Skip to content

World Editor Traits

github-actions[bot] edited this page Oct 13, 2026 · 22 revisions

๐Ÿงฌ World Editor: Traits

๐Ÿ› ๏ธ Part of the World Editor guide.

Traits are the choices that make each playthrough different: Scarred, Silver-Tongued, Afraid of Water. The player picks traits before the story starts. The AI reads the picked traits on every turn.

Why it exists

A trait is a fact about the player that doesn't change. Stats change all the time, and the story changes with them. A trait reads the same on turn one and on turn ninety. A stat says how much. A trait says who you are.

๐Ÿ’ก Only active traits reach the AI. A trait the player didn't pick is sent nowhere and does nothing.

How to Make a Trait

  1. Open the Traits tab.
  2. To name the trait as you add it, type the name in the Filter Traits box.
  3. Select +. In Advanced mode, select Add Trait in the menu. The new trait opens on its Details tab.
  4. Type the Name.
  5. Write one line in AI-Facing Description. Write a fact about the person, such as "Flinches at open water", not a game rule.
  6. Optional: write a Player-Facing Description. The player reads it while choosing.
  7. Optional: to change a number too, open the Stats tab, select Add Stat Change, and pick the stat, the type and the number.

A new trait goes to the top level of the list. Drag it to put it in a group.

How to Require Another Trait

  1. Select the trait.
  2. Open the Availability tab.
  3. Under Requires, select Add Requirement.
  4. Pick a target in the Traits, Any Trait in a Group or Playing As list.
  5. Pick whose trait counts: Same Owner, You, or an entity. A Playing As target skips this step, and so does a target that only one owner can have.
  6. Optional: to need a second target as well, select And in the same row and pick it. The trait then needs both.
  7. Optional: to open the trait another way, select Or Another Way and pick a target for the new row. Any one row is enough.

To remove a target, select the ร— on its chip. To remove a whole row, select the ร— at the end of the row.

How to Set a Pick Count

  1. Select a trait group. To add one, switch to Advanced mode, select +, then Add Group.
  2. Open the Pick Count list and pick Any, Exactly One, Up to One or Custom.
  3. For Custom, type At Least and At Most. Leave At Most empty for no limit.
  4. For Exactly One, select a trait in the group, open its Availability tab, and set Starts to On. A new game then starts with a valid pick.

How to Make a Blueprint

Advanced mode only.

  1. On the Traits tab, select +, then Add Blueprints Group. A group named Blueprints appears at the top level.
  2. Add a trait or a group with +. It appears at the top level.
  3. Drag it into Blueprints.

The item is now a blueprint. The player never picks it directly. Entities get it only through links.

โš ๏ธ Blueprints refuses the item while something outside it reads the item. That is a requirement that names it, or stat code that reads it by name. A note names the first one. Remove it, then drag again.

How to Link to a Blueprint

Advanced mode only.

  1. Select a trait or group in Blueprints.
  2. Select Link Toโ€ฆ in the footer below the panel.
  3. Check each entity that gets the item. An entity that already has it shows as checked.

Or drag the item from Blueprints onto an entity's node in the tree. The original stays in Blueprints.

How to Override a Linked Trait

  1. In the Traits tab, open the entity's node and select the link row. It shows a link icon.
  2. Open the tab that holds the field: Availability, Stats or Pins.
  3. Change the field. It now applies to this entity only.
  4. To undo one field, select Reset at the end of its label row. To undo every field, select Reset to Blueprint in the footer.

To change the trait for every entity that links it, select Edit Blueprint in the footer and edit the original.

What the AI sees

Field Sent?
Name Always. The AI gets only the name when the AI-Facing Description is blank.
AI-Facing Description Yes. It tells the AI what the trait means.
Player-Facing Description Never
Stat Changes, Stat Availability, Placeholder Pins Never

A blank AI-Facing Description is fine for a name that explains itself, such as Left-Handed.

๐Ÿ’ก The AI doesn't see Stat Changes. It reads that the player is Sickly. It doesn't read that the trait cost 20 Vigor. The stat carries the number. So write the description as a fact the narrator can use: "Flinches at open water", not "-20 swimming".

The Panel

Select a trait to open its panel.

Tab Holds Mode
Details Name and the two descriptions Simple and Advanced
Availability Mode, Starts, In Game and Requires Simple and Advanced
Stats Stat Changes, and Stat Availability in Advanced mode Simple and Advanced
Pins Placeholder Pins Advanced only

On an entity's own trait, the Details tab starts with the line Owned by and the entity's name. The Stats tab shows only when the entity can own stat traits.

Availability

The Availability tab sets who controls the trait and when it can be active. It opens with three rows, Mode, Starts and In Game. One sentence under them states the rule they make together.

Mode

Mode sets who controls the trait.

Mode What it does
Optional The player chooses the trait. This is the default.
Automatic The trait is on whenever its requirements hold. The player can never switch it. With no requirements, it's always on.
Hidden Works like Automatic, and the player never sees it. The AI reads it like any active trait.

Only Optional traits use Starts and In Game. Under Automatic and Hidden they stay in place but dim, because a value there would mean nothing.

Row Choices What it does
Starts Off or On On selects the trait when a new game starts. The player can still clear it.
In Game Fixed or Toggleable Toggleable lets the player turn the trait on or off from the Traits tab during the game

Curses

A curse is an Automatic trait that requires the cursed item. The player picks the item, and the curse comes with it. The player drops the item, and the curse lifts. The player sees the curse only when it takes effect.

Hidden traits

A Hidden trait can carry Stat Changes, and visible stat bars move. Use it for a secret bonus or a hidden nature. A hidden trait's name shows only in tools for authors: the Prompt viewer and the Test Bench. Other requirement lines skip it, Not conditions on it too, and a trait whose requirements are all hidden reads Locked.

๐Ÿ’ก A requirement can point at an Automatic or Hidden trait. A hidden bonus can unlock other traits.

โš ๏ธ Stat code never switches an Automatic or Hidden trait. Its requirements alone decide.

Stat Changes

Each row changes one stat while the trait is active. A row has a stat, a number, and the field to change. Select Add Stat Change to add a row.

โš ๏ธ Each type adds to the stat. It doesn't set it. +20 on a stat that starts at 50 gives 70, not 20.

Type Effect
Starting Value Changes where the stat starts
Min Raises the Min. A value below the new Min rises with it. A negative number only cancels another trait's raise. It never goes below the Min you wrote on the stat.
Max Raises or lowers the Max. A value above the new Max drops with it.
Regen Adds to the stat's Regen. A negative number drains.

Min and Max follow different rules on purpose. A trait can put the Max anywhere. A trait can never put a stat below the range you designed.

On an entity's trait, the rows change that entity's own stats. The stat list shows its stats, and the player's stats on an entity the player can play. See Entity Traits and Stats.

Stat Availability

Advanced mode only. Select Add Stat Availability to add a row. Each row names a stat and picks Enable or Disable. The row overrides the stat's own Enabled checkbox while the trait is active.

A disabled stat isn't shown to the player or sent to the AI. Its Regen and code don't run.

Placeholder Pins

Advanced mode only. A pin keeps a placeholder at one value while the trait is active. For example, a Redhead trait pins Hair Color to copper. The playthrough keeps its own roll, and the roll comes back when the trait is switched off.

You can type a value that isn't in the placeholder's list. The game uses it as written.

When two traits conflict

When two active traits change the availability of the same stat, or pin the same placeholder, the trait lower in the trait list wins. The row tells you when this applies, and it links to the other trait.

Groups

Groups organize the list. A trait group also has text of its own:

Field What it does
Group Name The heading on the trait selection screen
Player-Facing Description Text the player reads under the heading
AI-Facing Description A header the AI reads above the group's active traits, such as "Origin: where this life began". A group with no active traits is skipped.
Show Heading to AI Sends the group's name and description to the AI. Clear it to group traits only for yourself: the AI then reads the group's traits as if they had no group, and a group inside it moves up one level.

Pick Count

Pick Count sets how many traits the player must and can pick from the group.

Preset Picks
Any No minimum, no maximum
Exactly One One pick, no more and no less. A class or a species.
Up to One Zero or one pick
Custom You set At Least and At Most. Leave At Most empty for no limit.

Only traits placed directly in the group count. A subgroup sets its own count. An Automatic trait counts toward its group's minimum and maximum.

A group with a maximum of one shows radio buttons. In Up to One, pick another trait, and the first one clears. Select the picked trait to clear it, so "none of these" is always possible. During the game, a trait the player can toggle works the same way: turn one on, and the others in its group turn off. An Automatic sibling can't clear, so the switch is refused.

On the setup screen:

  • A group that's short of its minimum says how many more picks it needs, such as Choose 2 more traits.
  • Start game stays disabled until every group meets its minimum. In a world with a 3D model, the button reads Continue to Avatar. Quick Start never blocks, and it leaves the gap in place.
  • At a maximum above one, the unchecked rows disable. Uncheck one to pick another.

During the game:

  • The game refuses a switch-off that drops a group below its minimum.
  • A trait that leaves because its requirements stop holding can drop a group below its minimum. The game doesn't ask for a replacement. The trait returns when its requirements hold again.
  • An Automatic trait whose requirements start to hold joins its group even when the group is full. The group runs over its maximum until the player drops a pick.
  • Exactly N with N above one can't change during the game. To allow swaps, set a range with Custom.

๐Ÿ’ก Give an Exactly One group a default. Set Starts to On for one trait, so a new game starts with a valid answer. With two defaults in an Up to One group, the first in the list wins.

Requirements

Requires on the Availability tab makes a trait available only when its requirements hold. A trait with no requirements is always available. The requirements are rows of conditions.

Rows

A row is one way to open the trait. It holds when every condition in it holds, so a row means and. The trait opens when any one row holds, so rows mean or.

  • Add Requirement adds the first condition. It opens a search with these lists: Traits, Any Trait in a Group, Playing As, and one list of Stats for each owner.
  • And (in a row) adds another condition to that row.
  • Or Another Way (below the rows) adds a new row.
  • The X at the end of a row removes the whole row. Remove the last condition in a row, and the row goes too.

For example, two rows read Knight and Heavy Build, then Mercenary. The trait opens for a Knight with Heavy Build, and it opens for a Mercenary.

Conditions

A condition checks one target. A target is a trait, any trait in a group, a persona the player plays as, or a stat. Select a condition to open its target. A stat condition has nowhere to open, so it reads as plain text.

Select Require it to be off on a condition's chip to make it Not. A Not condition shows a NOT mark and a dashed border, and it holds while its target is off. Select the button again to require the target instead.

Not condition Holds when
not Paladin The owner doesn't have Paladin on
not any Class No trait in the Class group is on
not playing as Sir Aldric The player plays any other persona
Ash: not Tamed Ash doesn't have Tamed on

For example, one row reads Knight and not Paladin, and a second row reads Mercenary. The trait opens for a Knight who isn't a Paladin, and for a Mercenary.

A trait's own state never counts toward its own requirements. A condition whose target is gone never holds, so the trait stays locked. The chip reads red under its saved name.

๐Ÿ’ก Two traits can exclude each other. Give each one a not condition for the other. The pick made first stays on, and the later trait turns off with a notice. It returns when the first pick goes.

๐Ÿ’ก Use Not on an Automatic trait to switch it off in some cases. Automatic unless Paladin turns the trait on, and off again if the player takes Paladin.

Stat conditions

A stat condition compares an owner's stat to a number. Berserk requires Rage >= 80, so it opens at 80 Rage or more.

  1. Open the trait's Availability tab.
  2. Under Requires, select Add Requirement, then pick a stat from a Stats list.
  3. Pick the Operator, type the Value, and pick Raw or %.
Choice What it does
Operator One of >, <, >=, <=, = or โ‰ 
Raw Compares the number in the stat's own units. Gold > 100
% Compares the share of the stat's range, from its min to its max. Health < 20% keeps working when you change the max.
  • Not works like on any condition. not Health = 0 is one chip.
  • Add the same stat twice in one row for a range. Rage >= 20 and Rage < 80 are two conditions.
  • To check another owner's stat, pick that owner, as with a trait. The list holds that owner's own stats.
  • = and โ‰  compare the number the stat bar shows, rounded. A bar that reads 20 matches = 20.
  • A stat with the same min and max reads 0%, so a % condition on it is always 0%. Use Raw or widen the range.
  • A stat that's switched off, or gone, never holds. The chip reads red under its saved name.

When the game checks

The game reads the stats once per turn, after the turn's stat changes have landed. A trait that requires a stat then follows it:

  • The trait turns off when its condition stops holding. Its stat changes reverse, and the log says Trait switched off: Berserk.
  • The trait returns when its condition holds again.
  • A trait the player switched off by hand stays off, even when its condition holds.
  • One turn settles once. A stat that moves up and down during the turn never flickers the trait.

A trait's own stat changes don't make the game check again in the same turn. A trait that raises the stat its own condition reads can flip its own gate on the next turn. The Test Bench warns about this.

๐Ÿ’ก Gate on a different stat than the trait changes. Berserk requires Rage >= 80 and adds Strength. It's safe. If it also lowered Rage, it could turn itself off.

What the player reads

A locked trait shows its requirements as one line: Requires Knight and not Paladin, or Mercenary. Stat conditions read the same way: Requires Rage >= 80, with % after a percent. Conditions join with and and rows join with or. A trait that opens shows the rows that opened it, as Unlocked by โ€ฆ. Conditions on a Hidden trait are left out of the line the player reads, and so are conditions on a hidden stat or a switched-off stat. A row with nothing left to show is dropped. A trait with no row left to show reads Locked.

Whose trait counts

The entity that has a trait, as its own or through a link, is its owner. The player is one owner, marked You. Each entity in the cast is another.

A condition checks the same owner by default. Smite requires Paladin means Paladin on the entity that has Smite. The player's Wizard never unlocks Smite for anyone else.

To check another owner, pick one after you pick the target. When only one owner can have the target, the search skips this step and adds the condition at once.

Owner The condition holds when
Same Owner Whoever has the trait also has the target. This is the default.
You The player has the target
An entity That entity has the target. The list shows only entities that can have it.

For example, Squire requires You: Paladin. A squire entity gets its Squire trait only when the player is a Paladin.

A condition that names an entity describes a relationship to someone else. When the player plays that entity, the relationship can't apply to themself, so the row with that condition can never hold. The game drops that row. Squire to Albus requires Albus: Paladin, so it is offered to every player except Albus. A trait with a second row, such as Paladin on the same owner, stays and opens by that row. A trait with no row left is not offered. An entity's own traits keep every row, so Albus can still gate his own trait on Albus: Paladin.

Entity Traits

An entity can have traits of its own. Each entity with traits shows as a node in the Traits tab, below the world's traits.

  • Add one from the Traits tab. In Advanced mode, select +, then Add Trait to Entity, and pick the entity. Add Group to Entity adds a group the same way.
  • Or add one in the entity's editor, in its Traits tab, in Advanced mode. Type a name in the Filter Traits box, select +, then Add Trait to or Add Group to .

The entity's Traits tab is the Traits tab for that entity alone. It shows the entity's traits, groups and links in the same tree, with the same row buttons. Select a row to edit it in place; the Traits back row returns to the list. Drag rows, links included, to reorder and nest them inside the entity. A Requires chip opens its target when the entity holds it; a world trait or a persona reads as plain text there. To link a trait or move one to another entity, use the Traits tab.

An entity's active traits describe it to the AI, the same way the player's do. When the player plays the entity as a persona, its traits are the player's.

๐Ÿ’ก Type {{char}} in a trait's text to name its owner. It shows as the Character Name chip. On an entity, it reads as that entity's name. On the player's traits, it reads as the persona's name, or "the player" with no persona. One Paladin text then names each Paladin.

To give a world trait or group to one entity, drag it onto the entity's node. It moves to that entity. A Blueprints item links instead, in Advanced mode.

Entity Traits and Stats

An entity's traits change the entity's own stats: Min, Max, Starting Value, Regen and Stat Availability. Its links do the same. A Hardy trait on Bram raises Bram's Vigor, never the player's.

Entity What its trait's stat rows can name
Cast entity Its own stats
Playable, Persona-Only or Custom Persona Its own stats, and the player's stats. A player stat changes only while the player plays as it.

โš ๏ธ A row that names a stat the entity doesn't own does nothing. The Issues tab warns about it.

Links

Advanced mode only. A link gives a Blueprints trait to an entity without a copy. Write Paladin one time under Blueprints, then link it to every entity that can be a Paladin. The trait a link points to is its original.

Make a link in one of two ways:

  • Drag a Blueprints trait or group onto an entity node. The original stays where it is.
  • Select the original and select Link Toโ€ฆ in the footer below the panel. Link Toโ€ฆ shows only on Blueprints items. Check each entity that gets it. An entity that already has it shows as checked.

A link row shows a link icon. It reads the original live until you change a field on the link. Edit the original, and every link that did not override that field changes. A linked group brings all of its traits, also ones you add later, and it keeps the original's Pick Count.

Select a link to edit it. The link's Details tab starts with Linked from and the original's place in the tree. It shows the original's name and descriptions as read-only text. These fields are yours to change for this link only:

Field Override
Starts Selects the trait for this entity when a new game starts. A linked group lists each of its traits under Enabled by Default in This Link.
Requires Replaces the original's whole list of rows
Placeholder Pins Replaces the original's whole list
Mode Makes the trait Optional, Automatic or Hidden for this entity. One owner can have a trait innately, and another can pick it.
In Game Locks (Fixed) or opens (Toggleable) the trait for this entity
Stat Changes Replaces the original's whole list

Stat Availability stays read-only on a link. Change it on the original.

Link rules:

  • An entity has each original one time. A second link to it, direct or through a linked group, is refused.
  • Only Blueprints traits and groups can be originals. To share a top-level trait or an entity's own trait, move it into Blueprints, then link it.
  • A linked original stays in Blueprints. Dragging it out is refused while an entity links it or something in it. The notice names those entities.
  • Links to a top-level trait are removed. A world or a card made before this rule loses those links, with their overrides, when it opens.
  • Remove a link, and the original stays. Select Remove Link on the link row. Delete the original, and its links go with it. The confirmation tells you how many.
  • The player chooses at Enter World. A player can change which linked traits an entity starts with, under the same rules as the entity's own traits.
  • The AI reads a linked trait like the entity's own, with that link's overrides.

โš ๏ธ A link's Stat Changes apply only to the player. On a Playable or Persona-Only entity, they apply when the player plays as it. On any other entity, they do nothing. When the player switches persona, the stat changes of the link apply and reverse, not the original's.

Overrides

A link is live until edited. Each field you change becomes an override. The rest of the link keeps following the original. In the tree, an overridden link row has the tooltip Modified for this link.

  • Reset sits at the end of an overridden field's label row. It returns that field to the original.
  • Reset to Blueprint sits in the footer below every tab. It returns every override on the link. On a trait in a linked group, it returns that trait's overrides. It is disabled while nothing is overridden.
  • Blueprint changed shows beside a field's Reset when the original changed that field after you set your override. Your value may be stale. Edit the field again, or reset it, and the marker clears. It shows on the tab that holds the field, never in the tree.
  • Edit Blueprint in the footer selects the original. Edit there to change every owner. It shows in the World Editor's Traits tab, not in an entity's Traits tab.

A linked group's shape stays live. To add, remove or move a trait for one owner only, use Detach.

Detach

On a link row's menu, Detach takes the place of Duplicate. It turns the link into the entity's own trait. The trait no longer follows the original, so edit it freely.

Detach rewrites the trait's text so it keeps this owner's values. Each blueprint chip and each pin by blueprint now names the entity's own copy. Any copy the trait needs and the entity lacks is made. Dragging an original onto an entity as its own trait, and moving an entity's own trait to another entity, do the same rewrite.

On a Playable, Persona-Only or Custom Persona entity, the trait keeps its Stat Changes and Stat Availability. On any other entity, a confirmation asks first, and the trait comes without them.

Links in the Library

An entity's links go with it to the library, to an entity card and into a world bundle. Each link keeps the name of its original and its overrides. When the entity joins a world, each link binds to:

  1. The Blueprints trait or group with the same id, when the world has it
  2. Else the one Blueprints trait or group of its kind with the same name

With no match, or two, the link is dropped. A top-level trait never matches. A link to a trait the entity already has is dropped too. A requirement that names an owner, such as "Albus: Paladin", binds to the one entity with that name. A library persona's links bind to the world the player enters.

The library entity editor shows links but never makes them. Opened from a world, it shows them live, with Reset, Remove Link and Detach, and you can still remove a link that world lacks. Opened from the library, it shows them by name only.

Blueprints

Advanced mode only. Select +, then Add Blueprints Group. A blueprint is an item that exists to be linked or copied. A link or a copy reads its blueprint live until you edit it. Traits under Blueprints are never offered to the player. They reach play only through links. Keep originals there that only some entities get, such as classes and races.

  • A world has one Blueprints group. It stays at the top level. Add Blueprints Group leaves the menu while one exists.
  • New items start at the top level. Add Trait and Add Group never add inside Blueprints. Drag the new item in.
  • Entities can't go under Blueprints. Blueprints holds world traits and groups only.
  • Remove it, and each linked item becomes its entities' own trait. Every link into Blueprints is detached, and the linked originals are deleted. Unlinked traits move to the top level, where the player can pick them. A confirmation asks first. It gives the link count.

Placeholders have a Blueprints group of their own, with the same rule.

Custom Persona

Advanced mode only. Custom Persona is a mark on one entity. The marked entity is a normal entity: it owns traits, links and copies. Its traits are the player's when the player has no world persona: None, or a persona from their own library. Use it to give a race and a class to a player who brings their own persona.

Set the mark on the entity's Profile tab. Custom Persona is the fourth choice of the Persona control, beside Cast, Playable and Persona-Only. See How to Make a Custom Persona for the steps and Custom Persona for the full rules.

  • The Traits and Placeholders tabs always list it as an owner, so you can drag to it and link to it while it is empty.
  • Drag a top-level trait onto it to make the trait the persona's. The trait leaves the top level, so a player with a world persona no longer gets it.
  • Its traits can change stats. They apply when the player has no world persona.
  • The picks carry over. A player who switches between None and a library persona keeps their Custom Persona picks.
  • During the game, its traits have their own heading. The setup screen and the in-game Traits tab show them under the entity's name, marked You. Under None, the heading takes the name the player entered.
  • It stays at the top level of the Traits tab, in the order you set.

๐Ÿ’ก With Advanced mode off, links, Blueprints and the Custom Persona entity still show when they hold something, and you can still edit them. Only making new ones needs Advanced mode.

Pins by Blueprint

Advanced mode only. A trait pin can pin a blueprint placeholder. In the pin's placeholder list, pick the blueprint, then pick its value. You set the value one time, on the original.

On each owner, the pin traces the blueprint to that owner's own copy. Albus's Paladin pins Class Garb. Albus's copy of Class Garb holds the pin, and no other owner's copy changes.

A link can override its Placeholder Pins list. Albus's link can pin silvered plate, and another Paladin's link can pin a plain tabard.

A pin that names a value the copy removed pins nothing.

Whose pins apply where

Text Pins that apply
World text: locations, the world prompt, narration The world's pins, then the player's trait pins
The player's persona The same as world text
An entity's own text The world's pins, then the player's trait pins, then the entity's own trait pins on top

An entity's own trait pins never reach anyone else's text. Albus's class never changes the player's description.

Test Bench Checks

The Test Bench checks every owner as if the player picked it. That includes Playable and Persona-Only entities and the Custom Persona entity.

It shows an error when:

  • A trait can never unlock for its owner. For example, Albus links Smite, but nothing on Albus gives Paladin.
  • A condition names a trait or group the world no longer has. The check reports each condition.
  • A Visibility rule on an image names a trait or group the world no longer has, or a stat its owner doesn't have.
  • Requirements loop through a Not and can never settle. For example, A requires B, and B requires not A. Two traits that exclude each other, such as A: not B and B: not A, are fine.
  • A trait's Stat Availability names a stat that doesn't exist.
  • A group's At Least is above its At Most.
  • A group needs more picks than its traits can ever unlock.
  • A new game starts a group with fewer picks than its minimum. The defaults and active Automatic traits don't meet it.

It shows a warning when:

  • More Automatic traits can be active together than a group's maximum allows. The check can report a group that never fills, because it ignores the maximums of other groups.
  • A group marks more traits as default than its maximum allows. Some defaults won't apply.
  • A row can never hold, such as Paladin and not Paladin. Remove the row or change a condition.
  • A trait requires a stat that the trait changes itself, including the stat's min, max or on/off state. Its own effect can flip the requirement.
  • A % condition, in a trait's rule or an image's Visibility rule, reads a stat whose min and max are equal. It always reads 0%.
  • Every image of an entity has a Visibility rule, and no two images have opposite conditions. The entity can end up with no image.
  • A trait has Starts set to On, but no starting choice meets its requirements, so it starts unselected. Two defaults that exclude each other count: the later one starts unselected.
  • An owner needs a copy of a blueprint and has none. The warning names the owner and the trait or chip that needs it.
  • A copy removed the value that a pin names. The pin pins nothing.
  • A blueprint chip or a pin by blueprint sits where it is refused, such as in a location or a world placeholder.
  • A link is redundant, because another link on the same owner already brings its original.
  • An entity's trait or link changes a stat that the entity doesn't own. The row does nothing.

It shows a note when:

  • An edited copy has no trait or chip that uses it. Keep the copy or delete it.
  • A group with a maximum of one has one trait or none, so it offers no real choice.

Example: RPG Classes

A world where the player and some entities have a class. The steps run on the Traits tab with Advanced mode on, except step 3, which runs on the Placeholders tab.

  1. Add a Blueprints group. Add a Classes group set to Exactly One, with Paladin, Cleric and Wizard, and drag it into Blueprints. Add a Spells group with Smite the same way, and set Smite to require Paladin.
  2. Link Classes and Spells to Albus. Select the link, then set Starts to On for Paladin. Albus starts as a Paladin, and Smite unlocks for him.
  3. Pin a blueprint from each class. In the Placeholders tab, add a Blueprints group with Class Garb. Paladin pins Class Garb to silvered plate. Albus gets his own copy of Class Garb by itself.
  4. Mark a Custom Persona entity and link Classes to it. A player with no world persona now picks a class too.

During the game, a player who picks Wizard never unlocks Albus's Smite, and Albus's garb never changes the player's description.

The bundled world Emberwatch is the full version of this example. Open it in the World Editor with Advanced mode on, and read How this world is built in its readme.

Clone this wiki locally