coward/goofball/greedy/healer/hothead/leader/loner/poet/romantic/snark&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generic Selectors==&lt;br /&gt;
Generic selector tags allow you to pick different text depending on stat values, or depending on which stat is higher, or aspect values. They&amp;#039;re very flexible!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11388</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11388"/>
		<updated>2019-04-29T15:23:08Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Stat Selectors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType|| &amp;amp;lt;coward.weaponType&amp;amp;gt; || axe || If the first letter of the tag is capitalized (coward.WeaponType), the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generic Selectors==&lt;br /&gt;
Generic selector tags allow you to pick different text depending on stat values, or depending on which stat is higher, or aspect values. They&amp;#039;re very flexible!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11387</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11387"/>
		<updated>2019-04-29T15:21:40Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Names and Specials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType|| &amp;amp;lt;coward.weaponType&amp;amp;gt; || axe || If the first letter of the tag is capitalized (coward.WeaponType), the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stat Selectors==&lt;br /&gt;
Stat selector tags allow you to pick different text depending on stat values, or depending on which stat is higher.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11386</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11386"/>
		<updated>2019-04-29T15:21:12Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Names and Specials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| weaponType|| &amp;amp;lt;coward.weaponTypegt; || axe || If the first letter of the tag is capitalized (coward.WeaponType), the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stat Selectors==&lt;br /&gt;
Stat selector tags allow you to pick different text depending on stat values, or depending on which stat is higher.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Comic_Editor_Reference&amp;diff=11385</id>
		<title>Comic Editor Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Comic_Editor_Reference&amp;diff=11385"/>
		<updated>2019-04-29T15:18:59Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Comic Editor Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of reference material that explains how to use the Comic Editor to tell stories.&lt;br /&gt;
&lt;br /&gt;
=Make a New Event=&lt;br /&gt;
* Open up [[Scratchpad]]&lt;br /&gt;
* go to the Content and Comics Editor&lt;br /&gt;
* Click on the [[Effects]] tab at the top or press Control+2&lt;br /&gt;
* Click the &amp;#039;&amp;#039;&amp;#039;New...&amp;#039;&amp;#039;&amp;#039; Button or press Control+N&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewEvent.png]]&lt;br /&gt;
&lt;br /&gt;
* Select the [[Event Types|type of event]] you are creating, for example &amp;#039;&amp;#039;Arrive at Hostile Site&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Mission Victory&amp;#039;&amp;#039;.&lt;br /&gt;
* Enter your name if it&amp;#039;s not there already. (The game remembers who wrote each event, and we may make this info visible to players. If you don&amp;#039;t want to be associated with your events, or a particular one, we can work that out.)&lt;br /&gt;
* Enter a for the event name (in plain english, with spaces) for the event. The tool will create an ID and Filename automatically.&lt;br /&gt;
* Edit the id and filename if you want.&lt;br /&gt;
* Press &amp;#039;&amp;#039;&amp;#039;Create&amp;#039;&amp;#039;&amp;#039;!&lt;br /&gt;
&lt;br /&gt;
Event is now exist! Maybe save?&lt;br /&gt;
&lt;br /&gt;
=Codestuff=&lt;br /&gt;
Read this first: [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General Advice:&amp;#039;&amp;#039;&amp;#039; Use the STUB fields to document intent, and leave notes about what SHOULD happen, especially if you don&amp;#039;t know how to do something. It&amp;#039;s totally fine to STUB out complicated effects or fiddly details that you&amp;#039;re not sure how to handle. That&amp;#039;s what programmers are &amp;#039;&amp;#039;for&amp;#039;&amp;#039; after all, right?&lt;br /&gt;
&lt;br /&gt;
You &amp;#039;&amp;#039;CAN&amp;#039;&amp;#039; edit all this stuff, if you want to, but it&amp;#039;s not necessarily recommended. If you&amp;#039;re tempted, you can search for other effects that use the functionality you&amp;#039;re interested in, and see if you can just do the same thing.&lt;br /&gt;
&lt;br /&gt;
==Story Roles==&lt;br /&gt;
Now that you have an event, it&amp;#039;s time to add targets for the important people, which is generally the heroes. The easy and right way to do this is to press the &amp;#039;&amp;#039;&amp;#039;New Story Role&amp;#039;&amp;#039;&amp;#039; button, which can be found on the same row as the &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039; header. You will need to mouse-over &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039; and the buttons will show up on the right. The &amp;#039;&amp;#039;New Story Role Dialog&amp;#039;&amp;#039; will pop up:&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewStoryRoleDialog1.png|holy moly]]&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s a lot here, but let&amp;#039;s just look at the first dropdown box. Expand that down and you&amp;#039;ll get a list of possible &amp;#039;&amp;#039;roles&amp;#039;&amp;#039; for this new target. The easiest and most common thing to do is to pick a personality stat, like greedy. This will automatically populate the dialog so that the greediest hero will be picked for this role, which is almost what you want, right?&lt;br /&gt;
&lt;br /&gt;
[[File:ComicEditorNewStoryRoleDialog2.png|it will all makes sense some day]]&lt;br /&gt;
&lt;br /&gt;
But the point of all this mess is to help you select the most appropriate hero for a particular story role. In the end it all boils down to a Score Function, which you can see by playing around with the controls and seeing how it changes.&lt;br /&gt;
&lt;br /&gt;
A few other notes:&lt;br /&gt;
* If a &amp;#039;&amp;#039;&amp;#039;Required Role&amp;#039;&amp;#039;&amp;#039; is not present, the story won&amp;#039;t happen. This is usually what you want. This way you can be sure that if the story is being told at all, the right characters are in place. Sometimes you have a role that&amp;#039;s not too important, and you can make it optional.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Not Already Matched As&amp;#039;&amp;#039;&amp;#039; checkbox is actually disabled if this is your first story role, but for number two and on, it makes sure that this person isn&amp;#039;t the same person you selected for a previous role, because then it might seem like they were arguing with themselves, which is only &amp;#039;&amp;#039;sometimes&amp;#039;&amp;#039; what you want.&lt;br /&gt;
* Remember, targets are selected in order, and by the time you get to number three or four, it&amp;#039;s unlikely that the Romantic is really an iconic romantic, so put your most important/iconic/identifiable roles first.&lt;br /&gt;
&lt;br /&gt;
Create as many roles as you need. Usually that means one per speaking role, and remember there are never more than 5 heroes in a party, but there can be more than that in the company. So, it depends what kind of story you&amp;#039;re telling.&lt;br /&gt;
&lt;br /&gt;
==Other Targets==&lt;br /&gt;
In addition to Story Roles, you can create other targets. One useful template is LEGEND, which allows you to pick NPCs that have been generated at the start of the game, and/or maybe if we get around to it, pulled from the player&amp;#039;s [[legacy]]. Use the legendId field to specify who you want.&lt;br /&gt;
&lt;br /&gt;
TODO explain more.&lt;br /&gt;
&lt;br /&gt;
==Choices==&lt;br /&gt;
Some events call for choices. In this case, there&amp;#039;s generally a prompt, which is a set of comic panels, and then a choice, which is several panels, some of which might only be present under certain circumstances. Anyway to add a choice, do this:&lt;br /&gt;
# expand &amp;#039;&amp;#039;&amp;#039;targets&amp;#039;&amp;#039;&amp;#039;-&amp;gt;&amp;#039;&amp;#039;&amp;#039;choiceTarget...&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
# See &amp;#039;&amp;#039;&amp;#039;options&amp;#039;&amp;#039;&amp;#039; right after &amp;quot;prompt&amp;quot;.&lt;br /&gt;
# Click on the &amp;#039;&amp;#039;&amp;#039;New Option&amp;#039;&amp;#039;&amp;#039; button &lt;br /&gt;
[[File:ComicEditorNewOptionsButton.png]]&lt;br /&gt;
# to bring up the &amp;#039;&amp;#039;New Option Dialog&amp;#039;&amp;#039;&lt;br /&gt;
[[File:ComicEditorNewChoiceDialog1.png|Yeah this thing makes sense, right?]]&lt;br /&gt;
&lt;br /&gt;
This lets you pick a tag (which is not too important except that the outcome will use the same tag). Then you can pick who will be speaking, and you can make the choice optional, so that if that character is not present, the choice won&amp;#039;t show. Then you can choose if you want to add any branching, like a dice roll with a chance of multiple outcomes. Most commonly you will pick &amp;quot;simple&amp;quot; or &amp;quot;event roll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
TODO more explain.&lt;br /&gt;
&lt;br /&gt;
==[[Outcomes]]==&lt;br /&gt;
Specify what should happen as a result of choices, or chance.&lt;br /&gt;
&lt;br /&gt;
Details on how to do this can be found on the [[Outcomes]] page.&lt;br /&gt;
&lt;br /&gt;
Use the STUB field as a place to write down what should happen without touching the code.&lt;br /&gt;
&lt;br /&gt;
We need to add more functionality here, like, probably a lot. For now it is STUB City.&lt;br /&gt;
&lt;br /&gt;
=Comic Editor Basics=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO rewrite this!!! panel tags and text splits don&amp;#039;t exist anymore!! Document new Editor, Add Panel (Compose), and Split stuff.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each box on the left holds text for a different section of the story: a prompt, a choice, or an outcome.&lt;br /&gt;
* Plain text (none of those Microsoft Word special apostrophes and ellipses if you please...)&lt;br /&gt;
* Press the save button!&lt;br /&gt;
* Undo should work, but sometimes need to press it more than once.&lt;br /&gt;
&lt;br /&gt;
==Making Panels==&lt;br /&gt;
  &lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;panel&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; tags to separate text into panels. It&amp;#039;s pretty easy to specify panel sizes and add actors with facial expressions and basic functionality.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel&amp;gt;Use panel tags to separate text.&lt;br /&gt;
&amp;lt;panel|bookish&amp;gt;if there&amp;#039;s an actor, they will speak the line.&lt;br /&gt;
&amp;lt;panel|poet thinking&amp;gt;Or maybe you want them to think it instead.&lt;br /&gt;
&amp;lt;panel|goofball joke&amp;gt;Or make a funny face!&lt;br /&gt;
&amp;lt;panel sixth left|bookish grim size:1.75&amp;gt;&lt;br /&gt;
&amp;lt;panel half left|snark sad &amp;gt;Nobody actually likes your face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ComicTool example1.png]]&lt;br /&gt;
&lt;br /&gt;
Everything about a panel is stored as text, in the panel tag. These examples show how to use [[panel styles]] (left, sixth, half), how to add actors ( |rolename ), and how to add [[actor styles]] (thinking, joke, grim). Panel styles are convenient for quickly making panels, but panel tags can get cumbersome fast. Good thing is, we have a visual editor so you don&amp;#039;t need to edit all this stuff by hand. &lt;br /&gt;
&lt;br /&gt;
To open up the [[Panel Editor]], click on a panel in the Comic Editor display. You can use the visual panel editor to do almost everything, including adding actors, setting their facial expressions, really everything except creating new panels and modifying the text that goes in them.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;Protip: Panel tags can be copied and pasted around as a quick way to duplicate a scene.&amp;#039;&amp;#039;&lt;br /&gt;
==Using Tags to Control Text==&lt;br /&gt;
&lt;br /&gt;
See : [[Tag Reference]]&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel twoThirds |leader narrating|hothead pained&amp;gt;&lt;br /&gt;
&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. That can get really confusing. Maybe we should build some better tools?&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel |leader talking&amp;gt;&lt;br /&gt;
&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
You can embed tags within tags. The most common use case will be putting gender tags inside personality tags. But you can go further if you want to. You can even use tags to select whole panels, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;bookish.poet/snark:&lt;br /&gt;
  &amp;lt;panel|bookish joy&amp;gt;&lt;br /&gt;
  This will make an excellent song!&lt;br /&gt;
/&lt;br /&gt;
  &amp;lt;panel|bookish skeptical&amp;gt;&lt;br /&gt;
  What is it about me that attracts trouble? Is it my hair?&lt;br /&gt;
&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditorPersonalityTagsPanels.png]]&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s an example of embedding three different personality statements within the same panel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;participant.greedy/coward/healer:&amp;lt;panel|participant joy&amp;gt;The piles of loot they leave behind! / &amp;lt;panel|participant scared&amp;gt; I just want it over and done with as quickly as possible!/&amp;lt;panel|participant grim&amp;gt; I do this because I must. I take no joy in killing these creatures.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the personality split tags on the outside, and the individual panels are on the inside.&lt;br /&gt;
&lt;br /&gt;
This can get out of hand very quickly, but might be useful for reaction panels, or whatever? I don&amp;#039;t know. Be careful out there.&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
==Style Markup==&lt;br /&gt;
See: [[Text Styles]]&lt;br /&gt;
&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
==Other Details==&lt;br /&gt;
TODO document all the buttons!&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11384</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11384"/>
		<updated>2019-04-29T15:16:34Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DesktopBG_1920.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wildermyth is a [[character]]-driven randomly generated tactical role-playing game.&lt;br /&gt;
&lt;br /&gt;
You, the [[player]], develop [[hero]]es as the game progresses.&lt;br /&gt;
&lt;br /&gt;
The game is developed by [[Worldwalker Games]] LLC, and is currently in [[beta]]. This wiki is for players and developers. Please improve it! No need to ask permission, you just need to create an account (because spammers, otherwise).&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
* [[Technical Difficulties]]&lt;br /&gt;
* [[Transfer your Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Developer, Storyteller, and Modder Resources=&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]: Want to write for the game? Here&amp;#039;s what you need.&lt;br /&gt;
* [[Effects]]: Used to create [[Event|events]], player actions, and oh so much more. A technical guide.&lt;br /&gt;
* [[Testing]] the game.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Text_Styles&amp;diff=11383</id>
		<title>Text Styles</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Text_Styles&amp;diff=11383"/>
		<updated>2019-04-16T19:31:07Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Colors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Text in a comic panel can be formatted with style tags, using [square brackets].&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
Depending on the panel style, a different default style and color will be set, but these can always be overridden. Here is the full list of styles you can use:&lt;br /&gt;
&lt;br /&gt;
=Font Selection=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| default || Use the default size comic text (Komika), dark color.&lt;br /&gt;
|-&lt;br /&gt;
| small || Use small comic text (Komika).&lt;br /&gt;
|-&lt;br /&gt;
| large || Use large comic text (Komika).&lt;br /&gt;
|-&lt;br /&gt;
| action || Use the &amp;quot;Action&amp;quot; font (GloriaHallelujah).&lt;br /&gt;
|-&lt;br /&gt;
| actionSmall || Use a small size of the Action font (GloriaHallelujah)&lt;br /&gt;
|-&lt;br /&gt;
| actionLarge || Use a large size of the Action font (GloriaHallelujah)&lt;br /&gt;
|-&lt;br /&gt;
| actionHuge|| Use a very large, almost silly size of the Aciton font. (GloriaHallelujah)&lt;br /&gt;
|-&lt;br /&gt;
| header|| Use a large size of the display font (Alegreya)&lt;br /&gt;
|-&lt;br /&gt;
| subHeader || Use a normal-large size of the display font (Alegreya)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Panel Defaults=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| thought || Use dark, italic text. This is the default for &amp;quot;thought bubbles.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| speech|| Use dark text, not italic. Default for &amp;quot;speech bubbles.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| narration || use light text, italic. Default for &amp;quot;narration&amp;quot; text boxes.&lt;br /&gt;
|}&lt;br /&gt;
=Styles=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Header text !! Header text&lt;br /&gt;
|-&lt;br /&gt;
| italic OR i || use italics.&lt;br /&gt;
|-&lt;br /&gt;
| bold or b || use bold.&lt;br /&gt;
|-&lt;br /&gt;
| ni|| not italic. (Useful if you want one word in e.g. a narration panel to be non-italic)&lt;br /&gt;
|-&lt;br /&gt;
| nb || not bold (text inside will be normal weight, even if outside is bold.)&lt;br /&gt;
|}&lt;br /&gt;
=Colors=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Style !! hex !! on dark !! on light&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| light || d8d8d8 || style=&amp;quot;background-color:#403030; color:#d8d8d8&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#d8d8d8&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| dark || 303030 || style=&amp;quot;background-color:#403030; color:#303030&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#303030&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| darkGold || 957700 || style=&amp;quot;background-color:#403030; color:#957700&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#957700&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| darkRed || 864032 || style=&amp;quot;background-color:#403030; color:#864032&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#864032&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| darkGreen || 738632 || style=&amp;quot;background-color:#403030; color:#738632&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#738632&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| darkAqua || 3b7a78 || style=&amp;quot;background-color:#403030; color:#3b7a78&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#3b7a78&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| darkBlue || 6775d8 || style=&amp;quot;background-color:#403030; color:#6775d8&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#6775d8&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| darkPurple || 5e008a || style=&amp;quot;background-color:#403030; color:#5e008a&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#5e008a&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| gray || 928f7c || style=&amp;quot;background-color:#403030; color:#928f7c&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#928f7c&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| gold || d2ba1b || style=&amp;quot;background-color:#403030; color:#d2ba1b&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#d2ba1b&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| red || b1623c || style=&amp;quot;background-color:#403030; color:#b1623c&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#b1623c&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| green || 9dc753 || style=&amp;quot;background-color:#403030; color:#9dc753&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#9dc753&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| aqua || 8fd8e8 || style=&amp;quot;background-color:#403030; color:#8fd8e8&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#8fd8e8&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| blue || 8fa1fc || style=&amp;quot;background-color:#403030; color:#8fa1fc&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#8fa1fc&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| purple || a595f5 || style=&amp;quot;background-color:#403030; color:#a595f5&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#a595f5&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| neutralAspect || ffffff || style=&amp;quot;background-color:#403030; color:#ffffff&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#ffffff&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| positiveAspect || 80ff80 || style=&amp;quot;background-color:#403030; color:#80ff80&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#80ff80&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| negativeAspect || ff8080 || style=&amp;quot;background-color:#403030; color:#ff8080&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#ff8080&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| cherry || ff3822|| style=&amp;quot;background-color:#403030; color:#ff3822&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#ff3822&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| navy|| 112b5b|| style=&amp;quot;background-color:#403030; color:#112b5b&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#112b5b&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| forest|| 005a1e|| style=&amp;quot;background-color:#403030; color:#005a1e&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#005a1e&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| pink || ffcedf|| style=&amp;quot;background-color:#403030; color:#ffcedf&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#ffcedf&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| orange|| ed9c34|| style=&amp;quot;background-color:#403030; color:#ed9c34&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#ed9c34&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| darkOrange|| b16501|| style=&amp;quot;background-color:#403030; color:#b16501&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#b16501&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| tan|| c3ab82|| style=&amp;quot;background-color:#403030; color:#c3ab82&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#c3ab82&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| brown|| 563f18|| style=&amp;quot;background-color:#403030; color:#563f18&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#563f18&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| darkGray|| 444444|| style=&amp;quot;background-color:#403030; color:#444444&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#444444&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| maroon|| 7a2c33|| style=&amp;quot;background-color:#403030; color:#7a2c33&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#7a2c33&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| kelly|| 53b855|| style=&amp;quot;background-color:#403030; color:#53b855&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#53b855&amp;quot; | example&lt;br /&gt;
|-&lt;br /&gt;
| white|| ffffff|| style=&amp;quot;background-color:#403030; color:#ffffff&amp;quot; | example || style=&amp;quot;background-color:#F8F0F0; color:#ffffff&amp;quot; | example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11303</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11303"/>
		<updated>2019-03-08T23:12:14Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Check the logs. Were they created? If not, please contact us.&lt;br /&gt;
# Are you on Mac? You need Java 8 or later to run Wildermyth.&lt;br /&gt;
# Are you on Windows? Where are you running the game from? You must extract the zip file to a location on your computer, and please &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; put it inside of the Program Files folder, because that creates security issues that we&amp;#039;re not ready for.&lt;br /&gt;
&lt;br /&gt;
If none of this helps, please ask for help on discord, or contact wildermyth at gmail.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11302</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11302"/>
		<updated>2019-03-08T23:11:50Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|564px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool3.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool4.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Check the logs. Were they created? If not, please contact us.&lt;br /&gt;
# Are you on Mac? You need Java 8 or later to run Wildermyth.&lt;br /&gt;
# Are you on Windows? Where are you running the game from? You must extract the zip file to a location on your computer, and please &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; put it inside of the Program Files folder, because that creates security issues that we&amp;#039;re not ready for.&lt;br /&gt;
&lt;br /&gt;
If none of this helps, please ask for help on discord, or contact wildermyth at gmail.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11301</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11301"/>
		<updated>2019-03-08T23:09:04Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|564px|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool2.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
[File:FeedbackTool3.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
[File:FeedbackTool4.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Check the logs. Were they created? If not, please contact us.&lt;br /&gt;
# Are you on Mac? You need Java 8 or later to run Wildermyth.&lt;br /&gt;
# Are you on Windows? Where are you running the game from? You must extract the zip file to a location on your computer, and please &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; put it inside of the Program Files folder, because that creates security issues that we&amp;#039;re not ready for.&lt;br /&gt;
&lt;br /&gt;
If none of this helps, please ask for help on discord, or contact wildermyth at gmail.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11300</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11300"/>
		<updated>2019-03-08T23:06:19Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
[[File:FeedbackTool1.png|564px|frameless]]&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Check the logs. Were they created? If not, please contact us.&lt;br /&gt;
# Are you on Mac? You need Java 8 or later to run Wildermyth.&lt;br /&gt;
# Are you on Windows? Where are you running the game from? You must extract the zip file to a location on your computer, and please &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; put it inside of the Program Files folder, because that creates security issues that we&amp;#039;re not ready for.&lt;br /&gt;
&lt;br /&gt;
If none of this helps, please ask for help on discord, or contact wildermyth at gmail.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:FeedbackTool4.png&amp;diff=11299</id>
		<title>File:FeedbackTool4.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:FeedbackTool4.png&amp;diff=11299"/>
		<updated>2019-03-08T23:03:54Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:FeedbackTool3.png&amp;diff=11298</id>
		<title>File:FeedbackTool3.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:FeedbackTool3.png&amp;diff=11298"/>
		<updated>2019-03-08T23:02:20Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:FeedbackTool2.png&amp;diff=11297</id>
		<title>File:FeedbackTool2.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:FeedbackTool2.png&amp;diff=11297"/>
		<updated>2019-03-08T23:01:52Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:FeedbackTool1.png&amp;diff=11296</id>
		<title>File:FeedbackTool1.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:FeedbackTool1.png&amp;diff=11296"/>
		<updated>2019-03-08T23:00:36Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11295</id>
		<title>Technical Difficulties</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Technical_Difficulties&amp;diff=11295"/>
		<updated>2019-03-08T22:49:17Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some steps you can take if you have trouble with the game.&lt;br /&gt;
&lt;br /&gt;
=Feedback or Bugs=&lt;br /&gt;
The best way to give feedback or report bugs is to press F11. This will take a screenshot and open the feedback tool. The screenshot, along with logs and your message, will be sent directly to the dev team.&lt;br /&gt;
&lt;br /&gt;
=Stuck, Broken Save Game=&lt;br /&gt;
You can send us your save game and we can take a look at it! Save the game to a new slot, then press F11 to open the feedback tool. Check the option to include the latest save.&lt;br /&gt;
&lt;br /&gt;
=Game Crashes=&lt;br /&gt;
If the game crashes, we&amp;#039;d love to see your logs. When you relaunch the game, press F11 to open the Feedback tool, check the option to send all logs, and describe the crash. If you include your email address, we&amp;#039;ll get back to you!&lt;br /&gt;
&lt;br /&gt;
=Problems with Legacy =&lt;br /&gt;
You can send us your legacy file using the feedback tool! We take preserving your legacy very seriously.&lt;br /&gt;
&lt;br /&gt;
=Game Won&amp;#039;t Launch at All=&lt;br /&gt;
# Check your graphics card. Is it an Intel HD3000? Unfortunately that card does not support OpenGL 3.2, which is a requirement for Wildermyth at this time.&lt;br /&gt;
# Check the logs. Were they created? If not, please contact us.&lt;br /&gt;
# Are you on Mac? You need Java 8 or later to run Wildermyth.&lt;br /&gt;
# Are you on Windows? Where are you running the game from? You must extract the zip file to a location on your computer, and please &amp;#039;&amp;#039;don&amp;#039;t&amp;#039;&amp;#039; put it inside of the Program Files folder, because that creates security issues that we&amp;#039;re not ready for.&lt;br /&gt;
&lt;br /&gt;
If none of this helps, please ask for help on discord, or contact wildermyth at gmail.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Transfer_your_Legacy&amp;diff=11294</id>
		<title>Transfer your Legacy</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Transfer_your_Legacy&amp;diff=11294"/>
		<updated>2019-03-01T15:56:08Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To transfer your legacy from one install to another, the easiest way is to copy the whole &amp;quot;players&amp;quot; folder from the install to the new one.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re using itch.io, you can find the install folder by going to the game in your library, press the &amp;quot;gear&amp;quot; button, and press the &amp;quot;manage&amp;quot; button:&lt;br /&gt;
&lt;br /&gt;
[[File:Transfer1.png|800px|frameless]]&lt;br /&gt;
&lt;br /&gt;
This will take you to the install folder. You can copy the whole players folder and move it to the new location.&lt;br /&gt;
&lt;br /&gt;
[[File:Transfer2.png|800px|frameless]]&lt;br /&gt;
&lt;br /&gt;
Or if you only want the legacy file, here it is:&lt;br /&gt;
&lt;br /&gt;
[[File:Transfer3.png|800px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Be careful!&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; This file is your whole legacy. Make a copy! If you&amp;#039;re writing over an existing legacy, consider making a new player instead? If you lose this file, your heroes probably cannot be recovered!&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Transfer_your_Legacy&amp;diff=11293</id>
		<title>Transfer your Legacy</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Transfer_your_Legacy&amp;diff=11293"/>
		<updated>2019-03-01T15:52:37Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To transfer your legacy from one install to another, the easiest way is to copy the whole &amp;quot;players&amp;quot; folder from the install to the new one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Transfer1.png|frameless|If you&amp;#039;re using the itch.io app, you can find the install folder by going to the game in your library, hitting the gear, and hitting &amp;quot;manage&amp;quot;]]&lt;br /&gt;
[[File:Transfer2.png|800px|frameless]]&lt;br /&gt;
[[File:Transfer3.png|800px|frameless]]&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Transfer_your_Legacy&amp;diff=11292</id>
		<title>Transfer your Legacy</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Transfer_your_Legacy&amp;diff=11292"/>
		<updated>2019-03-01T15:49:24Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To transfer your legacy from one install to another, the easiest way is to copy the whole &amp;quot;players&amp;quot; folder from the install to the new one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tranfer1.png|frameless|If you&amp;#039;re using the itch.io app, you can find the install folder by going to the game in your library, hitting the gear, and hitting &amp;quot;manage&amp;quot;]]&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Transfer3.png&amp;diff=11291</id>
		<title>File:Transfer3.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Transfer3.png&amp;diff=11291"/>
		<updated>2019-03-01T15:47:20Z</updated>

		<summary type="html">&lt;p&gt;Nate: how to find your &amp;quot;legacy&amp;quot; file, which contains all your legacy heroes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how to find your &amp;quot;legacy&amp;quot; file, which contains all your legacy heroes&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Transfer2.png&amp;diff=11290</id>
		<title>File:Transfer2.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Transfer2.png&amp;diff=11290"/>
		<updated>2019-03-01T15:46:05Z</updated>

		<summary type="html">&lt;p&gt;Nate: How to find the players folder - where your legacy, settings, and save game are stored&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to find the players folder - where your legacy, settings, and save game are stored&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Transfer1.png&amp;diff=11289</id>
		<title>File:Transfer1.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Transfer1.png&amp;diff=11289"/>
		<updated>2019-03-01T15:45:17Z</updated>

		<summary type="html">&lt;p&gt;Nate: How to find the install folder using the itch.io app&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How to find the install folder using the itch.io app&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Transfer_your_Legacy&amp;diff=11288</id>
		<title>Transfer your Legacy</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Transfer_your_Legacy&amp;diff=11288"/>
		<updated>2019-03-01T15:44:32Z</updated>

		<summary type="html">&lt;p&gt;Nate: Created page with &amp;quot;To transfer your legacy from one install to another, the easiest way is to copy the whole &amp;quot;players&amp;quot; folder from the install to the new one.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To transfer your legacy from one install to another, the easiest way is to copy the whole &amp;quot;players&amp;quot; folder from the install to the new one.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11287</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11287"/>
		<updated>2019-03-01T15:31:30Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DesktopBG_1920.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wildermyth is a [[character]]-driven randomly generated tactical role-playing game.&lt;br /&gt;
&lt;br /&gt;
You, the [[player]], develop [[hero]]es as the game progresses.&lt;br /&gt;
&lt;br /&gt;
The game is developed by [[Worldwalker Games]] LLC, and is currently in pre-[[alpha]]. This wiki is for players and developers.&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
* [[Technical Difficulties]]&lt;br /&gt;
* [[Transfer your Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Developer, Storyteller, and Modder Resources=&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]: Want to write for the game? Here&amp;#039;s what you need.&lt;br /&gt;
* [[Effects]]: Used to create [[Event|events]], player actions, and oh so much more. A technical guide.&lt;br /&gt;
* [[Testing]] the game.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11286</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Main_Page&amp;diff=11286"/>
		<updated>2019-03-01T15:30:50Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Pre-Alpha Builds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Wildermyth Official Wiki&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DesktopBG_1920.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wildermyth is a [[character]]-driven randomly generated tactical role-playing game.&lt;br /&gt;
&lt;br /&gt;
You, the [[player]], develop [[hero]]es as the game progresses.&lt;br /&gt;
&lt;br /&gt;
The game is developed by [[Worldwalker Games]] LLC, and is currently in pre-[[alpha]]. This wiki is for players and developers.&lt;br /&gt;
&lt;br /&gt;
=Support=&lt;br /&gt;
[[Technical Difficulties]]&lt;br /&gt;
[[Transfer your Legacy]]&lt;br /&gt;
&lt;br /&gt;
=Developer Resources=&lt;br /&gt;
* [[Writer&amp;#039;s Guide]]: Want to write for the game? Here&amp;#039;s what you need.&lt;br /&gt;
* [[Effects]]: Used to create [[Event|events]], player actions, and oh so much more. A technical guide.&lt;br /&gt;
* [[Testing]] the game.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11285</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11285"/>
		<updated>2019-02-27T17:58:09Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Stat Selectors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stat Selectors==&lt;br /&gt;
Stat selector tags allow you to pick different text depending on stat values, or depending on which stat is higher.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish/snark/poet/50:a bookish line/a snarky line/a poetic line/a neutral line&amp;amp;gt;.|| a neutral line ||You can add a fallback case, which will be picked if none of the stats are above 50.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;target.bookish.80/snark/poet/40:a very bookish line/a fairly snarky line/a fairly poetic line/a fallback line&amp;amp;gt;.|| a very bookish line ||you can mix thresholds, bare stats, and fallbacks freely. Play around!&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11283</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11283"/>
		<updated>2019-01-29T16:35:39Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Names and Specials */ make event roll show up correctly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;overlandTile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;overlandTile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one&amp;amp;#124;difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;overlandTile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stat Selectors==&lt;br /&gt;
Stat selector tags allow you to pick different text depending on stat values, or depending on which stat is higher.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11282</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11282"/>
		<updated>2019-01-25T22:39:13Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are things that happen! Generally (always?) you&amp;#039;ll be seeing these in the context of [[Effects]]. &lt;br /&gt;
For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]].&lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
[[File:MissionDefault.png]]&lt;br /&gt;
&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sitePlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can now set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
====Modifiers include the following:====&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +1 damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +1 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
=== Some Other Notes on Missions ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
== ChangeControl ==&lt;br /&gt;
[[File:ChangeControl.png]]&lt;br /&gt;
&lt;br /&gt;
Used to assign control of the given target to a given controller.&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;br /&gt;
&lt;br /&gt;
==AllowFollowup==&lt;br /&gt;
See [[Tidings]]&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tidings&amp;diff=11281</id>
		<title>Tidings</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tidings&amp;diff=11281"/>
		<updated>2019-01-25T22:37:17Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tidings can be used to create follow-up anecdotes to events. To create a Tiding:&lt;br /&gt;
&lt;br /&gt;
1) In the original event, under the Effects Tab, under the choice/outcome that you want to connect a Tiding to, click the &amp;quot;ADD OUTCOME...&amp;quot; button. This will open the &amp;quot;New Outcome&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
[[File:Add_Outcome.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) In the New Outcome window, start typing &amp;quot;AllowFollowup&amp;quot; in the text bar on the upper left. This will filter out all the other options for Outcomes. Once &amp;quot;AllowFollowUp&amp;quot; is the only thing left in the drop-down list, click on it. This will open the description window.  Note the ID assigned by the system. You&amp;#039;ll need to know this later.  Then click &amp;quot;CREATE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AllowFollowUp.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Now you&amp;#039;re done with the original file. Go back to Effects and Start a New Event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) For event type, go to the drop-down menu and select &amp;quot;Tiding-Followup on a Specific Outcome&amp;quot; (it&amp;#039;s down near the bottom of the list).&lt;br /&gt;
&lt;br /&gt;
[[File:CreateTiding.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) Now a new drop-down menu will appear under the Event Type menu. This is a list of events with outcomes that need Followups. Find the outcome ID that matches the one you saw in Step 2. This will connect the Tiding to the Event.&lt;br /&gt;
&lt;br /&gt;
[[File:SelectTidingID.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) Now name the Tiding and create the event as usual.&lt;br /&gt;
&lt;br /&gt;
7) Use the comics editor to create the Tiding. NOTE THAT TIDINGS SHOULD NOT BE MORE THAN ONE LINE OF COMIC PANELS.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tidings&amp;diff=11280</id>
		<title>Tidings</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tidings&amp;diff=11280"/>
		<updated>2019-01-25T22:36:27Z</updated>

		<summary type="html">&lt;p&gt;Nate: Created page with &amp;quot;Tidings can be used to create follow-up anecdotes to events. To create a Tiding:  1) In the original event, under the Effects Tab, under the choice/outcome that you want to co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tidings can be used to create follow-up anecdotes to events. To create a Tiding:&lt;br /&gt;
&lt;br /&gt;
1) In the original event, under the Effects Tab, under the choice/outcome that you want to connect a Tiding to, click the &amp;quot;ADD OUTCOME...&amp;quot; button. This will open the &amp;quot;New Outcome&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
[[File:Add_Outcome.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) In the New Outcome window, start typing &amp;quot;AllowFollowup&amp;quot; in the text bar on the upper left. This will filter out all the other options for Outcomes. Once &amp;quot;AllowFollowUp&amp;quot; is the only thing left in the drop-down list, click on it. This will open the description window.  Fill in the Stub field. Note the ID assigned by the system. You&amp;#039;ll need to know this later.  Then click &amp;quot;CREATE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AllowFollowUp.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Now you&amp;#039;re done with the original file. Go back to Effects and Start a New Event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) For event type, go to the drop-down menu and select &amp;quot;Tiding-Followup on a Specific Outcome&amp;quot; (it&amp;#039;s down near the bottom of the list).&lt;br /&gt;
&lt;br /&gt;
[[File:CreateTiding.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) Now a new drop-down menu will appear under the Event Type menu. This is a list of events with outcomes that need Followups. Find the outcome ID that matches the one you saw in Step 2. This will connect the Tiding to the Event.&lt;br /&gt;
&lt;br /&gt;
[[File:SelectTidingID.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) Now name the Tiding and create the event as usual.&lt;br /&gt;
&lt;br /&gt;
7) Use the comics editor to create the Tiding. NOTE THAT TIDINGS SHOULD NOT BE MORE THAN ONE LINE OF COMIC PANELS.&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Event_Types&amp;diff=11279</id>
		<title>Event Types</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Event_Types&amp;diff=11279"/>
		<updated>2019-01-25T22:36:12Z</updated>

		<summary type="html">&lt;p&gt;Nate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stories in Wildermyth are applied procedurally. When the player is in a situation that calls for a story, the game searches the database of events for all the stories that could fit the situation, and then picks one randomly. Different situations come with different storytelling constraints.&lt;br /&gt;
&lt;br /&gt;
A Note on Branching: Branching events are currently pretty awkward in our system, and so most of our stories currently revolve around a single choice. If this is too limiting, let&amp;#039;s talk about it! We have some ideas for how to improve it but really it depends on what you want to write.&lt;br /&gt;
&lt;br /&gt;
Another thing is that we&amp;#039;re trying to avoid hard-and-fast rules here. In particular, any time is a good time to tell a more involved story, if that&amp;#039;s what the story wants. The guidelines here are just guidelines.&lt;br /&gt;
&lt;br /&gt;
=Some Things=&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Job]]s&amp;#039;&amp;#039;&amp;#039; are things that take time on the overland map. The idea is your heroes work on something for a while, building, researching, investigating, all that. Jobs probably make the most sense as parts of Delvings, Site Quests, and Personal Upgrade Quests. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Mission]]s:&amp;#039;&amp;#039;&amp;#039; some stories might also call for fights in the middle of &amp;#039;em. That&amp;#039;s cool.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Character Development&amp;#039;&amp;#039;&amp;#039; is a blanket outcome that includes [[history]] lines, [[relationship]]s, [[stat]]s, [[aspect]]s, and [[equipment]]. Anything that moves a character forward.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Combat advantage/disadvantage&amp;#039;&amp;#039;&amp;#039; is somewhat vague right now, because we haven&amp;#039;t built a set of tools for it yet. Specify what you want in STUBS or elsewhere and we&amp;#039;ll try to work it out.&lt;br /&gt;
&lt;br /&gt;
* See &amp;#039;&amp;#039;&amp;#039;[[Story Inputs and Outputs]]&amp;#039;&amp;#039;&amp;#039; for a more ind-depth discussion of particular outcomes and inputs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exploration Oriented Stories=&lt;br /&gt;
Exploration is a core feature of our game. We want a wide variety of stories here, and they can be somewhat involved.&lt;br /&gt;
&lt;br /&gt;
==Wilderness Scouting==&lt;br /&gt;
When you scout a new tile, and there are no enemies, there might be something else interesting to interact with.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| A fairly large number! Scouting is a common activity, so we expect the player to see 12-20 of these per game.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Medium. They&amp;#039;re a bread and butter event. If they get too involved, consider splitting off as a Delving or Personal Quest?&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Tile, Party&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Station, Delving, Character Development, Recruit&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| search for &amp;quot;wilderness&amp;quot;. Silences, Witchstone, The Gambler...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Arrive at Hostile Site==&lt;br /&gt;
When you arrive at a hostile site for the first time, it&amp;#039;s scary! There might be interesting site features, or a relationship story to tell, a prisoner to decide whether to rescue, or a novel tactic to consider. These can establish details about the site and the combat to come.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| A large number! Attacking a hostile site is a dramatic focus and we want a big variety of stories.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Medium. Want to maintain a sense of danger and unease.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Party, Foes&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Combat advantage/disadvantage, Character Development, Delving, Additional Story (mid-mission or victory), Recruit&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| search for &amp;quot;heroesArriveAtSite&amp;quot;. &amp;quot;One False Step&amp;quot;, &amp;quot;Splinter&amp;quot;, &amp;quot;Troygan&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Tactical Stories=&lt;br /&gt;
Like ArriveAtSite events, these events set up fights. Tactical Stories are stories that carry tactics, but not Exploration. Defense missions, ambush/escape missions, and retaking a site all call for tactical events that are more about the action and less about the mystery of the place.&lt;br /&gt;
&lt;br /&gt;
Since tactical events are the most repeatable, it makes sense for them to be about risk management. Choices between a risky option and a safer option are recommended.&lt;br /&gt;
&lt;br /&gt;
==Ambushed==&lt;br /&gt;
So you&amp;#039;re scouting, right? But this is a dangerous place, and sometimes the Scouter becomes the Scouted, and then you might be AMBUSHED! Now you might have a few minutes to prepare, or a split second to make a key decision, and then you&amp;#039;ll most likely be fighting.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| Probably a small number. Ambush is a necessary risk, but it&amp;#039;s not super fun and it&amp;#039;s ok for it to be basically a generic situation.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Low. We don&amp;#039;t want people farming ambush events, or feeling like they need to be ambushed to see all the content.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Tile, Site, Party, Foes&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Combat advantage/disadvantage, Character Development, Recruit, Escape&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| doesn&amp;#039;t exist yet, but search defend_camp for some similar ideas.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactical Defense==&lt;br /&gt;
Monsters attack you sometimes, and you need to make some choices about how the fight should go.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| A small number? We think the player will spend most of their time on offense.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Low to medium. We don&amp;#039;t want defense missions to feel like a &amp;quot;reward.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Tile, Site, Party, Foes&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Combat advantage/disadvantage, Character Development, Flee?&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| These might not be great examples, but search encounter_defend&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Site (subsequent)==&lt;br /&gt;
Maybe you tried to attack this place once and failed. Or maybe you held it for a while and then left, and the monsters have moved back in. Either way we gotta set up the fight.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| A small number. We don&amp;#039;t expect this situation to be common and it&amp;#039;s not particularly epic.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Low.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Party, Foes&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Combat advantage/disadvantage, Character Development&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| encounter_heroesArriveAtSite_returnAssault_song BUT, it&amp;#039;s probably more specific and memorable than we really need.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat-Oriented Stories=&lt;br /&gt;
Ok so, you&amp;#039;ve made some choices, and the battle starts. This part of the game is what we call the [[Missions|Mission]], where everything is a 2D square grid and you hop around hitting foes. There could be stories here! I mean, definitely we want at least some.&lt;br /&gt;
&lt;br /&gt;
==Mortal Choice==&lt;br /&gt;
When a hero falls to zero HP for the first time, they get a Mortal Choice, of whether to take a Heroic Death or fall back with some kind of maiming. Heroic Deaths are generally fairly powerful and can swing the combat in your favor, and we want them to be a valid choice, especially on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| Not sure but probably few. Could be cool to tell some specific stories about enemy types, damage types leading to particular injuries, etc., but also these will not come up too many times per playthrough, so are lower priority.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Low to Medium. Don&amp;#039;t want to take away from the action too much, especially if the player is losing and multiple mortal choices are happening in a single fight.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Party, Hero, Foe (who attacked hero)&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Combat advantage, Death, Character Development&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| search for deathChoice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mid-mission story==&lt;br /&gt;
We&amp;#039;ve only played around with this a little, but the idea is that under some conditions a little story can pop up in the middle of the action, and give you an interesting choice. This is experimental stuff but if you have an idea for a story that makes the most sense to live here, let&amp;#039;s do it! Could work well as a way to establish site details, to start/continue/end another story, etc..&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| Not sure! We need to try this out and see how it feels. The main rule for these is that they should make sense in context. If a particular questline calls for one, or the story doesn&amp;#039;t make sense without the urgency of combat. In general we want to see these at most once per combat, and my guess is, more like every other or every third combat, and then probably only the first time you fight at a site, not so much on defense missions, etc..&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Medium? What feels good?&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Party, Foes&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Combat advantage/disadvantage, Character Development, Recruit, Station, Delving, Additional Story &lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| not implemented yet, but check out chapter1_gorgon_event_3_3 for an old idea.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Victory==&lt;br /&gt;
You win! Celebrate a bit! Maybe also mourn your friends who died or were wounded.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| A medium amount. There&amp;#039;s a good variety of situations to cover, what with who might be wounded or not, what we were fighting and where, and what we found afterward. Good place to put rewards maybe? Character/relationship development?&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Low. Victories don&amp;#039;t call for choices most of the time, because anyway if there are rewards the player will be making choices about those and that will feel great.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Party, Foes, maimedHeroes, deadHeroes&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Character Development, Stations, Delvings, Recruit&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| search for missionVictory&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Defeat==&lt;br /&gt;
You lose. Bad times. Probably one or more of your heroes is still alive, but wounded and retreating. But in general, bad times.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| Very few. We are specifically NOT making special defeat stories for quest lines, etc.. Nope. Not doing it. Most players will never see that content.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Low. Nobody wants to dwell on how awful that just was.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Party, Foes, maimedHeroes, deadHeroes&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Character Development?? None??&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| search for missionDefeat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Infrastructure Stories=&lt;br /&gt;
A chunk of your time on the Overland Map goes to managing tiles you control. Stuff like building roads, bridges, mountain passes, that sort of thing. That&amp;#039;s boring. But then also, investigating mysteries and restoring ancient magics...&lt;br /&gt;
&lt;br /&gt;
==Site Feature Job (Delving)==&lt;br /&gt;
Explore the old ruins, catalogue the library, sample the wine cellar, walk the old forest... Delvings are [[Job]]s that take time, that produce some reward or additional story or choice. Delvings are visible as soon as you take over a site. The point is that these places are interesting, full of history and whatnot, and it&amp;#039;s worth investigating. Delvings are optional and can be ignored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| Potentially a lot? This is unexplored space but it seems like it could be a lot of fun.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| medium to high. Good place to hang introductions to more complicated chains, but fairly simple &amp;quot;this is a library&amp;quot; is also totally fine.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Party, Foes, maimedHeroes, deadHeroes&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Stations! Character Development, maybe Recruit once in a while.&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| doesn&amp;#039;t exist yet. We need to define what these look like.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Founding Towns==&lt;br /&gt;
Sometimes you&amp;#039;ll get to make new towns! That&amp;#039;s exciting and we want to celebrate it. Maybe give the player an opportunity to name the town, or at least have some fun and get some reward.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| One or a Few.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| low. Anything that the player can see more than once should be kept simple. &lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Tile, Party, Company&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Name the town&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| See the &amp;quot;We called it Legacy&amp;quot; event for an example of naming with options and a prompt. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recruiting Heroes==&lt;br /&gt;
Your heroes can die, and you can choose to recruit more at towns. This is in addition to any recruits you might find out-and-about, so to speak. Recruiting stories are an opportunity to introduce the new guy, establish some relationships, start caring about &amp;#039;em.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| A few.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Low to medium.  Mostly we want to introduce the new hero and and maybe learn a little bit about them.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Site, Party, Volunteer&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Character Development (relationship with recruited hero?)&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| search &amp;quot;welcomeRecruit&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Randomly Surfaced Stories=&lt;br /&gt;
Some opportunities pop up seemingly at random, as time passes. These might be hero-oriented or site-oriented.&lt;br /&gt;
&lt;br /&gt;
==Personal Relationship (Hook) Quest==&lt;br /&gt;
Characters have histories, and have their own motivations. Sometimes these bubble up. Relationship quests center on a relationship between two heroes, and tell a story about one of the character&amp;#039;s &amp;quot;hooks&amp;quot;, which are personality-aspects that are set by history lines. Generally the quest line will introduce itself, the characters will go on a journey, do a fight, and then resolve the quest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| Many, and these are mostly written or in progress already.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| High. Great opportunity to deep dive on characters, relationships, etc..&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Hook, Hook2 (friend, rival, or lover), Site, ...&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Character Development!!! Other stuff is ok too.&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| search &amp;quot;hook&amp;quot;. Hook quests that exist are generally broken in to 3 events each: intro, arrive, and resolve.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personal Upgrade Quest==&lt;br /&gt;
Heroes are self-motivated and ambitious, and might get ideas for how to improve themselves. This might be their [[gear]], or something more like, personal/magical/whateverical. For example, if a character loses their eyesight, they might go on a quest to build a pair of Ruby Eyes that allow them to fight again. Or something that&amp;#039;s easier to implement than that, would also be cool. Similar to relationship hook quests?? This category is a bit wobbly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| Unclear. Maybe a lot, if they are fun. Maybe a whole lot, eventually.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Meidum to High. These should be ambitions are really important to the hero, require help from friends to accomplish, and are somewhat involved.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Hook... ??? what would be helpful?&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Character Development!!! Other stuff is ok too.&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| Most similar to hooks, but with a clearer focus on &amp;quot;oh I want to get rid of this wolf head&amp;quot; or &amp;quot;actually I want to go full wolf mode&amp;quot; or &amp;quot;There&amp;#039;s an epic blade I must possess...&amp;quot; Can definitely key off of previous injuries, relationships, whatever stories you want to tell.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Site Stories==&lt;br /&gt;
AKA Site Quests. When you control tiles, sometimes stuff bubbles up. Unlike a Delving, this is stuff that was not present when you arrived, but has arrived or manifested or coming out of hiding since your arrival. The locals have been seeing funny lights in the forest. Someone stole your sweet roll. Who knows. Scooby Doo stuff. Point is, it&amp;#039;s an opportunity for someone to investigate, maybe do some research, have a little fight, get down tonight. These are usually optional quests that have a little intro hook, and then go from there.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! How many stories &lt;br /&gt;
| Need a goodly amount for launch, maybe increasing to a very large amount if they are a lot of fun.&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Complexity &lt;br /&gt;
| Low to High. Mysteries come in all sizes.&lt;br /&gt;
|-&lt;br /&gt;
! Special Input &lt;br /&gt;
| Tile?? what&amp;#039;s helpful?&lt;br /&gt;
|-&lt;br /&gt;
! Suggested Output &lt;br /&gt;
| Stations, friggen anything else too.&lt;br /&gt;
|-&lt;br /&gt;
! Example Content &lt;br /&gt;
| search &amp;quot;hook&amp;quot;. Hook quests that exist are generally broken in to 3 events each: intro, arrive, and resolve.&lt;br /&gt;
|}&lt;br /&gt;
=Interval Stories=&lt;br /&gt;
[[Tidings]] and [[Yondering Omens]] happen during Intervals, are usually short.&lt;br /&gt;
&lt;br /&gt;
=Experimental Stories=&lt;br /&gt;
What else can we do? Float your ideas!&lt;br /&gt;
&lt;br /&gt;
==Yondering Events==&lt;br /&gt;
Big, map-altering events that occur at the end of intervals  / the start of chapters. These should have a big impact on gameplay and maybe a couple of followup points. Think: rampaging collosus, volcanic eruption, starfall, monstrous harvest, attack of the Vulture Lord? A place for big Villains, maybe? crazy weird stuff? Who knows! But, we don&amp;#039;t have any yet and they sound kindof expensive so we&amp;#039;ll see. Might end up being a post-launch thing.&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
These are stand-alone battles accessed from the main menu, maybe unlocked when you have certain heroes in your legacy. Predefined maps and monsters. Crafted experiences. Stories to go with. Could be an awesome place to set modders loose?&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
This is an idea for stand-alone sequences that are not related to the [[campaign]]. They can tell much more specific stories, and will use a sequence of predefined encounters (optionally, fixed maps, monster layouts even?) They tell a single story. We don&amp;#039;t have any of these yet but it seems like they might be cool maybe? Might unlock similar to scenarios? Or? Good for modders?&lt;br /&gt;
&lt;br /&gt;
=Comparing Story Types=&lt;br /&gt;
Events are often differentiated by the concepts of &amp;quot;how we got into this situation&amp;quot; and &amp;quot;do we expect a fight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Delving is exploring the stuff that was there when you arrived. Site Quests interact with the stuff that has arrived, or surfaced since.&lt;br /&gt;
&lt;br /&gt;
Site Quests mean the party has gone to a certain tile to find something relating to that place, but not necessarily monsters. In an ArrivalAtHostileSites, the player has already made a decision to attack a particular site, even though the exact specifics are unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ArriveAtHostile site is when you see something on the map, and you choose to attack the monsters lurking there, and it&amp;#039;s the first time you&amp;#039;ve been to that site. Incursions are where the monster send a visible army to attack you. There are attack and defense events for incursions, but they&amp;#039;re tactical, shouldn&amp;#039;t give big rewards, and are really focused on that enemy army and not some cool location. Sometimes you might take over a site, and then leave it unguarded, and then monsters move in again. Or, you might attack a site, but lose the battle. In either case, when you return, you get a Return Assault, also called AttackMundaneSite.&lt;br /&gt;
&lt;br /&gt;
Ambushes happen when the party is interrupted in their normal course of overland movement or jobs, and monsters attack.&lt;br /&gt;
&lt;br /&gt;
Ambushes vs ArrivalAtHostileSites vs WildernessEncounters&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11278</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=11278"/>
		<updated>2019-01-25T22:31:43Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Tidings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are things that happen! Generally (always?) you&amp;#039;ll be seeing these in the context of [[Effects]]. &lt;br /&gt;
For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]].&lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
[[File:MissionDefault.png]]&lt;br /&gt;
&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sitePlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can now set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
====Modifiers include the following:====&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +1 damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +1 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
=== Some Other Notes on Missions ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
== ChangeControl ==&lt;br /&gt;
[[File:ChangeControl.png]]&lt;br /&gt;
&lt;br /&gt;
Used to assign control of the given target to a given controller.&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Station&amp;diff=11264</id>
		<title>Station</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Station&amp;diff=11264"/>
		<updated>2018-12-20T15:20:01Z</updated>

		<summary type="html">&lt;p&gt;Nate: Created page with &amp;quot;==Stations You Can Build== * earthworks * quarry * huntersBlind * outfitter * threshery * tannery * mine * lumberyard * weaverworks * forestShrine * henge * primalAltar * drea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stations You Can Build==&lt;br /&gt;
* earthworks&lt;br /&gt;
* quarry&lt;br /&gt;
* huntersBlind&lt;br /&gt;
* outfitter&lt;br /&gt;
* threshery&lt;br /&gt;
* tannery&lt;br /&gt;
* mine&lt;br /&gt;
* lumberyard&lt;br /&gt;
* weaverworks&lt;br /&gt;
* forestShrine&lt;br /&gt;
* henge&lt;br /&gt;
* primalAltar&lt;br /&gt;
* dreamloom&lt;br /&gt;
&lt;br /&gt;
==Stations You Can Only Find==&lt;br /&gt;
* library&lt;br /&gt;
* cavern&lt;br /&gt;
* laboratory&lt;br /&gt;
* distillery&lt;br /&gt;
* font&lt;br /&gt;
* forge&lt;br /&gt;
* windmill&lt;br /&gt;
* waterwheel&lt;br /&gt;
* tower&lt;br /&gt;
* grove&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11263</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11263"/>
		<updated>2018-12-07T16:06:26Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Stat Selectors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;tile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;tile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one|difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;tile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stat Selectors==&lt;br /&gt;
Stat selector tags allow you to pick different text depending on stat values, or depending on which stat is higher.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.2nd/STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is &amp;#039;&amp;#039;&amp;#039;SECOND&amp;#039;&amp;#039;&amp;#039; highest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook.2nd/poet/bookish/40:I also like poetry../I also like to read.../and that&amp;#039;s about it.&amp;amp;gt; || I also like to read... || hook is making a comment based on their second highest stat from this group. Good for following up or modifying a previous stat-based line.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11262</id>
		<title>Tag Reference</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Tag_Reference&amp;diff=11262"/>
		<updated>2018-12-07T14:54:28Z</updated>

		<summary type="html">&lt;p&gt;Nate: /* Relational Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth accomplished Dynamic Writing by using Tags to control what text is inserted into a passage.&lt;br /&gt;
&lt;br /&gt;
Tags use &amp;amp;lt;angle brackets&amp;amp;gt; and allow a fairly wide variety of functionality.&lt;br /&gt;
&lt;br /&gt;
Note: mostly case insensitive&lt;br /&gt;
Note: comma and slash as separators, most of the time!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Top-Level Tags=&lt;br /&gt;
These are simple tags that work in any context and insert names of interesting things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| Town || &amp;amp;lt;town&amp;amp;gt; || Ninesprings || Finds either the nearest town, or the origin town for the heroes.&lt;br /&gt;
|-&lt;br /&gt;
| Company || &amp;amp;lt;company&amp;amp;gt; || The Fellowship of the Eagle || Gives the name of the player&amp;#039;s company, which they get a chance to choose at the end of the introduction.&lt;br /&gt;
|-&lt;br /&gt;
| Site || &amp;amp;lt;site&amp;amp;gt; || Moosetunnel || Finds the relevant site in a situation, if there is one, or falls back to the nearest interesting site.&lt;br /&gt;
|-&lt;br /&gt;
| Tower|| &amp;amp;lt;tower&amp;amp;gt; || Cranespire || Finds the name of the Heroes&amp;#039; main base, their home tower, which they gain control of during the introduction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Role Tags=&lt;br /&gt;
Most tags (and the most useful tags) rely on [[Story Role]]s. A role is used to refer to a particular target, usually a hero, and then select text depending on properties of the target.&lt;br /&gt;
&lt;br /&gt;
Role tags use this form:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; gives the short name of the target&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; most tags work like this, has a variety of effects depending.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.#.tag...&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; where # is a number like 1,2,3,4... Which is useful if more than one entity is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Numbered roles are not generally recommended because they&amp;#039;re a bit awkward to think about, but sometimes they&amp;#039;re convenient if, for example, you know there are 2 heroes in the party and you just need to list them or something.&lt;br /&gt;
&lt;br /&gt;
==Names and Specials==&lt;br /&gt;
Use these tags to insert names.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! tag !! example !! might render as !! explanation&lt;br /&gt;
|- &lt;br /&gt;
|  || &amp;amp;lt;leader&amp;amp;gt; || Barlox || Use a plain role tag to show the short name, which, for heroes, is always their first name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| shortName || &amp;amp;lt;leader.shortName&amp;amp;gt; || Barlox || Short name. Same as unadorned role.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| firstName|| &amp;amp;lt;leader.firstName&amp;amp;gt;|| Barlox || First name. Same as short name.&lt;br /&gt;
|- style=&amp;quot;color:#AAAAAA;&amp;quot;&lt;br /&gt;
| name || &amp;amp;lt;leader.name&amp;amp;gt;|| Barlox || Same as short name and first name.&lt;br /&gt;
|-&lt;br /&gt;
| lastName || &amp;amp;lt;leader.lastName&amp;amp;gt; || Spidermusk || If the entity has a two-part name, return the last part.&lt;br /&gt;
|-&lt;br /&gt;
| fullName || &amp;amp;lt;leader.fullName&amp;amp;gt; || Barlox Spidermusk || The whole name. Very formal.&lt;br /&gt;
|-&lt;br /&gt;
| nameCAPS|| &amp;amp;lt;leader.nameCAPS&amp;amp;gt; || BARLOX || BARLOX ARE YOU SERIOUS.&lt;br /&gt;
|-&lt;br /&gt;
| namelower|| &amp;amp;lt;leader.namelower&amp;amp;gt; || barlox || stream of consciousness, mumbling..&lt;br /&gt;
|-&lt;br /&gt;
| fullNameCAPS|| &amp;amp;lt;leader.fullNameCAPS&amp;amp;gt; || BARLOX SPIDERMUSK || Gah! What&amp;#039;d I do Ma?!&lt;br /&gt;
|-&lt;br /&gt;
| fullnamelower|| &amp;amp;lt;leader.fullnamelower&amp;amp;gt; || barlox spidermusk || was a strange fellow i&amp;#039;d say&lt;br /&gt;
|-&lt;br /&gt;
| lastNameCAPS|| &amp;amp;lt;leader.lastNameCAPS&amp;amp;gt; || SPIDERMUSK || Branding? Yelling?&lt;br /&gt;
|-&lt;br /&gt;
| lastnamelower|| &amp;amp;lt;leader.lastnamelower&amp;amp;gt; || spidermusk || no one will use this tag. go ahead prove me wrong.&lt;br /&gt;
|-&lt;br /&gt;
| singular || &amp;amp;lt;foes.singular&amp;amp;gt; || Gorgon || Useful for monsters, if you want the singular version of the monster group name.&lt;br /&gt;
|-&lt;br /&gt;
| plural || &amp;amp;lt;foes.plural&amp;amp;gt; || Gorgons || Gives the plural version of the name of a group of monsters.&lt;br /&gt;
|-&lt;br /&gt;
| biome|| &amp;amp;lt;tile.biome&amp;amp;gt; || forest || the short name of the biome. forest, field, hills, or swamp. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| biomeLong || &amp;amp;lt;tile.biomeLong&amp;amp;gt; || pine forest || The longer and more specific name of the biome if any. Broadleaf forest, grassland, foothills, pine forest, wetlands. If the first letter of the tag is capitalized, the first letter of the result will be as well.&lt;br /&gt;
|-&lt;br /&gt;
| link|| &amp;amp;lt;leader.link&amp;amp;gt; || &amp;#039;&amp;#039;Barlox&amp;#039;&amp;#039; || Creates a clickable link?? Might not function?? what.&lt;br /&gt;
|-&lt;br /&gt;
| eventRoll|| &amp;amp;lt;hook.eventRoll:roll_one|difficulty_one&amp;amp;gt; || 47% || If there is a dice roll defined in the event, you can use this tag to preview your chance of success. The New Option dialog creates this tag automatically when you define a roll, so you don&amp;#039;t need to understand all the ins and outs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Selectors==&lt;br /&gt;
Selector tags select between alternatives, depending on some aspect or stat of the target. They usually take this form:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1/option2/option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by /&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.selector:option1,option2,option3&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; options separated by ,&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mf|| &amp;amp;lt;bookish.mf:his/her&amp;amp;gt; towel.|| her towel.|| male/female. if the target is a male, the first option, otherwise the second option.&lt;br /&gt;
|-&lt;br /&gt;
| mf || &amp;amp;lt;bookish.mf:his/her/their&amp;amp;gt; towel.|| their towel.|| male/female. if the target is a male, the first option. If the target is a female, the second option. If neither, the third option is used.&lt;br /&gt;
|-&lt;br /&gt;
| awm || I hope to find &amp;amp;lt;romantic.awm:some fine vixen/some wily fox&amp;amp;gt;.|| I hope to find some fine vixen.|| Attracted to women/men. If the target is attracted to women, the first option. If attracted to men, the second option. If no attraction can be determined, one is picked randomly (but consistently for that character.)&lt;br /&gt;
|-&lt;br /&gt;
| town OR hometown || Oh no I can&amp;#039;t go back to &amp;amp;lt;goofball.hometown&amp;amp;gt;! || Oh no I can&amp;#039;t go back to Markvale! || Finds the hometown of the character, or maybe the origin town if no hometown can be determined.&lt;br /&gt;
|-&lt;br /&gt;
| whm|| Let me grab my &amp;amp;lt;hothead.whm:shield/cloak/robe/pitchfork&amp;amp;gt;! || Let me grab my cloak! || warrior/hunter/mystic/none returns different text depending on the class of the target. If none, an optional fourth clause is used. if no fourth clause is present, pretend to be a warrior.&lt;br /&gt;
|-&lt;br /&gt;
| cdgmt|| This place stinks of &amp;amp;lt;foes.cdgmt:mushrooms and mold and muckdwellers./Drauv and doom and death./oozing flesh and miscellanious gorgonous gases./gear-oil and rotting bones./spells and spiderfarts.&amp;amp;gt;|| This place stinks of gear-oil and rotting bones.|| cultist/drauven/gorgon/morthagi/trhixl - give different text depending on the flavor of a threat.&lt;br /&gt;
|-&lt;br /&gt;
| exists || &amp;amp;lt;hook.exists:&amp;amp;lt;hook&amp;amp;gt; looks suspicious.../Nobody knows...&amp;amp;gt; || Aryssa looks suspicious... || if this role exists, i.e. there is one or more match, return the first option, otherwise the second option if any.&lt;br /&gt;
|-&lt;br /&gt;
| sp|| &amp;amp;lt;party.sp:I&amp;#039;m all alone out here!,I am sure am glad you&amp;#039;re with me.&amp;amp;gt; || I sure am glad you&amp;#039;re with me. || If the role has zero or one matches, return the first option, otherwise the second option. &amp;#039;&amp;#039;NOTE: bug, can&amp;#039;t use / to separate, must use ,&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| maimal || &amp;amp;lt;hook.maimal:my lost arm/my lost leg/my aching bones&amp;amp;gt; || my lost arm || Maimed? arm, leg, other/none. used to talk about a lost limb.&lt;br /&gt;
|-&lt;br /&gt;
| bghps || &amp;amp;lt;tile.bghps:that oak tree/this meadow/that cliffside/that redwood/that pond&amp;amp;gt; || that redwood || different text per tile biome: broadleaf forest (deciduous) / grassland / hills / pine forest (coniferous) / swamp.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relational Tags==&lt;br /&gt;
Relational tags test some relationship between two people, and let you write different text depending on how they relate.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! selector !! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| rfln.OTHER_ROLE|| &amp;amp;lt;hook.rfln.hook2:It&amp;#039;s been a while since we sang anything together./I always did love that song./Song always broke my heart a little, when we sang it together./---&amp;amp;gt;|| Song always broke my heart a little, when we sang it together.|| rival/friend/lover/none. If hook and hook2 in this example are rivals, friends, or lovers, they say different things about the song. There&amp;#039;s no line for if they don&amp;#039;t have a relationship, because in this context (a relationship quest) we know they have one.&lt;br /&gt;
|-&lt;br /&gt;
| shipLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.shipLevel.volunteer2:No../Maybe./Yes!&amp;amp;lg;|| No... || relationshipLevel with OTHER_ROLE. Relationships between heroes have tiers. The first option is tier 0, if they don&amp;#039;t have any relationship. next is 1, if they do, then 2. Any number of options can be provided, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| rivalLevel.OTHER_ROLE ||&amp;amp;lt;hook.rivalLevel.bookish:&amp;amp;lt;bookish&amp;amp;gt;/&amp;amp;lt;bookish&amp;amp;gt;/stinker/slug-lips/supernose&amp;amp;gt;...!|| stinker...! || rivalry level with OTHER_ROLE. If these two are not rivals, the first option. If they are rivals, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| friendLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.friendLevel.friend:Well,/Well,/Being honest,/Being honest,/&amp;amp;lt;friend&amp;amp;gt;, you know/&amp;amp;lt;friend&amp;amp;gt;, you know&amp;amp;gt; I&amp;#039;d prefer to be elsewhere.|| Being honest, I&amp;#039;d prefer to be elsewhere. || friendship level with OTHER_ROLE. Relationships have a flavor. Right now that can be, rival, friend, or lover. If these two are not friends, the first option is returned. If they are friends, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| loverLevel.OTHER_ROLE ||&amp;amp;lt;volunteer.loverLevel.volunteer2:/crush/flame/sweetheart/lover/soulmate&amp;amp;gt;|| lover || lover level with OTHER_ROLE. If these two are not lovers, the first option. If they are, depending on the tier, additional options, up to the full 5 relationship tiers.&lt;br /&gt;
|-&lt;br /&gt;
| XXyoungerThan.OTHER_ROLE ||&amp;amp;lt;volunteer.8youngerThan.volunteer2:gosh you&amp;#039;re old!/I&amp;#039;m not intimidated.&amp;amp;gt;|| gosh you&amp;#039;re old! || is XX years younger than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXolderThan.OTHER_ROLE ||&amp;amp;lt;volunteer.12olderThan.volunteer2:You&amp;#039;re too little to help./You&amp;#039;re too dumb to help.&amp;amp;gt;|| You&amp;#039;re too little to help. || is XX years older than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|-&lt;br /&gt;
| XXysoThan.OTHER_ROLE ||&amp;amp;lt;volunteer.7ysoThan.volunteer2:nope!/we could date./creepy.&amp;amp;gt;|| creepy. || younger/same/older. is younger by XX years, roughly the same age, or older by XX years, than OTHER_ROLE. Can use whatever number you want.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Stat Selectors==&lt;br /&gt;
Stat selector tags allow you to pick different text depending on stat values, or depending on which stat is higher.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT.##:statIsHigh/statIsLow&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test a stat against a value, and give different text depending on the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;leader.bookish.50:Let&amp;#039;s calculate the odds./Let&amp;#039;s think it over.&amp;amp;gt; || Let&amp;#039;s calculate the odds. || If leader is bookish, he&amp;#039;ll say something more precise and scientificish.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;coward.injury.1:Argghh. Let&amp;#039;s rest a bit./Can we hold up a sec?&amp;amp;gt; || Argghh. Let&amp;#039;s rest a bit. || If coward is injured, they will use their injury as an excuse to take a break before facing more danger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;romantic.charisma.30:Let me just fix my hair.../Do I look alright?&amp;amp;gt;|| Do I look alright? || If romantic his a high charisma, they will use a line that&amp;#039;s more confident, otherwise they will be more unsure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;roleName.STAT_1/STAT_2/STAT_3:stat1IsBest/stat2IsBest/stat3IsBest&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; test any number of stats against eachother, return text depending on which one is highest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! example !! might render as !! explanation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;poet.loner/leader:The vanity of our years is in thinking we are more than time, more than the tree or flower, doomed to expire/Though we press on against the teeth of time, we all break eventually, consumed by history&amp;amp;gt;.|| Though we press on against the teeth of time, we all break eventually, consumed by history.|| Poet is trying to make a point about mortality, and it comes out differently if they are more concerned about the individual, or more social and group-oriented.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;healer.goofball/peacemaker/poet:A spooky blue stone,A glowing crystal,A luminous crystal that calls to me&amp;amp;gt;.|| A spooky blue stone. || We&amp;#039;re talking about the same object, but we describe it differently depending on our personality.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;lt;hook3.coward/leader/peacemaker/snark:It&amp;#039;s funny to think &amp;amp;lt;legend.mf:he/she&amp;amp;gt; used to scare me when I was little, and there I was.../There were times I thought I would disappear in the night. But./I suppose I understood &amp;amp;lt;legend.name&amp;amp;gt;, better than other people... That was &amp;amp;lt;legend.mf:his,her&amp;amp;gt; name. &amp;amp;lt;legend&amp;amp;gt;./Old cussheart wouldn&amp;#039;t just die early and let me get on with my life, but.&amp;amp;gt; || I suppose I understood Borna, better than other people... That was her name. Borna. || hook3 is describing someone she used to know, a bugbear from his childhood, and uses different words depending on his personality.&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nate</name></author>
	</entry>
</feed>