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Random Tile Editor

GlowPuff edited this page Nov 22, 2020 · 2 revisions

The Random Tile Pool Editor is where you assign a number of tiles to be used in the Chapter you're editing, and the companion app will randomly lay out the tiles differently every time the Scenario is played.

On the left is the Global Tile Pool. This is a list of all the tiles in the game. On the right is the Random Tile Pool into which you add tiles for this Chapter. As you add tiles into the Random Pool, they disappear from the Global Pool so they can't accidentally be used elsewhere in other Chapters.

To move a tile from one side to the other, just double click it. You can also select it and click the appropriate arrow button. Up to 4 tiles can be added into the Random Pool.

In the companion app during play, the tiles you've chosen in the Random Pool will be used to randomly build a Chapter on the playing surface. The Chapter will be built differently every time the Scenario is played, using varying positions and rotations for the tiles.

At the bottom of the window is the Random Token Interaction Group section. Since we're dealing with randomly positioned tiles, the placement of Tokens within those tiles will also be random. When a Chapter with random tiles is activated in the companion app, the Tokens placed on the tiles will be drawn from the Events you add to the Token Interaction Group you assign to this Chapter.

First, you'll need to create a Token Interaction Group. This is done simply by naming your Events in a special manner. Also, since this Event is assigned to a Token, you MUST CHECK This Event is a Token Interaction and choose a Token Type.

The naming format is: {Event Name} GRP#

Event Name is how you'd normally name your event, such as "Hidden Test", where maybe you present a Stat Test Event to the players and test whether they stay hidden with enemies nearby. Now add a space after the name and type "GRP" immediately followed by any number. In our example, it would be: Hidden Test GRP1

The number you use does not have to be sequential, but be sure to use the same number for Events that should be in the same group. When you've named the Event correctly, a textual indicator appears next to the name in the Event properties window. Again, be sure to mark a CHECK to make it a Token Interaction. Naming Events in this manner creates the appropriately named Token Interaction Group. Add as many Events to this group as you want by using the special naming convention and marking them as Token Interactions. Use different numbers to create different groups.

Back in the Random Tile Pool Editor, select a group you've created in the dropdown menu. The editor will show you how many Token Interaction Events are in the group you've chosen, along with how many total Spaces are available in the Chapter based on which tiles you've chosen to use. In the last edit box, you can specify how many of the Events in the group are actually used in the Chapter. It's possible for you to create more Events than there are tile Spaces for them to appear. The editor tells you the maximum number of Events that can be used in the Chapter. Use the edit box to specify how many of the Events in the group will be used.

When this Chapter is activated in the companion app, the Events in your group will be randomly chosen and spawned as Tokens on tile Spaces, up to the maximum number you specified in the editor.

Caution: If you assign a Token Interaction Group to more than one Chapter, the same Events could be activated and seen by players more than once, causing confusion. On the the other hand, Events can be created that are generic enough to appear more than once by design.

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