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	<id>https://workshop.pummelparty.com/workshop.pummelparty/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RBAdmin</id>
	<title>Pummel Party Mod Documentation - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://workshop.pummelparty.com/workshop.pummelparty/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RBAdmin"/>
	<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/wiki/Special:Contributions/RBAdmin"/>
	<updated>2026-04-09T08:02:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.38.4</generator>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=903</id>
		<title>Set Placement Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=903"/>
		<updated>2024-05-28T01:18:46Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Update for 1.14.0c&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SetPlacementAction.png|thumb|600px|The Set Placement action in the [[Action Editor]].]]&lt;br /&gt;
An action to mark a player as finished and set their placement.&lt;br /&gt;
&lt;br /&gt;
This action works by assigning a different number of points to players based on when this action was run while targeting them. For example, creating a trigger that runs this action on the activating player, then having each player hit the trigger in turn, will cause each player to receive a different number of points based on who hit it first and who hit it last. Combine this with the &amp;quot;Placement Condition&amp;quot; set to &#039;&#039;Finish Order&#039;&#039; in the [[Mod Settings#Minigame Settings|minigame settings]] to stop the minigame once all players have had a placement set.&lt;br /&gt;
&lt;br /&gt;
The number of points given to players is equal to &amp;lt;code&amp;gt;100 * (&amp;lt;number of players&amp;gt; - &amp;lt;number of finished players&amp;gt;)&amp;lt;/code&amp;gt;. As an example, in a game with 3 players, the first person to get a placement is given 300 points, the second 200 and the last player gets 100 points. In an 8-player game, the points awarded from first to last place are 800, 700, 600, 500, 400, 300, 200, and 100.&lt;br /&gt;
&lt;br /&gt;
As the points awarded by this action may seem arbitrary, it may be worth hiding the points from the players by disabling the &#039;&#039;&#039;Show Points in UI&#039;&#039;&#039; option by selecting the Minigame Settings at the top of the Hierarchy window and then finding the option under the Minigame Settings foldout in the Inspector window.&lt;br /&gt;
&lt;br /&gt;
The target must be set to a player, otherwise, the action does nothing.&lt;br /&gt;
&lt;br /&gt;
This action can only be used in [[Minigame Mod]]s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=902</id>
		<title>Set Placement Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=902"/>
		<updated>2024-05-27T05:05:03Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Updated for 1.14.0b&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SetPlacementAction.png|thumb|600px|The Set Placement action in the [[Action Editor]].]]&lt;br /&gt;
An action to mark a player as finished and set their placement.&lt;br /&gt;
&lt;br /&gt;
This action works by assigning a different number of points to players based on when this action was run while targeting them. For example, creating a trigger that runs this action on the activating player, then having each player hit the trigger in turn, will cause each player to receive a different number of points based on who hit it first and who hit it last. Combine this with the &amp;quot;Placement Condition&amp;quot; set to &#039;&#039;Finish Order&#039;&#039; in the [[Mod Settings#Minigame Settings|minigame settings]] to stop the minigame once all players have had a placement set.&lt;br /&gt;
&lt;br /&gt;
As of 1.14.0, this action awards &amp;lt;code&amp;gt;(50 * 2^(&amp;lt;number of players&amp;gt; - &amp;lt;number of finished players&amp;gt;))&amp;lt;/code&amp;gt; points to each player the action targets. The &#039;2 to the power of...&#039; causes each subsequent finishing player to have half as many points as the previous finished player. This reduces the likelihood of any other points given during the game causing placements to get out of order. In an 8-player game, the points awarded from first to last place will be 12800, 6400, 3200, 1600, 800, 400, 200 and 100.&lt;br /&gt;
As the points awarded by this action may seem arbitrary, it may be worth hiding the points from the players by disabling the &#039;&#039;&#039;Show Points in UI&#039;&#039;&#039; option by selecting the Minigame Settings at the top of the Hierarchy window and then finding the option under the Minigame Settings foldout in the Inspector window.&lt;br /&gt;
&lt;br /&gt;
The target must be set to a player, otherwise, the action does nothing.&lt;br /&gt;
&lt;br /&gt;
This action can only be used in [[Minigame Mod]]s. &lt;br /&gt;
&lt;br /&gt;
== Previous Versions ==&lt;br /&gt;
&lt;br /&gt;
The number of points given to players in 1.13.4 and earlier was equal to &amp;lt;code&amp;gt;100 * (&amp;lt;number of players&amp;gt; - &amp;lt;number of finished players&amp;gt;)&amp;lt;/code&amp;gt;. As an example, in a game with 3 players, the first person to get a placement was given 300 points, the second 200 and the last player got 100 points. In an 8-player game, the points awarded from first to last place were 800, 700, 600, 500, 400, 300, 200, and 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=901</id>
		<title>Set Placement Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=901"/>
		<updated>2024-05-21T04:57:59Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SetPlacementAction.png|thumb|600px|The Set Placement action in the [[Action Editor]].]]&lt;br /&gt;
An action to mark a player as finished and set their placement.&lt;br /&gt;
&lt;br /&gt;
This action works by assigning a different number of points to players based on when this action was run while targeting them. For example, creating a trigger that runs this action on the activating player, then having each player hit the trigger in turn, will cause each player to receive a different number of points based on who hit it first and who hit it last. Combine this with the &amp;quot;Placement Condition&amp;quot; set to &#039;&#039;Finish Order&#039;&#039; in the [[Mod Settings#Minigame Settings|minigame settings]] to stop the minigame once all players have had a placement set.&lt;br /&gt;
&lt;br /&gt;
As of 1.14.0, this action awards &amp;lt;code&amp;gt;(100 * 2^(&amp;lt;number of players&amp;gt; - &amp;lt;number of finished players&amp;gt;))&amp;lt;/code&amp;gt; points to each player the action targets. The &#039;2 to the power of...&#039; causes each subsequent finishing player to have half as many points as the previous finished player. This reduces the likelihood of any other points given during the game causing placements to get out of order. In an 8-player game, the points awarded from first to last place will be 25600, 12800, 6400, 3200, 1600, 800, 400, and 200.&lt;br /&gt;
As the points awarded by this action may seem arbitrary, it may be worth hiding the points from the players by disabling the &#039;&#039;&#039;Show Points in UI&#039;&#039;&#039; option by selecting the Minigame Settings at the top of the Hierarchy window and then finding the option under the Minigame Settings foldout in the Inspector window.&lt;br /&gt;
&lt;br /&gt;
The target must be set to a player, otherwise, the action does nothing.&lt;br /&gt;
&lt;br /&gt;
This action can only be used in [[Minigame Mod]]s. &lt;br /&gt;
&lt;br /&gt;
== Previous Versions ==&lt;br /&gt;
&lt;br /&gt;
The number of points given to players in 1.13.4 and earlier was equal to &amp;lt;code&amp;gt;100 * (&amp;lt;number of players&amp;gt; - &amp;lt;number of finished players&amp;gt;)&amp;lt;/code&amp;gt;. As an example, in a game with 3 players, the first person to get a placement was given 300 points, the second 200 and the last player got 100 points. In an 8-player game, the points awarded from first to last place were 800, 700, 600, 500, 400, 300, 200, and 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=900</id>
		<title>Set Placement Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=900"/>
		<updated>2024-02-28T22:14:23Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added 1.14.0 placement info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SetPlacementAction.png|thumb|600px|The Set Placement action in the [[Action Editor]].]]&lt;br /&gt;
An action to mark a player as finished and set their placement.&lt;br /&gt;
&lt;br /&gt;
This action works by assigning a different number of points to players based on when this action was run while targeting them. For example, creating a trigger that runs this action on the activating player, then having each player hit the trigger in turn, will cause each player to receive a different number of points based on who hit it first and who hit it last. Combine this with the &amp;quot;Placement Condition&amp;quot; set to &#039;&#039;Finish Order&#039;&#039; in the [[Mod Settings#Minigame Settings|minigame settings]] to stop the minigame once all players have had a placement set.&lt;br /&gt;
&lt;br /&gt;
The number of points given to players in 1.13.4 is equal to &amp;lt;code&amp;gt;100 * (&amp;lt;number of players&amp;gt; - &amp;lt;number of finished players&amp;gt;)&amp;lt;/code&amp;gt;. As an example, in a game with 3 players, the first person to get a placement will be given 300 points, the second 200 and the last player gets 100 points. In an 8-player game, the points awarded from first to last place will be 800, 700, 600, 500, 400, 300, 200, and 100.&lt;br /&gt;
&lt;br /&gt;
As of 1.14.0 this will be changed to &amp;lt;code&amp;gt;(100 * 2^(&amp;lt;number of players&amp;gt; - &amp;lt;number of finished players&amp;gt;))&amp;lt;/code&amp;gt; points. The &#039;2 to the power of...&#039; causes each subsequent finishing player to have half as many points as the previous finished player. This reduces the likelihood of any other points given during the game causing placements to get out of order. In an 8-player game, the points awarded from first to last place will be 25600, 12800, 6400, 3200, 1600, 800, 400, and 200.&lt;br /&gt;
As the points awarded by this action may seem arbitrary, it may be worth hiding the points from the players by disabling the &#039;&#039;&#039;Show Points in UI&#039;&#039;&#039; option by selecting the Minigame Settings at the top of the Hierarchy window then finding the option under the Minigame Settings foldout in the Inspector window. This setting is also new to 1.14.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The target must be set to a player, otherwise, the action does nothing.&lt;br /&gt;
&lt;br /&gt;
This action can only be used in [[Minigame Mod]]s. &lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=899</id>
		<title>Set Placement Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Placement_Action&amp;diff=899"/>
		<updated>2024-01-29T21:25:39Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added more useful information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SetPlacementAction.png|thumb|600px|The Set Placement action in the [[Action Editor]].]]&lt;br /&gt;
An action to mark a player as finished and set their placement.&lt;br /&gt;
&lt;br /&gt;
This action works by assigning a different number of points to players based on when this action was run while targeting them. For example, creating a trigger that runs this action on the activating player, then having each player hit the trigger in turn, will cause each player to receive a different number of points based on who hit it first and who hit it last. Combine this with the &amp;quot;Placement Condition&amp;quot; set to &#039;&#039;Finish Order&#039;&#039; in the [[Mod Settings#Minigame Settings|minigame settings]] to stop the minigame once all players have had a placement set.&lt;br /&gt;
&lt;br /&gt;
The number of points given to players is equal to 100 * (&amp;lt;number of players&amp;gt; - &amp;lt;number of finished players&amp;gt;). As an example, in a game with 3 players, the first person to get a placement will be given 300 points, the second 200 and the last player gets 100 points.&lt;br /&gt;
&lt;br /&gt;
The target must be set to a player, otherwise, the action does nothing.&lt;br /&gt;
&lt;br /&gt;
This action can only be used in [[Minigame Mod]]s. &lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Give_Trophy_Action&amp;diff=898</id>
		<title>Give Trophy Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Give_Trophy_Action&amp;diff=898"/>
		<updated>2023-12-17T20:48:39Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Remove future content notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GiveTrophyAction.png|thumb|600px|The Give Trophy action in the [[Action Editor]].]]&lt;br /&gt;
An action to give a player a trophy. This action can target players on multiple board spaces by using the &#039;&#039;Advanced&#039;&#039; &#039;&#039;&#039;Targets&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
The action can give one or more trophies to the targeted player(s). The maximum number of trophies that can be given at once is 20.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Play Fanfare Sound&#039;&#039; option will play a cheering/victory sound for the player when they receive the trophy. Without this enabled, the trophy will still be shown but the sound will not play.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
To remove trophies, use the [[Remove Trophy Action]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=897</id>
		<title>Board Space Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=897"/>
		<updated>2023-12-17T20:47:29Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Component Settings */ Added rocket dismount option info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The board space component is a [[:Category:Gameplay Components|gameplay component]] that creates a board space and its connections to other board spaces in a [[Board Mod]].&lt;br /&gt;
&lt;br /&gt;
Board space components cannot be added to gameobjects that have child gameobjects in the hierarchy. They also cannot be used within prefabs.&lt;br /&gt;
Gameobjects with a board space component cannot have any child gameobjects added. They are given a unique icon and color in the hierarchy.&lt;br /&gt;
&lt;br /&gt;
== Connecting Board Spaces ==&lt;br /&gt;
Board spaces can be connected by using the blue arrow gizmos that appear beside them in the [[Scene View]]. &#039;&#039;&#039;Gizmos must be enabled for these arrows to appear.&#039;&#039;&#039; If you can&#039;t see them, make sure the Gizmos button (Flag icon) is green.&lt;br /&gt;
&lt;br /&gt;
Find a board space you want to create a connection from and click its blue arrow to begin creating a connection. This will display a connection from the board to your cursor. To connect this space to another existing board space, click the destination board spaces and the connection will be created from the origin to the destination. If you want the connection to flow in the opposite direction, start the connection from the opposite space. &lt;br /&gt;
&lt;br /&gt;
If you click anywhere that isn&#039;t a board space while creating a connection, a new board space will be created and connected.&lt;br /&gt;
&lt;br /&gt;
If you want to stop the creation of a new connection, right-click to cancel without making a connection or placing a new board space.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be deleted by selecting the connection in the scene view and hitting the DELETE key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
==Board Space Types==&lt;br /&gt;
[[File:BoardSpaceTypes.png|thumb|right|600px|The 8 different board space types, not including custom spaces.]]&lt;br /&gt;
There are eight types of board spaces provided, plus the Custom type which lets you select your own [[Custom Board Space]].&lt;br /&gt;
===Pathing Space===&lt;br /&gt;
This board space is invisible. It can take connections in and have connections out to other board spaces. Players cannot land on this space and passing one doesn&#039;t cost a step. Use these spaces to create more advanced paths between visible spaces, rather than a straight-line connection.&lt;br /&gt;
===Start Space===&lt;br /&gt;
This space is where the game will start. All players spawn on the start space. There must be exactly one start space per board mod. Nothing happens when landing on a start space.&lt;br /&gt;
===Heal Space===&lt;br /&gt;
The heal space will heal any player that lands on it by 10 health points.&lt;br /&gt;
===Gold Space===&lt;br /&gt;
The gold space rewards the player that landed on it with 5 keys.&lt;br /&gt;
===Hazard Space===&lt;br /&gt;
Landing on a hazard space will deal 5 health points of damage to the player.&lt;br /&gt;
===Item Space===&lt;br /&gt;
The item space gives any player who lands on it a single item. This item can be any item excluding the Dark Summoning Staff, Arcade Machine, Giga Laser and Nuke Barrel (these are only available from the weapons cache).&lt;br /&gt;
&lt;br /&gt;
===Recruit Space===&lt;br /&gt;
The first player to land on a recruit space can claim the space. They can decide between having the reaper:&lt;br /&gt;
* steal 9-12 health, damaging the player and healing the space owner.&lt;br /&gt;
* steal 6 keys, taking them from the player and giving them to the space owner.&lt;br /&gt;
When claiming a recruit space, all connected recruit spaces will also be claimed.&lt;br /&gt;
===Graveyard Space===&lt;br /&gt;
The graveyard space is a special space that is used when a player dies. You should include at least one graveyard space in a map for players to respawn at. Without this, players will respawn at the Start space. If there are multiple graveyards the player is respawned at the one furthest away from the trophy chest. Graveyard spaces cannot have incoming connections, only outgoing connections meant to put the player back onto the board.&lt;br /&gt;
&lt;br /&gt;
===Custom Space===&lt;br /&gt;
You can create [[Custom Board Space|custom board spaces]] using prefabs. This is a slightly more advanced feature, but it can help make a board unique. These spaces use a set of [[Action]]s in a [[Board Space Event Component]] to define what happens when players land on them. &lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:BoardSpaceComponent.png|thumb|right|500px|The Board Space component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Type&#039;&#039;&#039; || The type of board space. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Custom Space Prefab&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || The prefab that is used for this [[Custom Board Space]]. The list will be empty by default; add options through the board&#039;s [[Mod Settings]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supports Goal&#039;&#039;&#039; || If this board space is allowed to spawn the trophy chest or weapon cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Goal Position&#039;&#039;&#039; || Should the location of the goal chest and weapons cache be set manually for this board space. If false, the game will choose the best spot based on the location and direction of other board spaces and connections. Not available for &#039;&#039;Pathing&#039;&#039; and &#039;&#039;Graveyard&#039;&#039; spaces, or when &#039;&#039;Supports Goal&#039;&#039; is false as these spaces cannot spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Rotation&#039;&#039;&#039; || The direction around the board space to spawn the chest/weapons cache at.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Distance&#039;&#039;&#039; || The distance from the board space to spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can be landed on&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || Set whether or not this custom board space can be landed on by players. In other words, does it cost a step to walk over this space. Disabling this will cause players to pass over the space without costing a step, meaning they can never end their turn on this space. They will still run the On Player Passing event of a [[Board Space Event Component]] as they pass over the space.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stop Rocket from entering&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || If a player is riding a rocket skewer item and approaches this space, they will dismount to rocket on the space before this one. This forces them to walk over this space, never fly over it.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the board space will be disabled at the start of a game. It can be re-enabled during the game by using a [[Set Board Space Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outgoing Connections&#039;&#039;&#039; || A list of all connections leaving this board space. Here you can adjust their transition type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Player Transition&#039;&#039;&#039; || How the player should move along the connection. There are three options: &#039;&#039;Walk&#039;&#039;, &#039;&#039;Jump&#039;&#039; and &#039;&#039;Teleport&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Walk&#039;&#039; || The player will walk from one board space to the next. This is the default behaviour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Jump&#039;&#039; || The player will perform a quick jumping animation from one board space to the next. This is useful if the board spaces are separated by a gap or are at different elevations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Teleport&#039;&#039; || The player will instantly teleport from one board space to the next. This mode hides the path between the spaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the connection will be disabled at the start of a game. It can be re-enabled by using a [[Set Connection Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Align board space to ground&#039;&#039; button is available to quickly position and rotate the board space so that its centre is placed flush with the ground beneath it.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
[[File:BoardConnectionTypes.png|600px|clear|thumb|The three different connection types and how they appear in the mod editor when enabled and disabled. They are Walk (Left), Jump (Center) and Teleport (Right)]]&lt;br /&gt;
&lt;br /&gt;
Board spaces are connected by connection. Each connection has an origin space, a destination space, a transition type and a direction. The origin space is used to begin the creation of the connection and the destination is used to end the creation. The direction is from the origin to the destination. The transition type of a connection is set once the connection has been created by selecting the origin space and using the [[Inspector Window]].&lt;br /&gt;
&lt;br /&gt;
The Walk transition is the default transition type and causes players to simply walk between each board space.&lt;br /&gt;
&lt;br /&gt;
The Jump transition causes the player to perform a jumping animation from the origin space to the destination space. The Rocket skewer can fly along this type. The Bunny will also perform a jump along this type. This transition type is visually more suited to moving the player between board spaces that are at different elevations or that have a gap between them that doesn&#039;t make sense to walk across.&lt;br /&gt;
&lt;br /&gt;
The Teleport transition causes the player to instantly blink from the origin space to the destination space. This type still costs a turn. The rocket skewer item will teleport when it reaches the origin space. The Bunny will also teleport. Teleport connections don&#039;t draw the black line between the origin and destination space, so they are suited to moving the player over long distances across the board, or to different areas only accessible via teleporting. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Board spaces are the most important aspect of making a board mod. See the [[Your First Board Map]] page for guidance on creating a board mod.&lt;br /&gt;
Board spaces must have at least one connection coming into them and at least one connection going out. The exception to this is &#039;&#039;Graveyard&#039;&#039; spaces; these do not need an incoming connection.&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of incoming or outgoing connections to/from a board space, however, do keep in mind that players might have difficulty selecting the right connection if you have too many outgoing connections from a single board space.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mod_Settings&amp;diff=896</id>
		<title>Mod Settings</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mod_Settings&amp;diff=896"/>
		<updated>2023-12-17T20:38:46Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Board Mod Settings */ Added new board settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a mod there are many general settings that relate to the mod itself, rather than any specific [[Component]] or [[Gameobject]]. These settings are grouped into the special &#039;&#039;Minigame/Board Settings&#039;&#039; gameobject at the top of the [[Hierarchy Window]]. These control important attributes such as the mod&#039;s name/description, music/sound, rules, controls, lighting and screen effects.&lt;br /&gt;
&lt;br /&gt;
==General Mod Settings==&lt;br /&gt;
===Minigame/Board Details===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;||The name of the mod. This is the name used in-game only. &lt;br /&gt;
&#039;&#039;Note: To set the name for the Steam Workshop, use the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| The description of the mod as it appears in the:&lt;br /&gt;
*Minigame loading screen (minigame mods)&lt;br /&gt;
*Multiplayer lobby (board mods)&lt;br /&gt;
&#039;&#039;Note: This is not the description for the Steam Workshop, that is set in the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Preview Image&#039;&#039;&#039; || The preview image that appears in the:&lt;br /&gt;
*Minigame loading screen (minigame mods)&lt;br /&gt;
*Multiplayer lobby (board mods)&lt;br /&gt;
&#039;&#039;Note: This is not the preview image for the Steam Workshop, that is set in the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Music &amp;amp; Ambient Sound===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Music&#039;&#039;&#039; || The music that plays in the background while playing the minigame or on the board scene. This track will loop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Music Volume&#039;&#039;&#039; || The volume of the music.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ambience&#039;&#039;&#039; || An ambient track to play in the background. This track will loop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Ambience Volume&#039;&#039;&#039; || The volume of the ambient track. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These settings allow the lighting of the entire mod to be adjusted. This can set the tone of the mod, or create interesting effects such as making the mod very dark or setting very unusual lighting.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting Settings]] for the available options.&lt;br /&gt;
&lt;br /&gt;
===Screen Effects===&lt;br /&gt;
Screen effects are post-processing style effects that are added to the final view of the scene before it is shown to the player. Screen effects include things like bloom and color correction.&lt;br /&gt;
&lt;br /&gt;
See [[Screen Effects]] for the available options.&lt;br /&gt;
&lt;br /&gt;
==Minigame Mod Settings==&lt;br /&gt;
&lt;br /&gt;
===Minigame Settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rounds&#039;&#039;&#039; || The number of rounds to use for the minigame.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;End Conditions&#039;&#039;&#039; || How the minigame should end.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Timer&#039;&#039; || The minigame will end after the timer expires.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Round Duration (s)&#039;&#039;&#039; || The duration of a single round in seconds.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;ObtainPoints&#039;&#039; || The minigame will end after a single player has achieved a given number of points.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Points to win&#039;&#039;&#039; || The number of points a single player needs to earn to win the minigame.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;RemainingPlayersAlive&#039;&#039; || The minigame will end when there are only a given number of players left alive.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Players Alive&#039;&#039;&#039; || The number of players left alive for the minigame to end. &#039;&#039;Note: If this is greater than or equal to the number of players in the lobby, it will be set to 1 fewer than the lobby player count. E.g. if Players Alive is 4 but there are only 2 people in the lobby, it will be set to 1 instead of 4.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;FinishMinigame&#039;&#039; || The minigame will end when all players have had a [[Set Placement Action]] fired for them.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Placement Condition&#039;&#039;&#039; || How the players are ordered to determine who came first to who came last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Most Points&#039;&#039; || The player with the most points will be first. The player with the fewest points will be last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Least Points&#039;&#039; || The player with the fewest points will be first. The player with the most points will be last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Finish Order&#039;&#039; || Players are given placements in the order that they finished. This is the order in which their [[Set Placement Action]]s were fired. The player who finished first is given first place.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Last Man Standing&#039;&#039; || Players are given placements in the order in which they were killed. Players who died first are placed last. With the players who haven&#039;t died, or those who died last being placed first.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Settings===&lt;br /&gt;
These settings configure how the player moves and interacts with the minigame scene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Player Type&#039;&#039;&#039; || How the player is controlled. Can choose between &#039;&#039;Third Person&#039;&#039; and &#039;&#039;Top Down&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || The maximum speed the player can be made to move using a movement input.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acceleration&#039;&#039;&#039; || How quickly the player accelerates to their &#039;&#039;Movement Speed&#039;&#039; while on the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deceleration&#039;&#039;&#039; || How quickly the player decelerates when not receiving a movement input.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mid-air Acceleration&#039;&#039; || How quickly the player accelerates to their &#039;&#039;Movement Speed&#039;&#039; while airborne.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gravity Scale&#039;&#039;&#039; || A multiplier that affects the strength of gravity felt by the player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Max Step Height&#039;&#039; || The maximum height in units that players can walk up without needing to jump.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Jump&#039;&#039;&#039; || If the player is able to jump or not.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Jump Speed&#039;&#039;&#039; || The power of the player&#039;s jump. Larger numbers will result in higher jumps.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mid-air Jumps&#039;&#039;&#039; || How many times the player can jump while in mid-air before they need to touch the ground again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Twinstick Controls&#039;&#039;&#039; || &#039;&#039;(Top Down player type only)&#039;&#039; Should the player use twinstick controls. When enabled, the player&#039;s facing direction is controlled separately from the movement direction. When disabled, the player will always face the direction of movement.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Camera====&lt;br /&gt;
Only available if using the Top Down player.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Mode&#039;&#039;&#039; || The type of camera to use. &lt;br /&gt;
* Static: Remains in one place and never moves.&lt;br /&gt;
* Follow: Follow a single player around.&lt;br /&gt;
* Follow All: Moves to follow the average position between all players.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Distance&#039;&#039;&#039; || How far back the camera is from its target (World origin for &#039;&#039;Static&#039;&#039; camera, Player for &#039;&#039;Follow&#039;&#039; camera, All Player average position for &#039;&#039;Follow All&#039;&#039; camera). The target can be offset using the &#039;&#039;Position Offset&#039;&#039; attribute.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;View Angle&#039;&#039;&#039; || The camera&#039;s angle of elevation from the horizontal plane, in degrees. 0 is looking parallel to the ground. 90 is perpendicularly looking directly down from above.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Position Offset&#039;&#039;&#039; || How far back the camera is from its target. The target can be set using the &#039;&#039;Position Offset&#039;&#039; attribute.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Follow Area Shape&#039;&#039;&#039; || Should punching another player stun them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Square&#039;&#039; || Confines the camera to moving within a rectangular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Left/Right Size&#039;&#039;&#039; || Width of the camera area on the X axis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Forward/Backward Size&#039;&#039;&#039; || Width of the camera area on the Z axis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max X Move Distance&#039;&#039;&#039; || The maximum distance the camera can move from the left to the right. I.e. it can move half this distance from the center of the follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max Z Move Distance&#039;&#039;&#039; || The maximum distance the camera can move forward and backward. I.e. it can move half this distance in both the forward and backward directions from the center of the follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Centre&#039;&#039;&#039; || The center of the follow area on the X/Z plane of the camera follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Circle&#039;&#039; || Confines the camera to moving within a rectangular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Circle Diameter&#039;&#039;&#039; || The diameter of the follow are circle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max Move Distance&#039;&#039;&#039; || The maximum distance the camera can move along any axis. I.e. it can move half this distance from the center to its maximum in a given direction.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Circle Centre&#039;&#039;&#039; || The center of the follow area on the X/Z plane of the camera follow area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Punching====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Punch&#039;&#039;&#039; || If the player is able to punch using their fists when not holding an item. &lt;br /&gt;
&#039;&#039;Note: With this disabled, the player is still able to use melee weapons&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Cooldown (s)&#039;&#039;&#039; || How long since the start of the last punch (in seconds) must the player wait before they can begin another punch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Damage&#039;&#039;&#039; || How much damage does each punch deal to other players.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Punch Stuns Target&#039;&#039;&#039; || Should punching another player stun them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Punch Stun Duration (s)&#039;&#039;&#039; || The duration of the stun inflicted on other players who get punched, in seconds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stuns ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immunity Duration&#039;&#039;&#039; || The duration in seconds since the last stun in which the player cannot be stunned again. Begins when the last stun finishes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Respawning====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Respawn&#039;&#039;&#039; || If the player should respawn when killed, or remain dead until the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Respawn Time (s)&#039;&#039;&#039; || The time is seconds between dying and being respawned.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invulnerable Time (s)&#039;&#039;&#039; || The time in seconds after respawning in which the player cannot take any damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Event Triggers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Weapon Hit&#039;&#039;&#039; || Event fired on the player when they are hit by a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Weapon Type&#039;&#039;&#039; || The type(s) of weapon that will cause this event to fire.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Tick&#039;&#039;&#039; || Event fired on the player continuously with a given interval.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Interval&#039;&#039;&#039; || How long in seconds between each firing of this event. Can set either a constant value or a random value with lower and upper bounds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Death&#039;&#039;&#039; || Event that fires each time the player is killed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Respawn&#039;&#039;&#039; || Event that fires each time the player is respawned. This does not include the first time they are spawned at the beginning of a game or round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Round Start&#039;&#039;&#039; || Event that fires per player once per round on the initial spawn of the player. &amp;lt;br/&amp;gt;E.g. This will fire at the start of each round if multiple rounds are used, or just once at the start of the game if it only has a single round. Use a [[Logic Component]] &#039;&#039;Round Start&#039;&#039; trigger if you want to run actions that aren&#039;t tied to a player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Round End&#039;&#039;&#039; || Event that fires per player once per round when the round has ended. &amp;lt;br/&amp;gt;E.g. This will fire at the end of every round if multiple rounds are used, or just once at the end of the game if it only has a single round. Use a [[Logic Component]] &#039;&#039;Round End&#039;&#039; trigger if you want to run actions that aren&#039;t tied to a player.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use Health&#039;&#039;&#039; || If the player should use health or not. If not using health, any damage received will instantly kill the player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Show Health Bar&#039;&#039;&#039; || Whether or not a health bar should be displayed above every player&#039;s head.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Health Points&#039;&#039;&#039; || How many health points should the player have.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Name Tags====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name Tag Type&#039;&#039;&#039; || What type of player name tags should be used by this minigame? This setting changes how the nametag scales as it moves away from the camera and whether it is displayed in front of or behind objects in the world.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Screen Space&#039;&#039; || Name tags keep a constant, fixed size on the screen regardless of how far away the player is from the camera. The nametag will appear above everything else in the scene.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;World Space&#039;&#039; || Name tags will shrink as they move farther away from the camera as any object typically would. The nametag will still appear above everything else in the scene however.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;True World Space&#039;&#039; || Name tags will shrink as they move farther away from the camera as any object typically would. The nametag will be occluded by scene objects. &#039;&#039;&#039;(Default value)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Board Mod Settings==&lt;br /&gt;
&lt;br /&gt;
=== Board Details ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trophy Chests&#039;&#039;&#039; || The default number of chests to spawn when playing the map. This many chests will be spawned on the board at once unless the player&#039;s ruleset is set to override the chest count.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Weapons Cache&#039;&#039;&#039; || Can the weapons Cache spawn on this board?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Custom Chest Shuffle Position&#039;&#039;&#039; || Enable this to override the position of the Fake Chest modifier&#039;s chest shuffle animation. If left disabled, the shuffle will happen above one of the graveyard spaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Chest Shuffle Position&#039;&#039;&#039; || An x,y,z position in world space for where the chest shuffle animation will occur. A gizmo will appear in the scene view at this location whenever the board details are visible in the [[Inspector Window]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Custom Spaces===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Custom Space Prefabs&#039;&#039;&#039; || A list of prefabs that can be used as custom board spaces. See [[Custom Board Space]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Board Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use Custom Board Size&#039;&#039;&#039; || Enabled the inputs to set a custom board size. If this is disabled, the board size is calculated automatically based on the placement of board spaces in the scene. Only enabled this if you have a need to set the board size manually.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Left/Right Size&#039;&#039;&#039; || The width of the board map playable area on the X axis, in units.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forward/Backward Size&#039;&#039;&#039; || The width of the board map playable area on the Z axis, in units.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Map Center&#039;&#039;&#039; || The X/Z position of the center of the board map.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elevation Angle&#039;&#039;&#039; || The angle between the camera&#039;s view direction and the X/Z plane, in degrees.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Mode&#039;&#039;&#039; || The type of camera view mode to use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Perspective&#039;&#039; || View the world with a 3D camera that can show depth and perspective.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Field of View&#039;&#039;&#039; || The vertical field of view of the camera. Higher values result in more objects being seen around the edge of the view.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Distance&#039;&#039;&#039; || The distance to the target from the camera.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Orthographic&#039;&#039; || View the world with a 2D camera that displays everything at the same depth.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;View Size&#039;&#039;&#039; || The size of the camera&#039;s view. Technically, this is half the height of the camera view in units.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mod_Settings&amp;diff=895</id>
		<title>Mod Settings</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mod_Settings&amp;diff=895"/>
		<updated>2023-12-17T20:31:10Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Minigame Mod Settings */ Added name tag info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a mod there are many general settings that relate to the mod itself, rather than any specific [[Component]] or [[Gameobject]]. These settings are grouped into the special &#039;&#039;Minigame/Board Settings&#039;&#039; gameobject at the top of the [[Hierarchy Window]]. These control important attributes such as the mod&#039;s name/description, music/sound, rules, controls, lighting and screen effects.&lt;br /&gt;
&lt;br /&gt;
==General Mod Settings==&lt;br /&gt;
===Minigame/Board Details===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;||The name of the mod. This is the name used in-game only. &lt;br /&gt;
&#039;&#039;Note: To set the name for the Steam Workshop, use the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| The description of the mod as it appears in the:&lt;br /&gt;
*Minigame loading screen (minigame mods)&lt;br /&gt;
*Multiplayer lobby (board mods)&lt;br /&gt;
&#039;&#039;Note: This is not the description for the Steam Workshop, that is set in the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Preview Image&#039;&#039;&#039; || The preview image that appears in the:&lt;br /&gt;
*Minigame loading screen (minigame mods)&lt;br /&gt;
*Multiplayer lobby (board mods)&lt;br /&gt;
&#039;&#039;Note: This is not the preview image for the Steam Workshop, that is set in the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Music &amp;amp; Ambient Sound===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Music&#039;&#039;&#039; || The music that plays in the background while playing the minigame or on the board scene. This track will loop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Music Volume&#039;&#039;&#039; || The volume of the music.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ambience&#039;&#039;&#039; || An ambient track to play in the background. This track will loop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Ambience Volume&#039;&#039;&#039; || The volume of the ambient track. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These settings allow the lighting of the entire mod to be adjusted. This can set the tone of the mod, or create interesting effects such as making the mod very dark or setting very unusual lighting.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting Settings]] for the available options.&lt;br /&gt;
&lt;br /&gt;
===Screen Effects===&lt;br /&gt;
Screen effects are post-processing style effects that are added to the final view of the scene before it is shown to the player. Screen effects include things like bloom and color correction.&lt;br /&gt;
&lt;br /&gt;
See [[Screen Effects]] for the available options.&lt;br /&gt;
&lt;br /&gt;
==Minigame Mod Settings==&lt;br /&gt;
&lt;br /&gt;
===Minigame Settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rounds&#039;&#039;&#039; || The number of rounds to use for the minigame.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;End Conditions&#039;&#039;&#039; || How the minigame should end.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Timer&#039;&#039; || The minigame will end after the timer expires.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Round Duration (s)&#039;&#039;&#039; || The duration of a single round in seconds.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;ObtainPoints&#039;&#039; || The minigame will end after a single player has achieved a given number of points.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Points to win&#039;&#039;&#039; || The number of points a single player needs to earn to win the minigame.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;RemainingPlayersAlive&#039;&#039; || The minigame will end when there are only a given number of players left alive.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Players Alive&#039;&#039;&#039; || The number of players left alive for the minigame to end. &#039;&#039;Note: If this is greater than or equal to the number of players in the lobby, it will be set to 1 fewer than the lobby player count. E.g. if Players Alive is 4 but there are only 2 people in the lobby, it will be set to 1 instead of 4.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;FinishMinigame&#039;&#039; || The minigame will end when all players have had a [[Set Placement Action]] fired for them.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Placement Condition&#039;&#039;&#039; || How the players are ordered to determine who came first to who came last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Most Points&#039;&#039; || The player with the most points will be first. The player with the fewest points will be last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Least Points&#039;&#039; || The player with the fewest points will be first. The player with the most points will be last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Finish Order&#039;&#039; || Players are given placements in the order that they finished. This is the order in which their [[Set Placement Action]]s were fired. The player who finished first is given first place.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Last Man Standing&#039;&#039; || Players are given placements in the order in which they were killed. Players who died first are placed last. With the players who haven&#039;t died, or those who died last being placed first.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Settings===&lt;br /&gt;
These settings configure how the player moves and interacts with the minigame scene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Player Type&#039;&#039;&#039; || How the player is controlled. Can choose between &#039;&#039;Third Person&#039;&#039; and &#039;&#039;Top Down&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || The maximum speed the player can be made to move using a movement input.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acceleration&#039;&#039;&#039; || How quickly the player accelerates to their &#039;&#039;Movement Speed&#039;&#039; while on the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deceleration&#039;&#039;&#039; || How quickly the player decelerates when not receiving a movement input.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mid-air Acceleration&#039;&#039; || How quickly the player accelerates to their &#039;&#039;Movement Speed&#039;&#039; while airborne.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gravity Scale&#039;&#039;&#039; || A multiplier that affects the strength of gravity felt by the player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Max Step Height&#039;&#039; || The maximum height in units that players can walk up without needing to jump.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Jump&#039;&#039;&#039; || If the player is able to jump or not.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Jump Speed&#039;&#039;&#039; || The power of the player&#039;s jump. Larger numbers will result in higher jumps.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mid-air Jumps&#039;&#039;&#039; || How many times the player can jump while in mid-air before they need to touch the ground again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Twinstick Controls&#039;&#039;&#039; || &#039;&#039;(Top Down player type only)&#039;&#039; Should the player use twinstick controls. When enabled, the player&#039;s facing direction is controlled separately from the movement direction. When disabled, the player will always face the direction of movement.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Camera====&lt;br /&gt;
Only available if using the Top Down player.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Mode&#039;&#039;&#039; || The type of camera to use. &lt;br /&gt;
* Static: Remains in one place and never moves.&lt;br /&gt;
* Follow: Follow a single player around.&lt;br /&gt;
* Follow All: Moves to follow the average position between all players.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Distance&#039;&#039;&#039; || How far back the camera is from its target (World origin for &#039;&#039;Static&#039;&#039; camera, Player for &#039;&#039;Follow&#039;&#039; camera, All Player average position for &#039;&#039;Follow All&#039;&#039; camera). The target can be offset using the &#039;&#039;Position Offset&#039;&#039; attribute.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;View Angle&#039;&#039;&#039; || The camera&#039;s angle of elevation from the horizontal plane, in degrees. 0 is looking parallel to the ground. 90 is perpendicularly looking directly down from above.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Position Offset&#039;&#039;&#039; || How far back the camera is from its target. The target can be set using the &#039;&#039;Position Offset&#039;&#039; attribute.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Follow Area Shape&#039;&#039;&#039; || Should punching another player stun them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Square&#039;&#039; || Confines the camera to moving within a rectangular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Left/Right Size&#039;&#039;&#039; || Width of the camera area on the X axis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Forward/Backward Size&#039;&#039;&#039; || Width of the camera area on the Z axis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max X Move Distance&#039;&#039;&#039; || The maximum distance the camera can move from the left to the right. I.e. it can move half this distance from the center of the follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max Z Move Distance&#039;&#039;&#039; || The maximum distance the camera can move forward and backward. I.e. it can move half this distance in both the forward and backward directions from the center of the follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Centre&#039;&#039;&#039; || The center of the follow area on the X/Z plane of the camera follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Circle&#039;&#039; || Confines the camera to moving within a rectangular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Circle Diameter&#039;&#039;&#039; || The diameter of the follow are circle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max Move Distance&#039;&#039;&#039; || The maximum distance the camera can move along any axis. I.e. it can move half this distance from the center to its maximum in a given direction.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Circle Centre&#039;&#039;&#039; || The center of the follow area on the X/Z plane of the camera follow area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Punching====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Punch&#039;&#039;&#039; || If the player is able to punch using their fists when not holding an item. &lt;br /&gt;
&#039;&#039;Note: With this disabled, the player is still able to use melee weapons&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Cooldown (s)&#039;&#039;&#039; || How long since the start of the last punch (in seconds) must the player wait before they can begin another punch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Damage&#039;&#039;&#039; || How much damage does each punch deal to other players.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Punch Stuns Target&#039;&#039;&#039; || Should punching another player stun them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Punch Stun Duration (s)&#039;&#039;&#039; || The duration of the stun inflicted on other players who get punched, in seconds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stuns ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immunity Duration&#039;&#039;&#039; || The duration in seconds since the last stun in which the player cannot be stunned again. Begins when the last stun finishes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Respawning====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Respawn&#039;&#039;&#039; || If the player should respawn when killed, or remain dead until the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Respawn Time (s)&#039;&#039;&#039; || The time is seconds between dying and being respawned.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invulnerable Time (s)&#039;&#039;&#039; || The time in seconds after respawning in which the player cannot take any damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Event Triggers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Weapon Hit&#039;&#039;&#039; || Event fired on the player when they are hit by a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Weapon Type&#039;&#039;&#039; || The type(s) of weapon that will cause this event to fire.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Tick&#039;&#039;&#039; || Event fired on the player continuously with a given interval.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Interval&#039;&#039;&#039; || How long in seconds between each firing of this event. Can set either a constant value or a random value with lower and upper bounds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Death&#039;&#039;&#039; || Event that fires each time the player is killed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Respawn&#039;&#039;&#039; || Event that fires each time the player is respawned. This does not include the first time they are spawned at the beginning of a game or round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Round Start&#039;&#039;&#039; || Event that fires per player once per round on the initial spawn of the player. &amp;lt;br/&amp;gt;E.g. This will fire at the start of each round if multiple rounds are used, or just once at the start of the game if it only has a single round. Use a [[Logic Component]] &#039;&#039;Round Start&#039;&#039; trigger if you want to run actions that aren&#039;t tied to a player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Round End&#039;&#039;&#039; || Event that fires per player once per round when the round has ended. &amp;lt;br/&amp;gt;E.g. This will fire at the end of every round if multiple rounds are used, or just once at the end of the game if it only has a single round. Use a [[Logic Component]] &#039;&#039;Round End&#039;&#039; trigger if you want to run actions that aren&#039;t tied to a player.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use Health&#039;&#039;&#039; || If the player should use health or not. If not using health, any damage received will instantly kill the player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Show Health Bar&#039;&#039;&#039; || Whether or not a health bar should be displayed above every player&#039;s head.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Health Points&#039;&#039;&#039; || How many health points should the player have.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Name Tags====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name Tag Type&#039;&#039;&#039; || What type of player name tags should be used by this minigame? This setting changes how the nametag scales as it moves away from the camera and whether it is displayed in front of or behind objects in the world.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Screen Space&#039;&#039; || Name tags keep a constant, fixed size on the screen regardless of how far away the player is from the camera. The nametag will appear above everything else in the scene.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;World Space&#039;&#039; || Name tags will shrink as they move farther away from the camera as any object typically would. The nametag will still appear above everything else in the scene however.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;True World Space&#039;&#039; || Name tags will shrink as they move farther away from the camera as any object typically would. The nametag will be occluded by scene objects. &#039;&#039;&#039;(Default value)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Board Mod Settings==&lt;br /&gt;
=== Custom Spaces===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Custom Space Prefabs&#039;&#039;&#039; || A list of prefabs that can be used as custom board spaces. See [[Custom Board Space]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Board Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use Custom Board Size&#039;&#039;&#039; || Enabled the inputs to set a custom board size. If this is disabled, the board size is calculated automatically based on the placement of board spaces in the scene. Only enabled this if you have a need to set the board size manually.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Left/Right Size&#039;&#039;&#039; || The width of the board map playable area on the X axis, in units.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forward/Backward Size&#039;&#039;&#039; || The width of the board map playable area on the Z axis, in units.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Map Center&#039;&#039;&#039; || The X/Z position of the center of the board map.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elevation Angle&#039;&#039;&#039; || The angle between the camera&#039;s view direction and the X/Z plane, in degrees.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Mode&#039;&#039;&#039; || The type of camera view mode to use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Perspective&#039;&#039; || View the world with a 3D camera that can show depth and perspective.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Field of View&#039;&#039;&#039; || The vertical field of view of the camera. Higher values result in more objects being seen around the edge of the view.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Distance&#039;&#039;&#039; || The distance to the target from the camera.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Orthographic&#039;&#039; || View the world with a 2D camera that displays everything at the same depth.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;View Size&#039;&#039;&#039; || The size of the camera&#039;s view. Technically, this is half the height of the camera view in units.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mod_Settings&amp;diff=894</id>
		<title>Mod Settings</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Mod_Settings&amp;diff=894"/>
		<updated>2023-12-17T20:25:24Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Event Triggers */  Added On Round End trigger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When creating a mod there are many general settings that relate to the mod itself, rather than any specific [[Component]] or [[Gameobject]]. These settings are grouped into the special &#039;&#039;Minigame/Board Settings&#039;&#039; gameobject at the top of the [[Hierarchy Window]]. These control important attributes such as the mod&#039;s name/description, music/sound, rules, controls, lighting and screen effects.&lt;br /&gt;
&lt;br /&gt;
==General Mod Settings==&lt;br /&gt;
===Minigame/Board Details===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;||The name of the mod. This is the name used in-game only. &lt;br /&gt;
&#039;&#039;Note: To set the name for the Steam Workshop, use the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| The description of the mod as it appears in the:&lt;br /&gt;
*Minigame loading screen (minigame mods)&lt;br /&gt;
*Multiplayer lobby (board mods)&lt;br /&gt;
&#039;&#039;Note: This is not the description for the Steam Workshop, that is set in the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Preview Image&#039;&#039;&#039; || The preview image that appears in the:&lt;br /&gt;
*Minigame loading screen (minigame mods)&lt;br /&gt;
*Multiplayer lobby (board mods)&lt;br /&gt;
&#039;&#039;Note: This is not the preview image for the Steam Workshop, that is set in the [[Publishing to the Steam Workshop|Publish Mod Window]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Music &amp;amp; Ambient Sound===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Music&#039;&#039;&#039; || The music that plays in the background while playing the minigame or on the board scene. This track will loop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Music Volume&#039;&#039;&#039; || The volume of the music.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ambience&#039;&#039;&#039; || An ambient track to play in the background. This track will loop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Ambience Volume&#039;&#039;&#039; || The volume of the ambient track. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lighting===&lt;br /&gt;
These settings allow the lighting of the entire mod to be adjusted. This can set the tone of the mod, or create interesting effects such as making the mod very dark or setting very unusual lighting.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting Settings]] for the available options.&lt;br /&gt;
&lt;br /&gt;
===Screen Effects===&lt;br /&gt;
Screen effects are post-processing style effects that are added to the final view of the scene before it is shown to the player. Screen effects include things like bloom and color correction.&lt;br /&gt;
&lt;br /&gt;
See [[Screen Effects]] for the available options.&lt;br /&gt;
&lt;br /&gt;
==Minigame Mod Settings==&lt;br /&gt;
&lt;br /&gt;
===Minigame Settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rounds&#039;&#039;&#039; || The number of rounds to use for the minigame.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;End Conditions&#039;&#039;&#039; || How the minigame should end.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Timer&#039;&#039; || The minigame will end after the timer expires.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Round Duration (s)&#039;&#039;&#039; || The duration of a single round in seconds.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;ObtainPoints&#039;&#039; || The minigame will end after a single player has achieved a given number of points.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Points to win&#039;&#039;&#039; || The number of points a single player needs to earn to win the minigame.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;RemainingPlayersAlive&#039;&#039; || The minigame will end when there are only a given number of players left alive.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Players Alive&#039;&#039;&#039; || The number of players left alive for the minigame to end. &#039;&#039;Note: If this is greater than or equal to the number of players in the lobby, it will be set to 1 fewer than the lobby player count. E.g. if Players Alive is 4 but there are only 2 people in the lobby, it will be set to 1 instead of 4.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;FinishMinigame&#039;&#039; || The minigame will end when all players have had a [[Set Placement Action]] fired for them.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Placement Condition&#039;&#039;&#039; || How the players are ordered to determine who came first to who came last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Most Points&#039;&#039; || The player with the most points will be first. The player with the fewest points will be last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Least Points&#039;&#039; || The player with the fewest points will be first. The player with the most points will be last.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Finish Order&#039;&#039; || Players are given placements in the order that they finished. This is the order in which their [[Set Placement Action]]s were fired. The player who finished first is given first place.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Last Man Standing&#039;&#039; || Players are given placements in the order in which they were killed. Players who died first are placed last. With the players who haven&#039;t died, or those who died last being placed first.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Settings===&lt;br /&gt;
These settings configure how the player moves and interacts with the minigame scene.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Player Type&#039;&#039;&#039; || How the player is controlled. Can choose between &#039;&#039;Third Person&#039;&#039; and &#039;&#039;Top Down&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement Speed&#039;&#039;&#039; || The maximum speed the player can be made to move using a movement input.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Acceleration&#039;&#039;&#039; || How quickly the player accelerates to their &#039;&#039;Movement Speed&#039;&#039; while on the ground.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deceleration&#039;&#039;&#039; || How quickly the player decelerates when not receiving a movement input.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Mid-air Acceleration&#039;&#039; || How quickly the player accelerates to their &#039;&#039;Movement Speed&#039;&#039; while airborne.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gravity Scale&#039;&#039;&#039; || A multiplier that affects the strength of gravity felt by the player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Max Step Height&#039;&#039; || The maximum height in units that players can walk up without needing to jump.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Jump&#039;&#039;&#039; || If the player is able to jump or not.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Jump Speed&#039;&#039;&#039; || The power of the player&#039;s jump. Larger numbers will result in higher jumps.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mid-air Jumps&#039;&#039;&#039; || How many times the player can jump while in mid-air before they need to touch the ground again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Twinstick Controls&#039;&#039;&#039; || &#039;&#039;(Top Down player type only)&#039;&#039; Should the player use twinstick controls. When enabled, the player&#039;s facing direction is controlled separately from the movement direction. When disabled, the player will always face the direction of movement.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Camera====&lt;br /&gt;
Only available if using the Top Down player.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Mode&#039;&#039;&#039; || The type of camera to use. &lt;br /&gt;
* Static: Remains in one place and never moves.&lt;br /&gt;
* Follow: Follow a single player around.&lt;br /&gt;
* Follow All: Moves to follow the average position between all players.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Distance&#039;&#039;&#039; || How far back the camera is from its target (World origin for &#039;&#039;Static&#039;&#039; camera, Player for &#039;&#039;Follow&#039;&#039; camera, All Player average position for &#039;&#039;Follow All&#039;&#039; camera). The target can be offset using the &#039;&#039;Position Offset&#039;&#039; attribute.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;View Angle&#039;&#039;&#039; || The camera&#039;s angle of elevation from the horizontal plane, in degrees. 0 is looking parallel to the ground. 90 is perpendicularly looking directly down from above.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Position Offset&#039;&#039;&#039; || How far back the camera is from its target. The target can be set using the &#039;&#039;Position Offset&#039;&#039; attribute.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Follow Area Shape&#039;&#039;&#039; || Should punching another player stun them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Square&#039;&#039; || Confines the camera to moving within a rectangular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Left/Right Size&#039;&#039;&#039; || Width of the camera area on the X axis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Forward/Backward Size&#039;&#039;&#039; || Width of the camera area on the Z axis.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max X Move Distance&#039;&#039;&#039; || The maximum distance the camera can move from the left to the right. I.e. it can move half this distance from the center of the follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max Z Move Distance&#039;&#039;&#039; || The maximum distance the camera can move forward and backward. I.e. it can move half this distance in both the forward and backward directions from the center of the follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Centre&#039;&#039;&#039; || The center of the follow area on the X/Z plane of the camera follow area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;Circle&#039;&#039; || Confines the camera to moving within a rectangular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Circle Diameter&#039;&#039;&#039; || The diameter of the follow are circle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Max Move Distance&#039;&#039;&#039; || The maximum distance the camera can move along any axis. I.e. it can move half this distance from the center to its maximum in a given direction.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Circle Centre&#039;&#039;&#039; || The center of the follow area on the X/Z plane of the camera follow area.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Punching====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Punch&#039;&#039;&#039; || If the player is able to punch using their fists when not holding an item. &lt;br /&gt;
&#039;&#039;Note: With this disabled, the player is still able to use melee weapons&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Cooldown (s)&#039;&#039;&#039; || How long since the start of the last punch (in seconds) must the player wait before they can begin another punch.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Damage&#039;&#039;&#039; || How much damage does each punch deal to other players.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Punch Stuns Target&#039;&#039;&#039; || Should punching another player stun them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; |  &#039;&#039;&#039;Punch Stun Duration (s)&#039;&#039;&#039; || The duration of the stun inflicted on other players who get punched, in seconds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stuns ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immunity Duration&#039;&#039;&#039; || The duration in seconds since the last stun in which the player cannot be stunned again. Begins when the last stun finishes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Respawning====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can Respawn&#039;&#039;&#039; || If the player should respawn when killed, or remain dead until the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Respawn Time (s)&#039;&#039;&#039; || The time is seconds between dying and being respawned.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Invulnerable Time (s)&#039;&#039;&#039; || The time in seconds after respawning in which the player cannot take any damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Event Triggers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Weapon Hit&#039;&#039;&#039; || Event fired on the player when they are hit by a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Weapon Type&#039;&#039;&#039; || The type(s) of weapon that will cause this event to fire.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Tick&#039;&#039;&#039; || Event fired on the player continuously with a given interval.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Interval&#039;&#039;&#039; || How long in seconds between each firing of this event. Can set either a constant value or a random value with lower and upper bounds.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Death&#039;&#039;&#039; || Event that fires each time the player is killed.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Respawn&#039;&#039;&#039; || Event that fires each time the player is respawned. This does not include the first time they are spawned at the beginning of a game or round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Round Start&#039;&#039;&#039; || Event that fires per player once per round on the initial spawn of the player. &amp;lt;br/&amp;gt;E.g. This will fire at the start of each round if multiple rounds are used, or just once at the start of the game if it only has a single round. Use a [[Logic Component]] &#039;&#039;Round Start&#039;&#039; trigger if you want to run actions that aren&#039;t tied to a player.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;On Round End&#039;&#039;&#039; || Event that fires per player once per round when the round has ended. &amp;lt;br/&amp;gt;E.g. This will fire at the end of every round if multiple rounds are used, or just once at the end of the game if it only has a single round. Use a [[Logic Component]] &#039;&#039;Round End&#039;&#039; trigger if you want to run actions that aren&#039;t tied to a player.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use Health&#039;&#039;&#039; || If the player should use health or not. If not using health, any damage received will instantly kill the player.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Show Health Bar&#039;&#039;&#039; || Whether or not a health bar should be displayed above every player&#039;s head.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Health Points&#039;&#039;&#039; || How many health points should the player have.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Board Mod Settings==&lt;br /&gt;
=== Custom Spaces===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Custom Space Prefabs&#039;&#039;&#039; || A list of prefabs that can be used as custom board spaces. See [[Custom Board Space]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Board Size ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use Custom Board Size&#039;&#039;&#039; || Enabled the inputs to set a custom board size. If this is disabled, the board size is calculated automatically based on the placement of board spaces in the scene. Only enabled this if you have a need to set the board size manually.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Left/Right Size&#039;&#039;&#039; || The width of the board map playable area on the X axis, in units.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forward/Backward Size&#039;&#039;&#039; || The width of the board map playable area on the Z axis, in units.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Map Center&#039;&#039;&#039; || The X/Z position of the center of the board map.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Camera Settings ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Elevation Angle&#039;&#039;&#039; || The angle between the camera&#039;s view direction and the X/Z plane, in degrees.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Camera Mode&#039;&#039;&#039; || The type of camera view mode to use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Perspective&#039;&#039; || View the world with a 3D camera that can show depth and perspective.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Field of View&#039;&#039;&#039; || The vertical field of view of the camera. Higher values result in more objects being seen around the edge of the view.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Distance&#039;&#039;&#039; || The distance to the target from the camera.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Orthographic&#039;&#039; || View the world with a 2D camera that displays everything at the same depth.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;View Size&#039;&#039;&#039; || The size of the camera&#039;s view. Technically, this is half the height of the camera view in units.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Logic_Component&amp;diff=893</id>
		<title>Logic Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Logic_Component&amp;diff=893"/>
		<updated>2023-12-17T20:24:22Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Component Settings */ Added round start/end triggers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The logic component is a [[:Category:Gameplay Components|gameplay component]] that runs a series of [[Action|actions]] for different [[Event|events]].&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:LogicComponent.png|thumb|500px|The Logic Component in the [[Inspector Window]]. You can add multiple events to a single logic component.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Event&#039;&#039;&#039; || The event that triggers a list of Actions.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Start&#039;&#039; || Triggered at the start of a minigame, as the countdown begins.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Enable&#039;&#039; || Triggered each time this gameobject is enabled. This includes:&lt;br /&gt;
* being enabled automatically when the object is created as part of the scene as soon as the minigame loads (while still on the minigame load/intro screen)&lt;br /&gt;
* each time this gameobject is enabled by a [[Set Active Action]] if it was previously disabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Update&#039;&#039; || Triggered every frame. Not consistent between players due to varying framerates. &#039;&#039;&#039;For consistent timed actions use the &#039;&#039;Timer&#039;&#039; event instead.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Hit&#039;&#039; || Triggered when the object this component is attached to is hit by the player or [[Weapon Component|weapons]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Weapon Hit&#039;&#039; || Triggered when the object this component is attached to is hit by a [[Weapon Component|weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Weapon Type&#039;&#039;&#039; || The type(s) of weapon hit that will cause the actions to be triggered.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Timer&#039;&#039; || Triggered every x seconds.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;&#039;Interval&#039;&#039;&#039; || The number of seconds between the event firing. Use the Arrow beside the &#039;&#039;Interval&#039;&#039; value to set the mode.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;Constant&#039;&#039; || Actions are triggered repeatedly after a set number of seconds.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;Random Between Two Values&#039;&#039; || Actions are triggered repeatedly after a random amount of time. The minimum and maximum amount of time between each firing of the event can be set.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Round Start&#039;&#039; || Triggered at the start of each minigame round, after the round start countdown.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;Round End&#039;&#039; || Triggered at the end of each minigame round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Actions&#039;&#039;&#039; || The list of actions to run for the given Event.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
&#039;&#039;Start&#039;&#039; can be useful to make something happen when the minigame begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Timer&#039;&#039; with a random &#039;&#039;Interval&#039;&#039; can be used to add random effects to make the minigame more exciting. Use the arrow beside the value to change between constant and random values.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Remove_Trophy_Action&amp;diff=892</id>
		<title>Remove Trophy Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Remove_Trophy_Action&amp;diff=892"/>
		<updated>2023-12-17T20:15:23Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Removed future content warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RemoveTrophyAction.png|thumb|600px|The Remove Trophy action in the [[Action Editor]].]]&lt;br /&gt;
An action to remove one or more trophies from a player. This action can target players on multiple board spaces by using the &#039;&#039;Advanced&#039;&#039; &#039;&#039;&#039;Targets&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
The action will remove the number of trophies specified by the &#039;&#039;Trophies to Remove&#039;&#039; option. If the player doesn&#039;t have that many trophies, they will lose all that they have. If a player has no trophies, this action does nothing.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
To give players trophies, use the [[Give Trophy Action]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=891</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=891"/>
		<updated>2023-12-17T20:15:01Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Actions */ Added remove trophy action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Pummel Party Mod Editor Documentation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Mod Editor you can create your own Minigames and Board Maps for Pummel Party.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 48% 50%; column-gap: 2%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
== Getting started ==&lt;br /&gt;
If you&#039;re new to the mod editor, start here!&lt;br /&gt;
=== Information ===&lt;br /&gt;
*[[Introduction to the Mod Editor]]&lt;br /&gt;
*[[Publishing to the Steam Workshop|Publishing your mod to the Steam Workshop]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
*[[Tutorials/Creating Your First Mod|Creating your first mod]]&lt;br /&gt;
*[[Tutorials/Building A Board Mod|Building a board mod]]&lt;br /&gt;
*[[Tutorials/Building A Minigame Mod|Building a minigame mod]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mod Editor Windows==&lt;br /&gt;
Learn about the different windows that make up the Mod Editor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Primary Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Hierarchy Window]] - [[Inspector Window]] - [[Scene View]] - [[Asset Browser]] - [[Log Window]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Action Editor]] - [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Concepts==&lt;br /&gt;
These are some other miscellaneous concepts that are useful to know when creating mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* [[Mod Settings|Adjusting Mod Settings]]&lt;br /&gt;
* [[Unlocked Mod|Marking a published mod as Unlocked]]&lt;br /&gt;
* [[Mod Editor Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
* [[Custom Board Space|Creating Custom Board Spaces]]&lt;br /&gt;
* [[Lighting Settings]]&lt;br /&gt;
* [[Screen Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Components == &lt;br /&gt;
[[Component]]s are blocks of logic that are added to [[Gameobject]]s to give them unique functionality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Gameplay Components|Gameplay]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| [[Logic Component|Logic]] - [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Minigame only&#039;&#039;&#039;&lt;br /&gt;
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Board only&#039;&#039;&#039;&lt;br /&gt;
| [[Board Space Component|Board Space]] - [[Board Space Event Component|Board Space Event]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Rendering Components|Rendering]]&#039;&#039;&#039;&lt;br /&gt;
| [[Light Component|Light]] - [[Line Renderer Component|Line Renderer]] - [[Mesh Renderer Component|Mesh Renderer]] - [[Particle System Component|Particle System]] - [[Prop Component|Prop]] - [[Text Component|Text]] - [[Water Component|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Audio Components|Audio]]&#039;&#039;&#039;&lt;br /&gt;
| [[Audio Source Component| Audio Source]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Physics Components|Physics]]&#039;&#039;&#039;&lt;br /&gt;
| [[Box Collider Component|Box Collider]] - [[Capsule Collider Component|Capsule Collider]] - [[Mesh Collider Component|Mesh Collider]] - [[Sphere Collider Component|Sphere Collider]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| [[Transform Component|Transform]] - [[Prefab Instance Component|Prefab Instance]] - [[Note Component|Note]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assets == &lt;br /&gt;
[[:Category:Assets|Assets]] are objects used in the creation of mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Mesh Asset]] - [[Texture Asset]] - [[Audio Clip Asset]] - [[Material Asset]] - [[Prefab Asset]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Importing Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Importing Audio]] - [[Importing Images]] - [[Importing Models]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actions == &lt;br /&gt;
[[:Category:Actions|Actions]] are used with gameplay components to perform tasks whenever an [[Event]] is fired.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minigame Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Change Health Action]] - [[Change Player Velocity Action]] - [[Change Score Action]] - [[Drop Minigame Item Action]] - [[Give Minigame Item Action]] - [[Modify Player Action]] - [[Set Gravity Action]] - [[Set Placement Action]] - [[Stun Player Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Display Popup Action]] - [[Damage Player Action]] - [[Drop Keys Action]] - [[Give Item Action]] - [[Give Keys Action]] - [[Give Trophy Action]] - [[Heal Player Action]] - [[Move To Space Action]] - [[Remove Trophy Action]] - [[Set Board Space Active Action]] - [[Set Connection Active Action]] - [[Spawn Keys Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
|[[Kill Action]] - [[Play Sound Action]] - [[Set Active Action]] - [[Spawn Prefab Action]] - [[Wait Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement&#039;&#039;&#039;&lt;br /&gt;
| [[Match Transform Action]] - [[Play Tween Animation Action]] - [[Position Action]] - [[Rotation Action]] - [[Scale Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visuals&#039;&#039;&#039;&lt;br /&gt;
| [[Set Color Action]] - [[Set Player Visual Action]] - [[Spawn Effect Action]] - [[Show Message Action]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Event_Component&amp;diff=890</id>
		<title>Board Space Event Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Event_Component&amp;diff=890"/>
		<updated>2023-11-21T23:41:39Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Remove outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BoardSpaceEventComponentExample.png|thumb|800px|right|This custom board space prefab has a board space event component added to the root gameobject in the prefab hierarchy. This will fire when this prefab is used by a custom board space.]]&lt;br /&gt;
The board space event component is a [[:Category:Gameplay Components|gameplay component]] that allows a set of [[Action]]s to be performed whenever a player lands on a custom board space. It can only be added from within [[Prefab Asset|prefabs]], as it is purpose is to add logic to [[Custom Board Space]]s (which exist as prefabs). Subsequently, it is only available in [[Board Mod]]s. &lt;br /&gt;
&lt;br /&gt;
The player must finish their turn on the board space for the actions to run; walking over the space will not run the actions.&lt;br /&gt;
&lt;br /&gt;
=== How to Use ===&lt;br /&gt;
This component should be placed on the &amp;lt;dfn title=&amp;quot;The gameobject at the top of the hierarchy&amp;quot;&amp;gt;&#039;&#039;&#039;root gameobject&#039;&#039;&#039;&amp;lt;/dfn&amp;gt; of a prefab that is used as a custom board space. When attached to any other gameobject, it will do nothing. &lt;br /&gt;
&lt;br /&gt;
Add actions to the component by editing the On Enter [[Event]] in the inspector window.&lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;On Player Land&#039;&#039;&#039; || A set of [[Action]]s to perform whenever a player lands on this space. This means when they end their turn on the space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;On Player Passing&#039;&#039;&#039; || A set of [[Action]]s to perform whenever a player walks over this space. This could be before ending their turn or when they have several steps to go. &amp;lt;br/&amp;gt; Note: This event is not triggered when riding a rocket over the space.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
To make unique custom board spaces, you can use this component to affect the player in many ways. See the list of [[:Category:Actions|actions]] to get an idea of what actions can be performed. Note that not all actions are usable on Board Mods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Remove_Trophy_Action&amp;diff=889</id>
		<title>Remove Trophy Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Remove_Trophy_Action&amp;diff=889"/>
		<updated>2023-11-16T22:44:32Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;NOTICE: This content is planned for a future update. Everything here is subject to change and may or may not be added to the game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:RemoveTrophyAction.png|thumb|600px|The Remove Trophy action in the [[Action Editor]].]]&lt;br /&gt;
An action to remove one or more trophies from a player. This action can target players on multiple board spaces by using the &#039;&#039;Advanced&#039;&#039; &#039;&#039;&#039;Targets&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
The action will remove the number of trophies specified by the &#039;&#039;Trophies to Remove&#039;&#039; option. If the player doesn&#039;t have that many trophies, they will lose all that they have. If a player has no trophies, this action does nothing.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
To give players trophies, use the [[Give Trophy Action]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Give_Trophy_Action&amp;diff=888</id>
		<title>Give Trophy Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Give_Trophy_Action&amp;diff=888"/>
		<updated>2023-11-16T22:41:31Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Update content for future patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GiveTrophyAction.png|thumb|600px|The Give Trophy action in the [[Action Editor]].]]&lt;br /&gt;
An action to give a player a trophy. This action can target players on multiple board spaces by using the &#039;&#039;Advanced&#039;&#039; &#039;&#039;&#039;Targets&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
The action can give one or more trophies to the targeted player(s). The maximum number of trophies that can be given at once is 20. &#039;&#039;&#039;(This is an upcoming feature, for the live version of the mod editor, use multiple actions to give multiple trophies)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Play Fanfare Sound&#039;&#039; option will play a cheering/victory sound for the player when they receive the trophy. Without this enabled, the trophy will still be shown but the sound will not play.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
To remove trophies, use the [[Remove Trophy Action]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:RemoveTrophyAction.png&amp;diff=887</id>
		<title>File:RemoveTrophyAction.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:RemoveTrophyAction.png&amp;diff=887"/>
		<updated>2023-11-16T22:39:33Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:GiveTrophyAction.png&amp;diff=886</id>
		<title>File:GiveTrophyAction.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:GiveTrophyAction.png&amp;diff=886"/>
		<updated>2023-11-16T22:39:24Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: RBAdmin uploaded a new version of File:GiveTrophyAction.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Remove_Trophy_Action&amp;diff=885</id>
		<title>Remove Trophy Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Remove_Trophy_Action&amp;diff=885"/>
		<updated>2023-11-16T22:34:12Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Initial content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RemoveTrophyAction.png|thumb|600px|The Remove Trophy action in the [[Action Editor]].]]&lt;br /&gt;
An action to remove one or more trophies from a player. This action can target players on multiple board spaces by using the &#039;&#039;Advanced&#039;&#039; &#039;&#039;&#039;Targets&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
The action will remove the number of trophies specified by the &#039;&#039;Trophies to Remove&#039;&#039; option. If the player doesn&#039;t have that many trophies, they will lose all that they have. If a player has no trophies, this action does nothing.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=884</id>
		<title>Board Space Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=884"/>
		<updated>2023-08-22T05:04:11Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Item Space */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The board space component is a [[:Category:Gameplay Components|gameplay component]] that creates a board space and its connections to other board spaces in a [[Board Mod]].&lt;br /&gt;
&lt;br /&gt;
Board space components cannot be added to gameobjects that have child gameobjects in the hierarchy. They also cannot be used within prefabs.&lt;br /&gt;
Gameobjects with a board space component cannot have any child gameobjects added. They are given a unique icon and color in the hierarchy.&lt;br /&gt;
&lt;br /&gt;
== Connecting Board Spaces ==&lt;br /&gt;
Board spaces can be connected by using the blue arrow gizmos that appear beside them in the [[Scene View]]. &#039;&#039;&#039;Gizmos must be enabled for these arrows to appear.&#039;&#039;&#039; If you can&#039;t see them, make sure the Gizmos button (Flag icon) is green.&lt;br /&gt;
&lt;br /&gt;
Find a board space you want to create a connection from and click its blue arrow to begin creating a connection. This will display a connection from the board to your cursor. To connect this space to another existing board space, click the destination board spaces and the connection will be created from the origin to the destination. If you want the connection to flow in the opposite direction, start the connection from the opposite space. &lt;br /&gt;
&lt;br /&gt;
If you click anywhere that isn&#039;t a board space while creating a connection, a new board space will be created and connected.&lt;br /&gt;
&lt;br /&gt;
If you want to stop the creation of a new connection, right-click to cancel without making a connection or placing a new board space.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be deleted by selecting the connection in the scene view and hitting the DELETE key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
==Board Space Types==&lt;br /&gt;
[[File:BoardSpaceTypes.png|thumb|right|600px|The 8 different board space types, not including custom spaces.]]&lt;br /&gt;
There are eight types of board spaces provided, plus the Custom type which lets you select your own [[Custom Board Space]].&lt;br /&gt;
===Pathing Space===&lt;br /&gt;
This board space is invisible. It can take connections in and have connections out to other board spaces. Players cannot land on this space and passing one doesn&#039;t cost a step. Use these spaces to create more advanced paths between visible spaces, rather than a straight-line connection.&lt;br /&gt;
===Start Space===&lt;br /&gt;
This space is where the game will start. All players spawn on the start space. There must be exactly one start space per board mod. Nothing happens when landing on a start space.&lt;br /&gt;
===Heal Space===&lt;br /&gt;
The heal space will heal any player that lands on it by 10 health points.&lt;br /&gt;
===Gold Space===&lt;br /&gt;
The gold space rewards the player that landed on it with 5 keys.&lt;br /&gt;
===Hazard Space===&lt;br /&gt;
Landing on a hazard space will deal 5 health points of damage to the player.&lt;br /&gt;
===Item Space===&lt;br /&gt;
The item space gives any player who lands on it a single item. This item can be any item excluding the Dark Summoning Staff, Arcade Machine, Giga Laser and Nuke Barrel (these are only available from the weapons cache).&lt;br /&gt;
&lt;br /&gt;
===Recruit Space===&lt;br /&gt;
The first player to land on a recruit space can claim the space. They can decide between having the reaper:&lt;br /&gt;
* steal 9-12 health, damaging the player and healing the space owner.&lt;br /&gt;
* steal 6 keys, taking them from the player and giving them to the space owner.&lt;br /&gt;
When claiming a recruit space, all connected recruit spaces will also be claimed.&lt;br /&gt;
===Graveyard Space===&lt;br /&gt;
The graveyard space is a special space that is used when a player dies. You should include at least one graveyard space in a map for players to respawn at. Without this, players will respawn at the Start space. If there are multiple graveyards the player is respawned at the one furthest away from the trophy chest. Graveyard spaces cannot have incoming connections, only outgoing connections meant to put the player back onto the board.&lt;br /&gt;
&lt;br /&gt;
===Custom Space===&lt;br /&gt;
You can create [[Custom Board Space|custom board spaces]] using prefabs. This is a slightly more advanced feature, but it can help make a board unique. These spaces use a set of [[Action]]s in a [[Board Space Event Component]] to define what happens when players land on them. &lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:BoardSpaceComponent.png|thumb|right|500px|The Board Space component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Type&#039;&#039;&#039; || The type of board space. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Custom Space Prefab&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || The prefab that is used for this [[Custom Board Space]]. The list will be empty by default; add options through the board&#039;s [[Mod Settings]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supports Goal&#039;&#039;&#039; || If this board space is allowed to spawn the trophy chest or weapon cache.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can be landed on&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || Set whether or not this custom board space can be landed on by players. In other words, does it cost a step to walk over this space. Disabling this will cause players to pass over the space without costing a step, meaning they can never end their turn on this space. They will still run the On Player Passing event of a [[Board Space Event Component]] as they pass over the space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Goal Position&#039;&#039;&#039; || Should the location of the goal chest and weapons cache be set manually for this board space. If false, the game will choose the best spot based on the location and direction of other board spaces and connections. Not available for &#039;&#039;Pathing&#039;&#039; and &#039;&#039;Graveyard&#039;&#039; spaces, or when &#039;&#039;Supports Goal&#039;&#039; is false as these spaces cannot spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Rotation&#039;&#039;&#039; || The direction around the board space to spawn the chest/weapons cache at.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Distance&#039;&#039;&#039; || The distance from the board space to spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the board space will be disabled at the start of a game. It can be re-enabled during the game by using a [[Set Board Space Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outgoing Connections&#039;&#039;&#039; || A list of all connections leaving this board space. Here you can adjust their transition type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Player Transition&#039;&#039;&#039; || How the player should move along the connection. There are three options: &#039;&#039;Walk&#039;&#039;, &#039;&#039;Jump&#039;&#039; and &#039;&#039;Teleport&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Walk&#039;&#039; || The player will walk from one board space to the next. This is the default behaviour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Jump&#039;&#039; || The player will perform a quick jumping animation from one board space to the next. This is useful if the board spaces are separated by a gap or are at different elevations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Teleport&#039;&#039; || The player will instantly teleport from one board space to the next. This mode hides the path between the spaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the connection will be disabled at the start of a game. It can be re-enabled by using a [[Set Connection Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Align board space to ground&#039;&#039; button is available to quickly position and rotate the board space so that its centre is placed flush with the ground beneath it.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
[[File:BoardConnectionTypes.png|600px|clear|thumb|The three different connection types and how they appear in the mod editor when enabled and disabled. They are Walk (Left), Jump (Center) and Teleport (Right)]]&lt;br /&gt;
&lt;br /&gt;
Board spaces are connected by connection. Each connection has an origin space, a destination space, a transition type and a direction. The origin space is used to begin the creation of the connection and the destination is used to end the creation. The direction is from the origin to the destination. The transition type of a connection is set once the connection has been created by selecting the origin space and using the [[Inspector Window]].&lt;br /&gt;
&lt;br /&gt;
The Walk transition is the default transition type and causes players to simply walk between each board space.&lt;br /&gt;
&lt;br /&gt;
The Jump transition causes the player to perform a jumping animation from the origin space to the destination space. The Rocket skewer can fly along this type. The Bunny will also perform a jump along this type. This transition type is visually more suited to moving the player between board spaces that are at different elevations or that have a gap between them that doesn&#039;t make sense to walk across.&lt;br /&gt;
&lt;br /&gt;
The Teleport transition causes the player to instantly blink from the origin space to the destination space. This type still costs a turn. The rocket skewer item will teleport when it reaches the origin space. The Bunny will also teleport. Teleport connections don&#039;t draw the black line between the origin and destination space, so they are suited to moving the player over long distances across the board, or to different areas only accessible via teleporting. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Board spaces are the most important aspect of making a board mod. See the [[Your First Board Map]] page for guidance on creating a board mod.&lt;br /&gt;
Board spaces must have at least one connection coming into them and at least one connection going out. The exception to this is &#039;&#039;Graveyard&#039;&#039; spaces; these do not need an incoming connection.&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of incoming or outgoing connections to/from a board space, however, do keep in mind that players might have difficulty selecting the right connection if you have too many outgoing connections from a single board space.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=883</id>
		<title>Board Space Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=883"/>
		<updated>2023-08-22T04:54:10Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Component Settings */ Added &amp;quot;Can be landed on&amp;quot; info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The board space component is a [[:Category:Gameplay Components|gameplay component]] that creates a board space and its connections to other board spaces in a [[Board Mod]].&lt;br /&gt;
&lt;br /&gt;
Board space components cannot be added to gameobjects that have child gameobjects in the hierarchy. They also cannot be used within prefabs.&lt;br /&gt;
Gameobjects with a board space component cannot have any child gameobjects added. They are given a unique icon and color in the hierarchy.&lt;br /&gt;
&lt;br /&gt;
== Connecting Board Spaces ==&lt;br /&gt;
Board spaces can be connected by using the blue arrow gizmos that appear beside them in the [[Scene View]]. &#039;&#039;&#039;Gizmos must be enabled for these arrows to appear.&#039;&#039;&#039; If you can&#039;t see them, make sure the Gizmos button (Flag icon) is green.&lt;br /&gt;
&lt;br /&gt;
Find a board space you want to create a connection from and click its blue arrow to begin creating a connection. This will display a connection from the board to your cursor. To connect this space to another existing board space, click the destination board spaces and the connection will be created from the origin to the destination. If you want the connection to flow in the opposite direction, start the connection from the opposite space. &lt;br /&gt;
&lt;br /&gt;
If you click anywhere that isn&#039;t a board space while creating a connection, a new board space will be created and connected.&lt;br /&gt;
&lt;br /&gt;
If you want to stop the creation of a new connection, right-click to cancel without making a connection or placing a new board space.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be deleted by selecting the connection in the scene view and hitting the DELETE key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
==Board Space Types==&lt;br /&gt;
[[File:BoardSpaceTypes.png|thumb|right|600px|The 8 different board space types, not including custom spaces.]]&lt;br /&gt;
There are eight types of board spaces provided, plus the Custom type which lets you select your own [[Custom Board Space]].&lt;br /&gt;
===Pathing Space===&lt;br /&gt;
This board space is invisible. It can take connections in and have connections out to other board spaces. Players cannot land on this space and passing one doesn&#039;t cost a step. Use these spaces to create more advanced paths between visible spaces, rather than a straight-line connection.&lt;br /&gt;
===Start Space===&lt;br /&gt;
This space is where the game will start. All players spawn on the start space. There must be exactly one start space per board mod. Nothing happens when landing on a start space.&lt;br /&gt;
===Heal Space===&lt;br /&gt;
The heal space will heal any player that lands on it by 10 health points.&lt;br /&gt;
===Gold Space===&lt;br /&gt;
The gold space rewards the player that landed on it with 5 keys.&lt;br /&gt;
===Hazard Space===&lt;br /&gt;
Landing on a hazard space will deal 5 health points of damage to the player.&lt;br /&gt;
===Item Space===&lt;br /&gt;
The item space gives any player who lands on it a single item.&lt;br /&gt;
===Recruit Space===&lt;br /&gt;
The first player to land on a recruit space can claim the space. They can decide between having the reaper:&lt;br /&gt;
* steal 9-12 health, damaging the player and healing the space owner.&lt;br /&gt;
* steal 6 keys, taking them from the player and giving them to the space owner.&lt;br /&gt;
When claiming a recruit space, all connected recruit spaces will also be claimed.&lt;br /&gt;
===Graveyard Space===&lt;br /&gt;
The graveyard space is a special space that is used when a player dies. You should include at least one graveyard space in a map for players to respawn at. Without this, players will respawn at the Start space. If there are multiple graveyards the player is respawned at the one furthest away from the trophy chest. Graveyard spaces cannot have incoming connections, only outgoing connections meant to put the player back onto the board.&lt;br /&gt;
&lt;br /&gt;
===Custom Space===&lt;br /&gt;
You can create [[Custom Board Space|custom board spaces]] using prefabs. This is a slightly more advanced feature, but it can help make a board unique. These spaces use a set of [[Action]]s in a [[Board Space Event Component]] to define what happens when players land on them. &lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:BoardSpaceComponent.png|thumb|right|500px|The Board Space component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Type&#039;&#039;&#039; || The type of board space. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Custom Space Prefab&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || The prefab that is used for this [[Custom Board Space]]. The list will be empty by default; add options through the board&#039;s [[Mod Settings]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supports Goal&#039;&#039;&#039; || If this board space is allowed to spawn the trophy chest or weapon cache.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Can be landed on&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || Set whether or not this custom board space can be landed on by players. In other words, does it cost a step to walk over this space. Disabling this will cause players to pass over the space without costing a step, meaning they can never end their turn on this space. They will still run the On Player Passing event of a [[Board Space Event Component]] as they pass over the space.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Goal Position&#039;&#039;&#039; || Should the location of the goal chest and weapons cache be set manually for this board space. If false, the game will choose the best spot based on the location and direction of other board spaces and connections. Not available for &#039;&#039;Pathing&#039;&#039; and &#039;&#039;Graveyard&#039;&#039; spaces, or when &#039;&#039;Supports Goal&#039;&#039; is false as these spaces cannot spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Rotation&#039;&#039;&#039; || The direction around the board space to spawn the chest/weapons cache at.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Distance&#039;&#039;&#039; || The distance from the board space to spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the board space will be disabled at the start of a game. It can be re-enabled during the game by using a [[Set Board Space Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outgoing Connections&#039;&#039;&#039; || A list of all connections leaving this board space. Here you can adjust their transition type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Player Transition&#039;&#039;&#039; || How the player should move along the connection. There are three options: &#039;&#039;Walk&#039;&#039;, &#039;&#039;Jump&#039;&#039; and &#039;&#039;Teleport&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Walk&#039;&#039; || The player will walk from one board space to the next. This is the default behaviour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Jump&#039;&#039; || The player will perform a quick jumping animation from one board space to the next. This is useful if the board spaces are separated by a gap or are at different elevations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Teleport&#039;&#039; || The player will instantly teleport from one board space to the next. This mode hides the path between the spaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the connection will be disabled at the start of a game. It can be re-enabled by using a [[Set Connection Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Align board space to ground&#039;&#039; button is available to quickly position and rotate the board space so that its centre is placed flush with the ground beneath it.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
[[File:BoardConnectionTypes.png|600px|clear|thumb|The three different connection types and how they appear in the mod editor when enabled and disabled. They are Walk (Left), Jump (Center) and Teleport (Right)]]&lt;br /&gt;
&lt;br /&gt;
Board spaces are connected by connection. Each connection has an origin space, a destination space, a transition type and a direction. The origin space is used to begin the creation of the connection and the destination is used to end the creation. The direction is from the origin to the destination. The transition type of a connection is set once the connection has been created by selecting the origin space and using the [[Inspector Window]].&lt;br /&gt;
&lt;br /&gt;
The Walk transition is the default transition type and causes players to simply walk between each board space.&lt;br /&gt;
&lt;br /&gt;
The Jump transition causes the player to perform a jumping animation from the origin space to the destination space. The Rocket skewer can fly along this type. The Bunny will also perform a jump along this type. This transition type is visually more suited to moving the player between board spaces that are at different elevations or that have a gap between them that doesn&#039;t make sense to walk across.&lt;br /&gt;
&lt;br /&gt;
The Teleport transition causes the player to instantly blink from the origin space to the destination space. This type still costs a turn. The rocket skewer item will teleport when it reaches the origin space. The Bunny will also teleport. Teleport connections don&#039;t draw the black line between the origin and destination space, so they are suited to moving the player over long distances across the board, or to different areas only accessible via teleporting. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Board spaces are the most important aspect of making a board mod. See the [[Your First Board Map]] page for guidance on creating a board mod.&lt;br /&gt;
Board spaces must have at least one connection coming into them and at least one connection going out. The exception to this is &#039;&#039;Graveyard&#039;&#039; spaces; these do not need an incoming connection.&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of incoming or outgoing connections to/from a board space, however, do keep in mind that players might have difficulty selecting the right connection if you have too many outgoing connections from a single board space.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Tutorials/Creating_Your_First_Mod&amp;diff=882</id>
		<title>Tutorials/Creating Your First Mod</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Tutorials/Creating_Your_First_Mod&amp;diff=882"/>
		<updated>2023-08-21T03:54:52Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Creating the Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome! This is a general tutorial recommended for those who have never used the mod editor before or anyone who needs a refresher on the process of creating a mod. This tutorial covers mod development from initial creation through to publishing on Steam.&lt;br /&gt;
&lt;br /&gt;
== Accessing the Mod Editor ==&lt;br /&gt;
[[File:ModEditorMainMenuButton.png|400px|thumb|right|Buttons to access the Mod Editor from the main menu.]] &lt;br /&gt;
The mod editor can be accessed from the Pummel Party main menu by choosing &#039;&#039;Workshop &amp;gt; Mod Editor&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
[[File:ModEditorWelcomeScreen.png|400px|thumb|right|Mod Editor Welcome Screen.]] &lt;br /&gt;
Once the mod editor loads, you&#039;ll be greeted with the welcome screen. This screen allows you to create new mods, open existing mods, access documentation and the workshop, and return to the main menu. &#039;&#039;Tip: If you don&#039;t see this window, or you&#039;ve closed it, it can be opened from the toolbar using &amp;quot;Window &amp;gt; Welcome Screen&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== Creating the Mod ==&lt;br /&gt;
[[File:ModEditorNewModPopup.png|600px|thumb|right|The new mod window.]]&lt;br /&gt;
From the welcome screen, select &#039;&#039;New Mod&#039;&#039;. This displays the &#039;&#039;New Mod&#039;&#039; window. If you&#039;ve closed the welcome screen you can instead use &#039;&#039;File &amp;gt; New Mod&#039;&#039; to go directly to the New Mod window.&lt;br /&gt;
&lt;br /&gt;
From here you can choose a mod template to use. Templates provide a preconfigured set of objects, assets and settings. Take note of the mod type of a template as &#039;&#039;&#039;this cannot be changed later&#039;&#039;&#039;. Each type of mod is played in a different way and provides access to different [[:Category:Components|components]] and [[Mod Settings]]. When starting out it is recommended to use a template that closest matches the type of minigame or board you wish to build. Everything within the templates can be changed and removed; they are only there for convenience to help get you started with something playable.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
This tutorial will create a simple minigame mod. We&#039;ll choose the Minimal Third Person template to get started. Once a template is selected, the mod must be named. This name can be changed later. Once you have entered a name, click OK to create and load the new mod.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to use a template, you can choose either of the &#039;&#039;Empty&#039;&#039; options to create a new mod from scratch. See the tutorials for [[Tutorials/Building A Minigame Mod|building a minigame mod]] and [[Tutorials/Building A Board Mod|building a board mod]] to see the steps to create those mod types from scratch.&lt;br /&gt;
&lt;br /&gt;
== Developing the Mod ==&lt;br /&gt;
[[File:ThirdPersonTemplateLoaded.png|center|500px]]&lt;br /&gt;
The mod has been created from the template and is ready to be edited. You will now be using the primary windows of the mod editor to create [[Gameobject]]s, with [[Component]]s adding functionality to those gameobjects. It is recommended you read the [[Introduction to the Mod Editor]] to familiarize yourself with the core concepts. &lt;br /&gt;
&lt;br /&gt;
=== Navigating in the scene view ===&lt;br /&gt;
To add and edit gameobjects, it is helpful to have good control over the scene view. To rotate the camera, hold right-click and move the mouse to look around. To move the camera, again hold right-click and use the WASD keys to move forward, left, back and right. Q and E allow you to move down and up. The scroll wheel will move the camera forward and backward. You can also use the arrow keys to move at any time, without right-click being held. Finally, you can hold the middle-mouse button and drag the mouse to pan the view.&lt;br /&gt;
&lt;br /&gt;
Holding SHIFT will move the camera faster.&lt;br /&gt;
&lt;br /&gt;
You can focus the camera on an object by selecting it (either in the scene view or the hierarchy window) and pressing F on the keyboard.&lt;br /&gt;
&lt;br /&gt;
=== Adding Gameobjects ===&lt;br /&gt;
[[File:HierarchyContextMenu.png|thumb|right|250px|These options allow gameobjects to be created, each with different components already attached for convenience.]]&lt;br /&gt;
Adding gameobjects is done from the [[Hierarchy Window]]. Right-click the hierarchy and choose one of the gameobject options to add a new gameobject. You can also use the &#039;&#039;Gameobject&#039;&#039; tab in the toolbar.  We&#039;ll place some cubes to act as blocks for players to jump on or hide behind. Right-click the hierarchy and choose &#039;&#039;3D Object &amp;gt; Cube&#039;&#039; to place a cube. It will be put at the origin of the world with an x,y,z position of 0,0,0. Select it in the scene view by left-clicking on it. You can use the gizmos that appear to move, rotate and scale the selected gameobject. Use the buttons in the top left of the toolbar to change which gizmo is available. [[File:ObjectSelectionModeButtons.png|thumb|300px|The Pan, Transform, Rotate and Scale selection buttons. &amp;lt;br /&amp;gt;&#039;&#039;Tip: You can also use the Q, W, E and R keys to switch between these modes.&#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
With the cube selected, enter transform mode and drag the arrow gizmos in the scene view to position the cube in the scene. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Adding Components ===&lt;br /&gt;
[[File:AddComponentButton.png|thumb|right|200px|The Add Component button.]]&lt;br /&gt;
Components can be added to gameobject. Start by selecting a gameobject using either the scene view or the hierarchy window. With a gameobject selected use the inspector window and click &#039;&#039;Add Component&#039;&#039;. This displays a grouped list of components that can be added. If a component cannot be added, it will appear disabled in this list; you can hover over the option to find out why it is disabled.&lt;br /&gt;
[[File:ExampleComponentList.png|thumb|right|300px|The component categories and some of the components you can add.]] &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Adjusting the Mod Settings ===&lt;br /&gt;
[[File:ExampleModSettings.png|thumb|right|500px|The mod settings in the inspector window.]]&lt;br /&gt;
A variety of settings can be adjusted to change many aspects of the mod including what the rules are, how the mod plays, what background music is used and even how the lighting should look. You can access the mod settings using the special object at the top of the hierarchy. The mod settings will be displayed in the inspector while this object is selected. &lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=== Play-testing the mod ===&lt;br /&gt;
[[File: PlayPauseStopButtons.png|center]]&lt;br /&gt;
You can test the mod by clicking the play button [▶] at the center-top of the mod editor. While the mod is being tested, it cannot be edited. To stop testing the mod, click the stop button [⬛]. If your cursor is locked, hit escape to pause the test and free your cursor. While testing a mod, you can use the pause button [⏸] to pause the game. &lt;br /&gt;
&lt;br /&gt;
== Publishing your mod ==&lt;br /&gt;
Once you have finished developing your mod you can publish it to the Steam Workshop. With your mod on the workshop, other players can subscribe to it and play it. You can publish a mod as long as it has no validation errors when using the [[Mod Validator]].&lt;br /&gt;
&lt;br /&gt;
From the toolbar select &#039;&#039;File &amp;gt; Publish To Workshop&#039;&#039; to begin the publishing process. [[File:PublishModOption.png|thumb|200px|right|The File menu allows you to initiate the publishing of your mod.]] [[File:PublishModPopup.png|thumb|400px|right|The publish to workshop window.]] This displays the publish window. Information entered here will be displayed on the mod&#039;s steam workshop page. See [[Publishing to the Steam Workshop]] for a detailed explanation of the different options. Clicking &amp;quot;Publish&amp;quot; will upload your mod to the Steam Workshop and open the steam overlay to display the workshop page.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
Congratulations, you have learned how to create, develop and publish a pummel party mod!&lt;br /&gt;
&lt;br /&gt;
=== Sharing your mod with others ===&lt;br /&gt;
Other players need to subscribe to your mod to play it. You can send them a link to the workshop page of the mod, or they can find and subscribe to the mod through the [[Mod Browser]] in-game.&lt;br /&gt;
&lt;br /&gt;
If you want to play your mod with friends, you can invite them to a lobby where the host has the mod subscribed and enabled. This will automatically download the mod for all other players that aren&#039;t already subscribed to the mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=881</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=881"/>
		<updated>2023-08-21T03:40:29Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Components */ Move Logic to General from Minigame-Only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Pummel Party Mod Editor Documentation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Mod Editor you can create your own Minigames and Board Maps for Pummel Party.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 48% 50%; column-gap: 2%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
== Getting started ==&lt;br /&gt;
If you&#039;re new to the mod editor, start here!&lt;br /&gt;
=== Information ===&lt;br /&gt;
*[[Introduction to the Mod Editor]]&lt;br /&gt;
*[[Publishing to the Steam Workshop|Publishing your mod to the Steam Workshop]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
*[[Tutorials/Creating Your First Mod|Creating your first mod]]&lt;br /&gt;
*[[Tutorials/Building A Board Mod|Building a board mod]]&lt;br /&gt;
*[[Tutorials/Building A Minigame Mod|Building a minigame mod]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mod Editor Windows==&lt;br /&gt;
Learn about the different windows that make up the Mod Editor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Primary Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Hierarchy Window]] - [[Inspector Window]] - [[Scene View]] - [[Asset Browser]] - [[Log Window]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Action Editor]] - [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Concepts==&lt;br /&gt;
These are some other miscellaneous concepts that are useful to know when creating mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* [[Mod Settings|Adjusting Mod Settings]]&lt;br /&gt;
* [[Unlocked Mod|Marking a published mod as Unlocked]]&lt;br /&gt;
* [[Mod Editor Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
* [[Custom Board Space|Creating Custom Board Spaces]]&lt;br /&gt;
* [[Lighting Settings]]&lt;br /&gt;
* [[Screen Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Components == &lt;br /&gt;
[[Component]]s are blocks of logic that are added to [[Gameobject]]s to give them unique functionality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Gameplay Components|Gameplay]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| [[Logic Component|Logic]] - [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Minigame only&#039;&#039;&#039;&lt;br /&gt;
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Board only&#039;&#039;&#039;&lt;br /&gt;
| [[Board Space Component|Board Space]] - [[Board Space Event Component|Board Space Event]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Rendering Components|Rendering]]&#039;&#039;&#039;&lt;br /&gt;
| [[Light Component|Light]] - [[Line Renderer Component|Line Renderer]] - [[Mesh Renderer Component|Mesh Renderer]] - [[Particle System Component|Particle System]] - [[Prop Component|Prop]] - [[Text Component|Text]] - [[Water Component|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Audio Components|Audio]]&#039;&#039;&#039;&lt;br /&gt;
| [[Audio Source Component| Audio Source]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Physics Components|Physics]]&#039;&#039;&#039;&lt;br /&gt;
| [[Box Collider Component|Box Collider]] - [[Capsule Collider Component|Capsule Collider]] - [[Mesh Collider Component|Mesh Collider]] - [[Sphere Collider Component|Sphere Collider]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| [[Transform Component|Transform]] - [[Prefab Instance Component|Prefab Instance]] - [[Note Component|Note]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assets == &lt;br /&gt;
[[:Category:Assets|Assets]] are objects used in the creation of mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Mesh Asset]] - [[Texture Asset]] - [[Audio Clip Asset]] - [[Material Asset]] - [[Prefab Asset]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Importing Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Importing Audio]] - [[Importing Images]] - [[Importing Models]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actions == &lt;br /&gt;
[[:Category:Actions|Actions]] are used with gameplay components to perform tasks whenever an [[Event]] is fired.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minigame Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Change Health Action]] - [[Change Player Velocity Action]] - [[Change Score Action]] - [[Drop Minigame Item Action]] - [[Give Minigame Item Action]] - [[Modify Player Action]] - [[Set Gravity Action]] - [[Set Placement Action]] - [[Stun Player Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Display Popup Action]] - [[Damage Player Action]] - [[Drop Keys Action]] - [[Give Item Action]] - [[Give Keys Action]] - [[Give Trophy Action]] - [[Heal Player Action]] - [[Move To Space Action]] - [[Set Board Space Active Action]] - [[Set Connection Active Action]] - [[Spawn Keys Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
|[[Kill Action]] - [[Play Sound Action]] - [[Set Active Action]] - [[Spawn Prefab Action]] - [[Wait Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement&#039;&#039;&#039;&lt;br /&gt;
| [[Match Transform Action]] - [[Play Tween Animation Action]] - [[Position Action]] - [[Rotation Action]] - [[Scale Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visuals&#039;&#039;&#039;&lt;br /&gt;
| [[Set Color Action]] - [[Set Player Visual Action]] - [[Spawn Effect Action]] - [[Show Message Action]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=880</id>
		<title>Board Space Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=880"/>
		<updated>2023-08-21T03:34:18Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Example Usage */ Added connection type info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The board space component is a [[:Category:Gameplay Components|gameplay component]] that creates a board space and its connections to other board spaces in a [[Board Mod]].&lt;br /&gt;
&lt;br /&gt;
Board space components cannot be added to gameobjects that have child gameobjects in the hierarchy. They also cannot be used within prefabs.&lt;br /&gt;
Gameobjects with a board space component cannot have any child gameobjects added. They are given a unique icon and color in the hierarchy.&lt;br /&gt;
&lt;br /&gt;
== Connecting Board Spaces ==&lt;br /&gt;
Board spaces can be connected by using the blue arrow gizmos that appear beside them in the [[Scene View]]. &#039;&#039;&#039;Gizmos must be enabled for these arrows to appear.&#039;&#039;&#039; If you can&#039;t see them, make sure the Gizmos button (Flag icon) is green.&lt;br /&gt;
&lt;br /&gt;
Find a board space you want to create a connection from and click its blue arrow to begin creating a connection. This will display a connection from the board to your cursor. To connect this space to another existing board space, click the destination board spaces and the connection will be created from the origin to the destination. If you want the connection to flow in the opposite direction, start the connection from the opposite space. &lt;br /&gt;
&lt;br /&gt;
If you click anywhere that isn&#039;t a board space while creating a connection, a new board space will be created and connected.&lt;br /&gt;
&lt;br /&gt;
If you want to stop the creation of a new connection, right-click to cancel without making a connection or placing a new board space.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be deleted by selecting the connection in the scene view and hitting the DELETE key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
==Board Space Types==&lt;br /&gt;
[[File:BoardSpaceTypes.png|thumb|right|600px|The 8 different board space types, not including custom spaces.]]&lt;br /&gt;
There are eight types of board spaces provided, plus the Custom type which lets you select your own [[Custom Board Space]].&lt;br /&gt;
===Pathing Space===&lt;br /&gt;
This board space is invisible. It can take connections in and have connections out to other board spaces. Players cannot land on this space and passing one doesn&#039;t cost a step. Use these spaces to create more advanced paths between visible spaces, rather than a straight-line connection.&lt;br /&gt;
===Start Space===&lt;br /&gt;
This space is where the game will start. All players spawn on the start space. There must be exactly one start space per board mod. Nothing happens when landing on a start space.&lt;br /&gt;
===Heal Space===&lt;br /&gt;
The heal space will heal any player that lands on it by 10 health points.&lt;br /&gt;
===Gold Space===&lt;br /&gt;
The gold space rewards the player that landed on it with 5 keys.&lt;br /&gt;
===Hazard Space===&lt;br /&gt;
Landing on a hazard space will deal 5 health points of damage to the player.&lt;br /&gt;
===Item Space===&lt;br /&gt;
The item space gives any player who lands on it a single item.&lt;br /&gt;
===Recruit Space===&lt;br /&gt;
The first player to land on a recruit space can claim the space. They can decide between having the reaper:&lt;br /&gt;
* steal 9-12 health, damaging the player and healing the space owner.&lt;br /&gt;
* steal 6 keys, taking them from the player and giving them to the space owner.&lt;br /&gt;
When claiming a recruit space, all connected recruit spaces will also be claimed.&lt;br /&gt;
===Graveyard Space===&lt;br /&gt;
The graveyard space is a special space that is used when a player dies. You should include at least one graveyard space in a map for players to respawn at. Without this, players will respawn at the Start space. If there are multiple graveyards the player is respawned at the one furthest away from the trophy chest. Graveyard spaces cannot have incoming connections, only outgoing connections meant to put the player back onto the board.&lt;br /&gt;
&lt;br /&gt;
===Custom Space===&lt;br /&gt;
You can create [[Custom Board Space|custom board spaces]] using prefabs. This is a slightly more advanced feature, but it can help make a board unique. These spaces use a set of [[Action]]s in a [[Board Space Event Component]] to define what happens when players land on them. &lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:BoardSpaceComponent.png|thumb|right|500px|The Board Space component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Type&#039;&#039;&#039; || The type of board space. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Custom Space Prefab&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || The prefab that is used for this [[Custom Board Space]]. The list will be empty by default; add options through the board&#039;s [[Mod Settings]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supports Goal&#039;&#039;&#039; || If this board space is allowed to spawn the trophy chest or weapon cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Goal Position&#039;&#039;&#039; || Should the location of the goal chest and weapons cache be set manually for this board space. If false, the game will choose the best spot based on the location and direction of other board spaces and connections. Not available for &#039;&#039;Pathing&#039;&#039; and &#039;&#039;Graveyard&#039;&#039; spaces, or when &#039;&#039;Supports Goal&#039;&#039; is false as these spaces cannot spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Rotation&#039;&#039;&#039; || The direction around the board space to spawn the chest/weapons cache at.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Distance&#039;&#039;&#039; || The distance from the board space to spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the board space will be disabled at the start of a game. It can be re-enabled during the game by using a [[Set Board Space Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outgoing Connections&#039;&#039;&#039; || A list of all connections leaving this board space. Here you can adjust their transition type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Player Transition&#039;&#039;&#039; || How the player should move along the connection. There are three options: &#039;&#039;Walk&#039;&#039;, &#039;&#039;Jump&#039;&#039; and &#039;&#039;Teleport&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Walk&#039;&#039; || The player will walk from one board space to the next. This is the default behaviour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Jump&#039;&#039; || The player will perform a quick jumping animation from one board space to the next. This is useful if the board spaces are separated by a gap or are at different elevations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Teleport&#039;&#039; || The player will instantly teleport from one board space to the next. This mode hides the path between the spaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the connection will be disabled at the start of a game. It can be re-enabled by using a [[Set Connection Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Align board space to ground&#039;&#039; button is available to quickly position and rotate the board space so that its centre is placed flush with the ground beneath it.&lt;br /&gt;
&lt;br /&gt;
== Connections ==&lt;br /&gt;
[[File:BoardConnectionTypes.png|600px|clear|thumb|The three different connection types and how they appear in the mod editor when enabled and disabled. They are Walk (Left), Jump (Center) and Teleport (Right)]]&lt;br /&gt;
&lt;br /&gt;
Board spaces are connected by connection. Each connection has an origin space, a destination space, a transition type and a direction. The origin space is used to begin the creation of the connection and the destination is used to end the creation. The direction is from the origin to the destination. The transition type of a connection is set once the connection has been created by selecting the origin space and using the [[Inspector Window]].&lt;br /&gt;
&lt;br /&gt;
The Walk transition is the default transition type and causes players to simply walk between each board space.&lt;br /&gt;
&lt;br /&gt;
The Jump transition causes the player to perform a jumping animation from the origin space to the destination space. The Rocket skewer can fly along this type. The Bunny will also perform a jump along this type. This transition type is visually more suited to moving the player between board spaces that are at different elevations or that have a gap between them that doesn&#039;t make sense to walk across.&lt;br /&gt;
&lt;br /&gt;
The Teleport transition causes the player to instantly blink from the origin space to the destination space. This type still costs a turn. The rocket skewer item will teleport when it reaches the origin space. The Bunny will also teleport. Teleport connections don&#039;t draw the black line between the origin and destination space, so they are suited to moving the player over long distances across the board, or to different areas only accessible via teleporting. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Board spaces are the most important aspect of making a board mod. See the [[Your First Board Map]] page for guidance on creating a board mod.&lt;br /&gt;
Board spaces must have at least one connection coming into them and at least one connection going out. The exception to this is &#039;&#039;Graveyard&#039;&#039; spaces; these do not need an incoming connection.&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of incoming or outgoing connections to/from a board space, however, do keep in mind that players might have difficulty selecting the right connection if you have too many outgoing connections from a single board space.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardConnectionTypes.png&amp;diff=879</id>
		<title>File:BoardConnectionTypes.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardConnectionTypes.png&amp;diff=879"/>
		<updated>2023-08-21T03:25:38Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=878</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=878"/>
		<updated>2023-08-21T03:16:51Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Mod Editor Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Pummel Party Mod Editor Documentation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Mod Editor you can create your own Minigames and Board Maps for Pummel Party.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 48% 50%; column-gap: 2%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
== Getting started ==&lt;br /&gt;
If you&#039;re new to the mod editor, start here!&lt;br /&gt;
=== Information ===&lt;br /&gt;
*[[Introduction to the Mod Editor]]&lt;br /&gt;
*[[Publishing to the Steam Workshop|Publishing your mod to the Steam Workshop]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
*[[Tutorials/Creating Your First Mod|Creating your first mod]]&lt;br /&gt;
*[[Tutorials/Building A Board Mod|Building a board mod]]&lt;br /&gt;
*[[Tutorials/Building A Minigame Mod|Building a minigame mod]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mod Editor Windows==&lt;br /&gt;
Learn about the different windows that make up the Mod Editor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Primary Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Hierarchy Window]] - [[Inspector Window]] - [[Scene View]] - [[Asset Browser]] - [[Log Window]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Action Editor]] - [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Concepts==&lt;br /&gt;
These are some other miscellaneous concepts that are useful to know when creating mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* [[Mod Settings|Adjusting Mod Settings]]&lt;br /&gt;
* [[Unlocked Mod|Marking a published mod as Unlocked]]&lt;br /&gt;
* [[Mod Editor Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
* [[Custom Board Space|Creating Custom Board Spaces]]&lt;br /&gt;
* [[Lighting Settings]]&lt;br /&gt;
* [[Screen Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Components == &lt;br /&gt;
[[Component]]s are blocks of logic that are added to [[Gameobject]]s to give them unique functionality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Gameplay Components|Gameplay]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Minigame only&#039;&#039;&#039;&lt;br /&gt;
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Logic Component|Logic]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Board only&#039;&#039;&#039;&lt;br /&gt;
| [[Board Space Component|Board Space]] - [[Board Space Event Component|Board Space Event]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Rendering Components|Rendering]]&#039;&#039;&#039;&lt;br /&gt;
| [[Light Component|Light]] - [[Line Renderer Component|Line Renderer]] - [[Mesh Renderer Component|Mesh Renderer]] - [[Particle System Component|Particle System]] - [[Prop Component|Prop]] - [[Text Component|Text]] - [[Water Component|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Audio Components|Audio]]&#039;&#039;&#039;&lt;br /&gt;
| [[Audio Source Component| Audio Source]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Physics Components|Physics]]&#039;&#039;&#039;&lt;br /&gt;
| [[Box Collider Component|Box Collider]] - [[Capsule Collider Component|Capsule Collider]] - [[Mesh Collider Component|Mesh Collider]] - [[Sphere Collider Component|Sphere Collider]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| [[Transform Component|Transform]] - [[Prefab Instance Component|Prefab Instance]] - [[Note Component|Note]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assets == &lt;br /&gt;
[[:Category:Assets|Assets]] are objects used in the creation of mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Mesh Asset]] - [[Texture Asset]] - [[Audio Clip Asset]] - [[Material Asset]] - [[Prefab Asset]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Importing Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Importing Audio]] - [[Importing Images]] - [[Importing Models]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actions == &lt;br /&gt;
[[:Category:Actions|Actions]] are used with gameplay components to perform tasks whenever an [[Event]] is fired.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minigame Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Change Health Action]] - [[Change Player Velocity Action]] - [[Change Score Action]] - [[Drop Minigame Item Action]] - [[Give Minigame Item Action]] - [[Modify Player Action]] - [[Set Gravity Action]] - [[Set Placement Action]] - [[Stun Player Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Display Popup Action]] - [[Damage Player Action]] - [[Drop Keys Action]] - [[Give Item Action]] - [[Give Keys Action]] - [[Give Trophy Action]] - [[Heal Player Action]] - [[Move To Space Action]] - [[Set Board Space Active Action]] - [[Set Connection Active Action]] - [[Spawn Keys Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
|[[Kill Action]] - [[Play Sound Action]] - [[Set Active Action]] - [[Spawn Prefab Action]] - [[Wait Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement&#039;&#039;&#039;&lt;br /&gt;
| [[Match Transform Action]] - [[Play Tween Animation Action]] - [[Position Action]] - [[Rotation Action]] - [[Scale Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visuals&#039;&#039;&#039;&lt;br /&gt;
| [[Set Color Action]] - [[Set Player Visual Action]] - [[Spawn Effect Action]] - [[Show Message Action]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=877</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=877"/>
		<updated>2023-08-21T03:16:27Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Mod Editor Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Pummel Party Mod Editor Documentation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Mod Editor you can create your own Minigames and Board Maps for Pummel Party.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 48% 50%; column-gap: 2%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
== Getting started ==&lt;br /&gt;
If you&#039;re new to the mod editor, start here!&lt;br /&gt;
=== Information ===&lt;br /&gt;
*[[Introduction to the Mod Editor]]&lt;br /&gt;
*[[Publishing to the Steam Workshop|Publishing your mod to the Steam Workshop]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
*[[Tutorials/Creating Your First Mod|Creating your first mod]]&lt;br /&gt;
*[[Tutorials/Building A Board Mod|Building a board mod]]&lt;br /&gt;
*[[Tutorials/Building A Minigame Mod|Building a minigame mod]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mod Editor Windows==&lt;br /&gt;
Learn about the different windows that make up the Mod Editor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Primary Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Hierarchy Window]] - [[Inspector Window]] - [[Scene View]] - [[Asset Browser]] - [[Log Window]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]] - [[Action Editor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Concepts==&lt;br /&gt;
These are some other miscellaneous concepts that are useful to know when creating mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* [[Mod Settings|Adjusting Mod Settings]]&lt;br /&gt;
* [[Unlocked Mod|Marking a published mod as Unlocked]]&lt;br /&gt;
* [[Mod Editor Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
* [[Custom Board Space|Creating Custom Board Spaces]]&lt;br /&gt;
* [[Lighting Settings]]&lt;br /&gt;
* [[Screen Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Components == &lt;br /&gt;
[[Component]]s are blocks of logic that are added to [[Gameobject]]s to give them unique functionality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Gameplay Components|Gameplay]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Minigame only&#039;&#039;&#039;&lt;br /&gt;
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Logic Component|Logic]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Board only&#039;&#039;&#039;&lt;br /&gt;
| [[Board Space Component|Board Space]] - [[Board Space Event Component|Board Space Event]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Rendering Components|Rendering]]&#039;&#039;&#039;&lt;br /&gt;
| [[Light Component|Light]] - [[Line Renderer Component|Line Renderer]] - [[Mesh Renderer Component|Mesh Renderer]] - [[Particle System Component|Particle System]] - [[Prop Component|Prop]] - [[Text Component|Text]] - [[Water Component|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Audio Components|Audio]]&#039;&#039;&#039;&lt;br /&gt;
| [[Audio Source Component| Audio Source]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Physics Components|Physics]]&#039;&#039;&#039;&lt;br /&gt;
| [[Box Collider Component|Box Collider]] - [[Capsule Collider Component|Capsule Collider]] - [[Mesh Collider Component|Mesh Collider]] - [[Sphere Collider Component|Sphere Collider]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| [[Transform Component|Transform]] - [[Prefab Instance Component|Prefab Instance]] - [[Note Component|Note]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assets == &lt;br /&gt;
[[:Category:Assets|Assets]] are objects used in the creation of mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Mesh Asset]] - [[Texture Asset]] - [[Audio Clip Asset]] - [[Material Asset]] - [[Prefab Asset]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Importing Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Importing Audio]] - [[Importing Images]] - [[Importing Models]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actions == &lt;br /&gt;
[[:Category:Actions|Actions]] are used with gameplay components to perform tasks whenever an [[Event]] is fired.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minigame Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Change Health Action]] - [[Change Player Velocity Action]] - [[Change Score Action]] - [[Drop Minigame Item Action]] - [[Give Minigame Item Action]] - [[Modify Player Action]] - [[Set Gravity Action]] - [[Set Placement Action]] - [[Stun Player Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Display Popup Action]] - [[Damage Player Action]] - [[Drop Keys Action]] - [[Give Item Action]] - [[Give Keys Action]] - [[Give Trophy Action]] - [[Heal Player Action]] - [[Move To Space Action]] - [[Set Board Space Active Action]] - [[Set Connection Active Action]] - [[Spawn Keys Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
|[[Kill Action]] - [[Play Sound Action]] - [[Set Active Action]] - [[Spawn Prefab Action]] - [[Wait Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement&#039;&#039;&#039;&lt;br /&gt;
| [[Match Transform Action]] - [[Play Tween Animation Action]] - [[Position Action]] - [[Rotation Action]] - [[Scale Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visuals&#039;&#039;&#039;&lt;br /&gt;
| [[Set Color Action]] - [[Set Player Visual Action]] - [[Spawn Effect Action]] - [[Show Message Action]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Action_Editor&amp;diff=876</id>
		<title>Action Editor</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Action_Editor&amp;diff=876"/>
		<updated>2023-08-21T03:15:47Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ActionEditorWindow.png|thumb|800px|The action editor window. In this example, actions are set up to make a cube move upwards over 4 seconds, with a message during and at the end.]]&lt;br /&gt;
The action editor is a window that allows [[Action]]s to be set for an [[Event]]. It can be accessed by clicking the &amp;quot;Edit&amp;quot; button on an event in the [[Inspector Window]].&lt;br /&gt;
&lt;br /&gt;
Actions are executed from top to bottom. This doesn&#039;t affect most actions as they typically happen instantly. The main exception to this is the [[Wait Action]] which will delay the execution of all actions below it.&lt;br /&gt;
&lt;br /&gt;
Not all actions are available at once. There are some actions that are only available in Board mods, while others are only available in Minigame Mods. Some actions are also restricted to certain events, such as all Board Actions being restricted to the events provided by the [[Board Space Event Component]].&lt;br /&gt;
&lt;br /&gt;
The [[Display Popup Action]] is unique in that it will pause the execution of actions while the popup is being displayed. It also allows actions to be added to the different outcomes of the popup, creating nested action lists. The breadcrumb trail at the top of the action editor can be used to navigate these nested action lists. The remaining actions in a list will not be run until all actions in a popup&#039;s nested action list are complete.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Action_Editor&amp;diff=875</id>
		<title>Action Editor</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Action_Editor&amp;diff=875"/>
		<updated>2023-08-21T03:15:11Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ActionEditorWindow.png|thumb|600px|The action editor window. In this example, actions are set up to make a cube move upwards over 4 seconds, with a message during and at the end.]]&lt;br /&gt;
The action editor is a window that allows [[Action]]s to be set for an [[Event]]. It can be accessed by clicking the &amp;quot;Edit&amp;quot; button on an event in the [[Inspector Window]].&lt;br /&gt;
&lt;br /&gt;
Actions are executed from top to bottom. This doesn&#039;t affect most actions as they typically happen instantly. The main exception to this is the [[Wait Action]] which will delay the execution of all actions below it.&lt;br /&gt;
&lt;br /&gt;
Not all actions are available at once. There are some actions that are only available in Board mods, while others are only available in Minigame Mods. Some actions are also restricted to certain events, such as all Board Actions being restricted to the events provided by the [[Board Space Event Component]].&lt;br /&gt;
&lt;br /&gt;
The [[Display Popup Action]] is unique in that it will pause the execution of actions while the popup is being displayed. It also allows actions to be added to the different outcomes of the popup, creating nested action lists. The breadcrumb trail at the top of the action editor can be used to navigate these nested action lists. The remaining actions in a list will not be run until all actions in a popup&#039;s nested action list are complete.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Action_Editor&amp;diff=874</id>
		<title>Action Editor</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Action_Editor&amp;diff=874"/>
		<updated>2023-08-21T03:14:36Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added more information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ActionEditorWindow.png|thumb|600px|The action editor window. Actions are set up to make a cube move upwards over 4 seconds, with a message during and at the end.]]&lt;br /&gt;
The action editor is a window that allows [[Action]]s to be set for an [[Event]]. It can be accessed by clicking the &amp;quot;Edit&amp;quot; button on an event in the [[Inspector Window]].&lt;br /&gt;
&lt;br /&gt;
Actions are executed from top to bottom. This doesn&#039;t affect most actions as they typically happen instantly. The main exception to this is the [[Wait Action]] which will delay the execution of all actions below it.&lt;br /&gt;
&lt;br /&gt;
Not all actions are available at once. There are some actions that are only available in Board mods, while others are only available in Minigame Mods. Some actions are also restricted to certain events, such as all Board Actions being restricted to the events provided by the [[Board Space Event Component]].&lt;br /&gt;
&lt;br /&gt;
The [[Display Popup Action]] is unique in that it will pause the execution of actions while the popup is being displayed. It also allows actions to be added to the different outcomes of the popup, creating nested action lists. The breadcrumb trail at the top of the action editor can be used to navigate these nested action lists. The remaining actions in a list will not be run until all actions in a popup&#039;s nested action list are complete.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:ActionEditorWindow.png&amp;diff=873</id>
		<title>File:ActionEditorWindow.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:ActionEditorWindow.png&amp;diff=873"/>
		<updated>2023-08-21T03:10:09Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: RBAdmin uploaded a new version of File:ActionEditorWindow.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=872</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Main_Page&amp;diff=872"/>
		<updated>2023-08-21T02:59:47Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Actions */ Updated to match the grouping of 1.13.0 Action Editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Pummel Party Mod Editor Documentation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the Mod Editor you can create your own Minigames and Board Maps for Pummel Party.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 48% 50%; column-gap: 2%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
== Getting started ==&lt;br /&gt;
If you&#039;re new to the mod editor, start here!&lt;br /&gt;
=== Information ===&lt;br /&gt;
*[[Introduction to the Mod Editor]]&lt;br /&gt;
*[[Publishing to the Steam Workshop|Publishing your mod to the Steam Workshop]]&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
*[[Tutorials/Creating Your First Mod|Creating your first mod]]&lt;br /&gt;
*[[Tutorials/Building A Board Mod|Building a board mod]]&lt;br /&gt;
*[[Tutorials/Building A Minigame Mod|Building a minigame mod]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mod Editor Windows==&lt;br /&gt;
Learn about the different windows that make up the Mod Editor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Primary Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Hierarchy Window]] - [[Inspector Window]] - [[Scene View]] - [[Asset Browser]] - [[Log Window]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other Windows&#039;&#039;&#039;&lt;br /&gt;
| [[Mod Validator|Mod Validator Window]] - [[Publishing to the Steam Workshop|Publish Window]] - [[Published Mods Window]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
==Other Concepts==&lt;br /&gt;
These are some other miscellaneous concepts that are useful to know when creating mods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* [[Mod Settings|Adjusting Mod Settings]]&lt;br /&gt;
* [[Unlocked Mod|Marking a published mod as Unlocked]]&lt;br /&gt;
* [[Mod Editor Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
* [[Custom Board Space|Creating Custom Board Spaces]]&lt;br /&gt;
* [[Lighting Settings]]&lt;br /&gt;
* [[Screen Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Components == &lt;br /&gt;
[[Component]]s are blocks of logic that are added to [[Gameobject]]s to give them unique functionality.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Gameplay Components|Gameplay]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
| [[Mover Component|Mover]] - [[Simple Animator Component|Simple Animator]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Minigame only&#039;&#039;&#039;&lt;br /&gt;
| [[Item Component|Item]] - [[AI Navigation Node Component|AI Navigation Node]] - [[Logic Component|Logic]] - [[Player Spawn Component|Player Spawn]] - [[Spawner Component|Spawner]] - [[Trigger Component|Trigger]] - [[Weapon Component|Weapon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; |  &#039;&#039;&#039;Board only&#039;&#039;&#039;&lt;br /&gt;
| [[Board Space Component|Board Space]] - [[Board Space Event Component|Board Space Event]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Rendering Components|Rendering]]&#039;&#039;&#039;&lt;br /&gt;
| [[Light Component|Light]] - [[Line Renderer Component|Line Renderer]] - [[Mesh Renderer Component|Mesh Renderer]] - [[Particle System Component|Particle System]] - [[Prop Component|Prop]] - [[Text Component|Text]] - [[Water Component|Water]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Audio Components|Audio]]&#039;&#039;&#039;&lt;br /&gt;
| [[Audio Source Component| Audio Source]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[:Category:Physics Components|Physics]]&#039;&#039;&#039;&lt;br /&gt;
| [[Box Collider Component|Box Collider]] - [[Capsule Collider Component|Capsule Collider]] - [[Mesh Collider Component|Mesh Collider]] - [[Sphere Collider Component|Sphere Collider]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
| [[Transform Component|Transform]] - [[Prefab Instance Component|Prefab Instance]] - [[Note Component|Note]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Assets == &lt;br /&gt;
[[:Category:Assets|Assets]] are objects used in the creation of mods.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Mesh Asset]] - [[Texture Asset]] - [[Audio Clip Asset]] - [[Material Asset]] - [[Prefab Asset]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Importing Assets&#039;&#039;&#039; &lt;br /&gt;
| [[Importing Audio]] - [[Importing Images]] - [[Importing Models]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-page-section&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Actions == &lt;br /&gt;
[[:Category:Actions|Actions]] are used with gameplay components to perform tasks whenever an [[Event]] is fired.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minigame Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Change Health Action]] - [[Change Player Velocity Action]] - [[Change Score Action]] - [[Drop Minigame Item Action]] - [[Give Minigame Item Action]] - [[Modify Player Action]] - [[Set Gravity Action]] - [[Set Placement Action]] - [[Stun Player Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Board Logic&#039;&#039;&#039;&lt;br /&gt;
| [[Display Popup Action]] - [[Damage Player Action]] - [[Drop Keys Action]] - [[Give Item Action]] - [[Give Keys Action]] - [[Give Trophy Action]] - [[Heal Player Action]] - [[Move To Space Action]] - [[Set Board Space Active Action]] - [[Set Connection Active Action]] - [[Spawn Keys Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Utility&#039;&#039;&#039;&lt;br /&gt;
|[[Kill Action]] - [[Play Sound Action]] - [[Set Active Action]] - [[Spawn Prefab Action]] - [[Wait Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Movement&#039;&#039;&#039;&lt;br /&gt;
| [[Match Transform Action]] - [[Play Tween Animation Action]] - [[Position Action]] - [[Rotation Action]] - [[Scale Action]]&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visuals&#039;&#039;&#039;&lt;br /&gt;
| [[Set Color Action]] - [[Set Player Visual Action]] - [[Spawn Effect Action]] - [[Show Message Action]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardSpaceEventComponentExample.png&amp;diff=871</id>
		<title>File:BoardSpaceEventComponentExample.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardSpaceEventComponentExample.png&amp;diff=871"/>
		<updated>2023-08-21T02:51:01Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: RBAdmin uploaded a new version of File:BoardSpaceEventComponentExample.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example showing how a board space event component should be placed on a prefab root of a custom board space.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=870</id>
		<title>Board Space Component</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Board_Space_Component&amp;diff=870"/>
		<updated>2023-08-21T02:46:18Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: /* Component Settings */ Updated with 1.13.0 content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The board space component is a [[:Category:Gameplay Components|gameplay component]] that creates a board space and its connections to other board spaces in a [[Board Mod]].&lt;br /&gt;
&lt;br /&gt;
Board space components cannot be added to gameobjects that have child gameobjects in the hierarchy. They also cannot be used within prefabs.&lt;br /&gt;
Gameobjects with a board space component cannot have any child gameobjects added. They are given a unique icon and color in the hierarchy.&lt;br /&gt;
&lt;br /&gt;
== Connecting Board Spaces ==&lt;br /&gt;
Board spaces can be connected by using the blue arrow gizmos that appear beside them in the [[Scene View]]. &#039;&#039;&#039;Gizmos must be enabled for these arrows to appear.&#039;&#039;&#039; If you can&#039;t see them, make sure the Gizmos button (Flag icon) is green.&lt;br /&gt;
&lt;br /&gt;
Find a board space you want to create a connection from and click its blue arrow to begin creating a connection. This will display a connection from the board to your cursor. To connect this space to another existing board space, click the destination board spaces and the connection will be created from the origin to the destination. If you want the connection to flow in the opposite direction, start the connection from the opposite space. &lt;br /&gt;
&lt;br /&gt;
If you click anywhere that isn&#039;t a board space while creating a connection, a new board space will be created and connected.&lt;br /&gt;
&lt;br /&gt;
If you want to stop the creation of a new connection, right-click to cancel without making a connection or placing a new board space.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be deleted by selecting the connection in the scene view and hitting the DELETE key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
==Board Space Types==&lt;br /&gt;
[[File:BoardSpaceTypes.png|thumb|right|600px|The 8 different board space types, not including custom spaces.]]&lt;br /&gt;
There are eight types of board spaces provided, plus the Custom type which lets you select your own [[Custom Board Space]].&lt;br /&gt;
===Pathing Space===&lt;br /&gt;
This board space is invisible. It can take connections in and have connections out to other board spaces. Players cannot land on this space and passing one doesn&#039;t cost a step. Use these spaces to create more advanced paths between visible spaces, rather than a straight-line connection.&lt;br /&gt;
===Start Space===&lt;br /&gt;
This space is where the game will start. All players spawn on the start space. There must be exactly one start space per board mod. Nothing happens when landing on a start space.&lt;br /&gt;
===Heal Space===&lt;br /&gt;
The heal space will heal any player that lands on it by 10 health points.&lt;br /&gt;
===Gold Space===&lt;br /&gt;
The gold space rewards the player that landed on it with 5 keys.&lt;br /&gt;
===Hazard Space===&lt;br /&gt;
Landing on a hazard space will deal 5 health points of damage to the player.&lt;br /&gt;
===Item Space===&lt;br /&gt;
The item space gives any player who lands on it a single item.&lt;br /&gt;
===Recruit Space===&lt;br /&gt;
The first player to land on a recruit space can claim the space. They can decide between having the reaper:&lt;br /&gt;
* steal 9-12 health, damaging the player and healing the space owner.&lt;br /&gt;
* steal 6 keys, taking them from the player and giving them to the space owner.&lt;br /&gt;
When claiming a recruit space, all connected recruit spaces will also be claimed.&lt;br /&gt;
===Graveyard Space===&lt;br /&gt;
The graveyard space is a special space that is used when a player dies. You should include at least one graveyard space in a map for players to respawn at. Without this, players will respawn at the Start space. If there are multiple graveyards the player is respawned at the one furthest away from the trophy chest. Graveyard spaces cannot have incoming connections, only outgoing connections meant to put the player back onto the board.&lt;br /&gt;
&lt;br /&gt;
===Custom Space===&lt;br /&gt;
You can create [[Custom Board Space|custom board spaces]] using prefabs. This is a slightly more advanced feature, but it can help make a board unique. These spaces use a set of [[Action]]s in a [[Board Space Event Component]] to define what happens when players land on them. &lt;br /&gt;
&lt;br /&gt;
== Component Settings ==&lt;br /&gt;
[[File:BoardSpaceComponent.png|thumb|right|500px|The Board Space component in the [[Inspector Window]].]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Type&#039;&#039;&#039; || The type of board space. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Custom Space Prefab&#039;&#039;&#039;&amp;lt;br /&amp;gt;&#039;&#039;(Only for Type of &amp;quot;Custom&amp;quot;)&#039;&#039; || The prefab that is used for this [[Custom Board Space]]. The list will be empty by default; add options through the board&#039;s [[Mod Settings]].&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Supports Goal&#039;&#039;&#039; || If this board space is allowed to spawn the trophy chest or weapon cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Custom Goal Position&#039;&#039;&#039; || Should the location of the goal chest and weapons cache be set manually for this board space. If false, the game will choose the best spot based on the location and direction of other board spaces and connections. Not available for &#039;&#039;Pathing&#039;&#039; and &#039;&#039;Graveyard&#039;&#039; spaces, or when &#039;&#039;Supports Goal&#039;&#039; is false as these spaces cannot spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Rotation&#039;&#039;&#039; || The direction around the board space to spawn the chest/weapons cache at.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Spawn Distance&#039;&#039;&#039; || The distance from the board space to spawn the chest/weapons cache.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the board space will be disabled at the start of a game. It can be re-enabled during the game by using a [[Set Board Space Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Outgoing Connections&#039;&#039;&#039; || A list of all connections leaving this board space. Here you can adjust their transition type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Player Transition&#039;&#039;&#039; || How the player should move along the connection. There are three options: &#039;&#039;Walk&#039;&#039;, &#039;&#039;Jump&#039;&#039; and &#039;&#039;Teleport&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Walk&#039;&#039; || The player will walk from one board space to the next. This is the default behaviour.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Jump&#039;&#039; || The player will perform a quick jumping animation from one board space to the next. This is useful if the board spaces are separated by a gap or are at different elevations.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Teleport&#039;&#039; || The player will instantly teleport from one board space to the next. This mode hides the path between the spaces.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Start Disabled&#039;&#039;&#039; || When enabled, the connection will be disabled at the start of a game. It can be re-enabled by using a [[Set Connection Active Action]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;Align board space to ground&#039;&#039; button is available to quickly position and rotate the board space so that its centre is placed flush with the ground beneath it.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
Board spaces are the most important aspect of making a board mod. See the [[Your First Board Map]] page for guidance on creating a board mod.&lt;br /&gt;
Board spaces must have at least one connection coming into them and at least one connection going out. The exception to this is &#039;&#039;Graveyard&#039;&#039; spaces; these do not need an incoming connection.&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of incoming or outgoing connections to/from a board space, however, do keep in mind that players might have difficulty selecting the right connection if you have too many outgoing connections from a single board space.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay Components]]&lt;br /&gt;
[[Category:Components]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardSpaceComponent.png&amp;diff=869</id>
		<title>File:BoardSpaceComponent.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:BoardSpaceComponent.png&amp;diff=869"/>
		<updated>2023-08-21T02:35:55Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: RBAdmin uploaded a new version of File:BoardSpaceComponent.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=868</id>
		<title>Display Popup Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=868"/>
		<updated>2023-08-15T05:03:05Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupAction.png|thumb|600px|The Display Popup action in the [[Action Editor]].]]&lt;br /&gt;
An action to display a popup window during a player&#039;s turn that they must interact with.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
A preview is shown within the action editor to give a rough idea of what the popup will look like in-game. This preview is only a guide, make sure to view it in play mode to ensure the text displays as expected.&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupIngameExample.png|thumb|600px|right|How the example above appears ingame.]]&lt;br /&gt;
&lt;br /&gt;
The buttons shown on the popup consist of the close button and 0, 1, 2, 3 or 4 choice buttons. The close button is always free to use and will simply close the popup. it can be disabled if you want to force the player to make a choice. The choice buttons can be used to run a set of actions when selected. They can be made to cost some resources to press. If the player doesn&#039;t have enough of the selected resource, they are unable to select the button. Choice buttons can also be free to press.&lt;br /&gt;
&lt;br /&gt;
A choice button cannot be made to cost two types of resources to press. Only a single type of resource can be set as the cost of each button, but multiple of that same resource can be added. E.g. A button can&#039;t be made to cost 1 trophy and 1 key, but it can be made to cost 5 keys.&lt;br /&gt;
&lt;br /&gt;
When a choice button is given a cost, an image of the currency (keys, health, trophy, etc) is shown beside the button text with an amount shown in the bottom corner. Eg if a button costs 10 keys to press, it will show the keys icon with a small &amp;quot;x10&amp;quot; text in the bottom corner. When an item is required to press a choice button, the icon for that specific item is shown.&lt;br /&gt;
&lt;br /&gt;
== Customisation ==&lt;br /&gt;
The popup can be customised in various ways to suit the custom board.&lt;br /&gt;
Attributes that can be set include:&lt;br /&gt;
* The title of the popup&lt;br /&gt;
* The description/content of the popup&lt;br /&gt;
* The square speaker image on the popup&lt;br /&gt;
* Whether to show the close button or not&lt;br /&gt;
* The text on the close button&lt;br /&gt;
* The number of other buttons to display (up to 4)&lt;br /&gt;
* The text on the other buttons&lt;br /&gt;
* The cost to press the other buttons&lt;br /&gt;
* The small image icon that appears on each of the other buttons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Title/Speaker Name&#039;&#039;&#039; || The text shown along the top of the popup. Use this to represent the title of the popup, or the name of the speaker if it&#039;s meant to represent a dialogue box.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Body Text&#039;&#039;&#039; || The text shown within the main area of the popup. use this to explain something to the player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Speaker Icon&#039;&#039;&#039; || A texture representing the speaker or some other information related to the popup. The texture is shown in a square area so it should be a square image.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choice buttons&#039;&#039;&#039; || The number of buttons the player is shown (in addition to the close button if enabled).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Choice # Label&#039;&#039;&#039; || The text to display on the button. Keep this text short as there isn&#039;t much room.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Cost of Choice #&#039;&#039;&#039; || The weapon fires discrete hitscan projectiles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;None&#039;&#039; || The player is free to select this button. It will always be enabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Key&#039;&#039; || The player must have and spend some number of keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Key)&#039;&#039;&#039; || The cost in keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Health&#039;&#039; || The player must have and spend some number of health points to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Health)&#039;&#039;&#039; || How much HP to remove from the player when they press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Item&#039;&#039; || The player must have and spend some number of a given item to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Item Cost&#039;&#039;&#039; || The specific item that the player must pay to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Item)&#039;&#039;&#039; || How many of the chosen item must be spent to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Trophy&#039;&#039; || The player must have and spend trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Trophy) &#039;&#039;&#039; || The cost in trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Show Close Button&#039;&#039;&#039; || Whether or not to use the close button on this popup.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Close Button Text&#039;&#039;&#039; || The text to display on the close button. Examples would be things like &amp;quot;Close&amp;quot;, &amp;quot;Cancel&amp;quot;, &amp;quot;No thanks&amp;quot;, etc depending on the context of the popup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Each button can be given a set of actions to run when the player selects it. This is done by adding actions to the &amp;quot;On Select&amp;quot; event of each choice. [[Display Popup Action]]s can be nested within these events, allowing for the creation of a simple, one-way dialogue tree. &lt;br /&gt;
&lt;br /&gt;
If there are more actions to run below a Display Popup action in the action list, those actions will run after the popup has closed and any actions run by that popup have been completed.&lt;br /&gt;
If a popup is opened within a set of actions, the actions after the [[Display Popup Action]] will wait until the popup is closed before they are run.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
This action can be used to create a basic shop by showing a number of buttons that each cost some number of keys or other resources and run a [[Give Item Action]] when pressed.&lt;br /&gt;
&lt;br /&gt;
Another use is to enable or disable paths through the board based on the player&#039;s choice. This could involve having a choice that uses a [[Set Connection Active Action]] to enable a new path just ahead of the player. Then once the player progresses into the new path, a separate Set Connection Active Action could disable the path behind them so that other players cannot follow.&lt;br /&gt;
&lt;br /&gt;
A simpler implementation might use the [[Move To Space Action]] to simply teleport the player to a different space if they choose to.&lt;br /&gt;
&lt;br /&gt;
Finally, a popup could be used that asks the player if they want to damage any players on a given set of spaces. This can force players to choose if they want to harm their friends or not, which is always a fun choice to make and can make the game more memorable!&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Pummel_Party_Mods:About&amp;diff=867</id>
		<title>Pummel Party Mods:About</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Pummel_Party_Mods:About&amp;diff=867"/>
		<updated>2023-08-15T05:01:14Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Created page with &amp;quot;This wiki contains information about the mod editor built into https://store.steampowered.com/app/880940/Pummel_Party/ Pummel Party.  If you find any issues or unclear/outdated information on this wiki, please let us know via a post in the https://steamcommunity.com/app/880940/discussions/3/ Pummel Party Community Discussions on Steam.  We hope you are able to use the Mod Editor to bring your ideas to life!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki contains information about the mod editor built into [[https://store.steampowered.com/app/880940/Pummel_Party/ Pummel Party]].&lt;br /&gt;
&lt;br /&gt;
If you find any issues or unclear/outdated information on this wiki, please let us know via a post in the [[https://steamcommunity.com/app/880940/discussions/3/ Pummel Party Community Discussions]] on Steam.&lt;br /&gt;
&lt;br /&gt;
We hope you are able to use the Mod Editor to bring your ideas to life!&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Board_Space_Active_Action&amp;diff=866</id>
		<title>Set Board Space Active Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Board_Space_Active_Action&amp;diff=866"/>
		<updated>2023-08-15T01:37:12Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:SetBoardSpaceActiveAction.png|thumb|600px|The Set Board Space Active action in the [[Action Editor]].]]&lt;br /&gt;
An action to enable, disable or toggle the active state of a board space.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
When a board space is disabled, it will act like a pathing space; players will freely walk through where it was and the space itself will be invisible. It will not cost a step to move through a disabled space, and any triggers on the space will not be run. A player cannot finish their turn by landing on a disabled space.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Select the target for the action. This can be either &#039;&#039;This Board Space&#039;&#039;, &#039;&#039;Advanced&#039;&#039; (which lets you choose any number of spaces), or both by selecting both of them.&lt;br /&gt;
&lt;br /&gt;
If using advanced, choose all board spaces to target by adding them to the list that appears.&lt;br /&gt;
&lt;br /&gt;
Select how each board space should be affected by the action:&lt;br /&gt;
* &#039;&#039;&#039;Disable&#039;&#039;&#039;: If this board space is enabled, disable it. If it&#039;s already disabled, leave it disabled.&lt;br /&gt;
* &#039;&#039;&#039;Enable&#039;&#039;&#039;: If this board space is disabled, enable it. If it&#039;s already enabled, leave it enabled.&lt;br /&gt;
* &#039;&#039;&#039;Toggle&#039;&#039;&#039;: If this board space is disabled, enable it. If it&#039;s enabled, disable it.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
You can also use the [[Set Active Action]] to enable/disable board spaces. Setting the target to a board space will enable/disable the space. Setting the target to any gameobject that has board spaces and children will affect all child board spaces.&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Connection_Active_Action&amp;diff=865</id>
		<title>Set Connection Active Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Connection_Active_Action&amp;diff=865"/>
		<updated>2023-08-15T01:37:00Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:SetConnectionActiveAction.png|thumb|600px|The Set Connection Active action in the [[Action Editor]].]]&lt;br /&gt;
An action to enable, disable or toggle the active state of a connection from one board space to another.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be turned on and off while a board is being played by using this action. This can be used to open or close different paths around the board. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
For the connection that you wish to edit, add the board space that the connection is outgoing from to the list under &#039;&#039;Board spaces to enable/disable/toggle connections on.&#039;&#039;&lt;br /&gt;
All of that board space&#039;s outgoing connections will appear below. Now for each connection, select from each dropdown that appears how you want this action to affect it. The available options are:&lt;br /&gt;
* &#039;&#039;&#039;Do Nothing&#039;&#039;&#039;: Leaves this connection as it is.&lt;br /&gt;
* &#039;&#039;&#039;Disable&#039;&#039;&#039;: If this connection is enabled, disable it. If it&#039;s already disabled, leave it disabled.&lt;br /&gt;
* &#039;&#039;&#039;Enable&#039;&#039;&#039;: If this connection is disabled, enable it. If it&#039;s already enabled, leave it enabled.&lt;br /&gt;
* &#039;&#039;&#039;Toggle&#039;&#039;&#039;: If this connection is disabled, enable it. If it&#039;s enabled, disable it.&lt;br /&gt;
&lt;br /&gt;
== Restrictions ==&lt;br /&gt;
* If the last outgoing connection from a board node is disabled using this action, one of the outgoing connections on that board space will be enabled at random to prevent a dead end from being created.&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=864</id>
		<title>Display Popup Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=864"/>
		<updated>2023-08-15T01:36:34Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupAction.png|thumb|600px|The Display Popup action in the [[Action Editor]].]]&lt;br /&gt;
An action to display a popup window during a player&#039;s turn that they must interact with.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
A preview is shown within the action editor to give a rough idea of what the popup will look like in-game. This preview is only a guide, make sure to view it in play mode to ensure the text displays as expected.&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupIngameExample.png|thumb|600px|right|How the example above appears ingame.]]&lt;br /&gt;
&lt;br /&gt;
The buttons shown on the popup consist of the close button and 0, 1, 2, 3 or 4 choice buttons. The close button is always free to use and will simply close the popup. it can be disabled if you want to force the player to make a choice. The choice buttons can be used to run a set of actions when selected. They can be made to cost some resources to press. If the player doesn&#039;t have enough of the selected resource, they are unable to select the button. Choice buttons can also be free to press.&lt;br /&gt;
&lt;br /&gt;
A choice button cannot be made to cost two types of resources to press. Only a single type of resource can be set as the cost of each button, but multiple of that same resource can be added. Eg. A button can&#039;t be made to cost 1 trophy and 1 key, but it can be made to cost 5 keys.&lt;br /&gt;
&lt;br /&gt;
When a choice button is given a cost, an image of the currency (keys, health, trophy, etc) is shown beside the button text with an amount shown in the bottom corner. Eg if a button costs 10 keys to press, it will show the keys icon with a small &amp;quot;x10&amp;quot; text in the bottom corner. When an item is required to press a choice button, the icon for that specific item is shown.&lt;br /&gt;
&lt;br /&gt;
== Customisation ==&lt;br /&gt;
The popup can be customised in various ways to suit the custom board.&lt;br /&gt;
Attributes that can be set include:&lt;br /&gt;
* The title of the popup&lt;br /&gt;
* The description/content of the popup&lt;br /&gt;
* The square speaker image on the popup&lt;br /&gt;
* Whether to show the close button or not&lt;br /&gt;
* The text on the close button&lt;br /&gt;
* The number of other buttons to display (up to 4)&lt;br /&gt;
* The text on the other buttons&lt;br /&gt;
* The cost to press the other buttons&lt;br /&gt;
* The small image icon that appears on each of the other buttons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Title/Speaker Name&#039;&#039;&#039; || The text shown along the top of the popup. Use this to represent the title of the popup, or the name of the speaker if it&#039;s meant to represent a dialogue box.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Body Text&#039;&#039;&#039; || The text shown within the main area of the popup. use this to explain something to the player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Speaker Icon&#039;&#039;&#039; || A texture representing the speaker or some other information related to the popup. The texture is shown in a square area so it should be a square image.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choice buttons&#039;&#039;&#039; || The number of buttons the player is shown (in addition to the close button if enabled).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Choice # Label&#039;&#039;&#039; || The text to display on the button. Keep this text short as there isn&#039;t much room.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Cost of Choice #&#039;&#039;&#039; || The weapon fires discrete hitscan projectiles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;None&#039;&#039; || The player is free to select this button. It will always be enabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Key&#039;&#039; || The player must have and spend some number of keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Key)&#039;&#039;&#039; || The cost in keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Health&#039;&#039; || The player must have and spend some number of health points to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Health)&#039;&#039;&#039; || How much HP to remove from the player when they press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Item&#039;&#039; || The player must have and spend some number of a given item to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Item Cost&#039;&#039;&#039; || The specific item that the player must pay to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Item)&#039;&#039;&#039; || How many of the chosen item must be spent to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Trophy&#039;&#039; || The player must have and spend trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Trophy) &#039;&#039;&#039; || The cost in trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Show Close Button&#039;&#039;&#039; || Whether or not to use the close button on this popup.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Close Button Text&#039;&#039;&#039; || The text to display on the close button. Examples would be things like &amp;quot;Close&amp;quot;, &amp;quot;Cancel&amp;quot;, &amp;quot;No thanks&amp;quot;, etc depending on the context of the popup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Each button can be given a set of actions to run when the player selects it. This is done by adding actions to the &amp;quot;On Select&amp;quot; event of each choice. [[Display Popup Action]]s can be nested within these events, allowing for the creation of a simple, one-way dialogue tree. &lt;br /&gt;
&lt;br /&gt;
If there are more actions to run below a Display Popup action in the action list, those actions will run after the popup has closed and any actions run by that popup have been completed.&lt;br /&gt;
If a popup is opened within a set of actions, the actions after the [[Display Popup Action]] will wait until the popup is closed before they are run.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
This action can be used to create a basic shop by showing a number of buttons that each cost some number of keys or other resources and run a [[Give Item Action]] when pressed.&lt;br /&gt;
&lt;br /&gt;
Another use is to enable or disable paths through the board based on the player&#039;s choice. This could involve having a choice that uses a [[Set Connection Active Action]] to enable a new path just ahead of the player. Then once the player progresses into the new path, a separate Set Connection Active Action could disable the path behind them so that other players cannot follow.&lt;br /&gt;
&lt;br /&gt;
A simpler implementation might use the [[Move To Space Action]] to simply teleport the player to a different space if they choose to.&lt;br /&gt;
&lt;br /&gt;
Finally, a popup could be used that asks the player if they want to damage any players on a given set of spaces. This can force players to choose if they want to harm their friends or not, which is always a fun choice to make and can make the game more memorable!&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Board_Space_Active_Action&amp;diff=863</id>
		<title>Set Board Space Active Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Board_Space_Active_Action&amp;diff=863"/>
		<updated>2023-08-15T01:35:05Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added usage info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:SetBoardSpaceActiveAction.png|thumb|600px|The Set Board Space Active action in the [[Action Editor]].]]&lt;br /&gt;
An action to enable, disable or toggle the active state of a board space.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
When a board space is disabled, it will act like a pathing space; players will freely walk through where it was and the space itself will be invisible. It will not cost a step to move through a disabled space, and any triggers on the space will not be run. A player cannot finish their turn by landing on a disabled space.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Select the target for the action. This can be either &#039;&#039;This Board Space&#039;&#039;, &#039;&#039;Advanced&#039;&#039; (which lets you choose any number of spaces), or both by selecting both of them.&lt;br /&gt;
&lt;br /&gt;
If using advanced, choose all board spaces to target by adding them to the list that appears.&lt;br /&gt;
&lt;br /&gt;
Select how each board space should be affected by the action:&lt;br /&gt;
* &#039;&#039;&#039;Disable&#039;&#039;&#039;: If this board space is enabled, disable it. If it&#039;s already disabled, leave it disabled.&lt;br /&gt;
* &#039;&#039;&#039;Enable&#039;&#039;&#039;: If this board space is disabled, enable it. If it&#039;s already enabled, leave it enabled.&lt;br /&gt;
* &#039;&#039;&#039;Toggle&#039;&#039;&#039;: If this board space is disabled, enable it. If it&#039;s enabled, disable it.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
You can also use the [[Set Active Action]] to enable/disable board spaces. Setting the target to a board space will enable/disable the space. Setting the target to any gameobject that has board spaces and children will affect all child board spaces.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Connection_Active_Action&amp;diff=862</id>
		<title>Set Connection Active Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Connection_Active_Action&amp;diff=862"/>
		<updated>2023-08-15T01:33:52Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:SetConnectionActiveAction.png|thumb|600px|The Set Connection Active action in the [[Action Editor]].]]&lt;br /&gt;
An action to enable, disable or toggle the active state of a connection from one board space to another.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be turned on and off while a board is being played by using this action. This can be used to open or close different paths around the board. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
For the connection that you wish to edit, add the board space that the connection is outgoing from to the list under &#039;&#039;Board spaces to enable/disable/toggle connections on.&#039;&#039;&lt;br /&gt;
All of that board space&#039;s outgoing connections will appear below. Now for each connection, select from each dropdown that appears how you want this action to affect it. The available options are:&lt;br /&gt;
* &#039;&#039;&#039;Do Nothing&#039;&#039;&#039;: Leaves this connection as it is.&lt;br /&gt;
* &#039;&#039;&#039;Disable&#039;&#039;&#039;: If this connection is enabled, disable it. If it&#039;s already disabled, leave it disabled.&lt;br /&gt;
* &#039;&#039;&#039;Enable&#039;&#039;&#039;: If this connection is disabled, enable it. If it&#039;s already enabled, leave it enabled.&lt;br /&gt;
* &#039;&#039;&#039;Toggle&#039;&#039;&#039;: If this connection is disabled, enable it. If it&#039;s enabled, disable it.&lt;br /&gt;
&lt;br /&gt;
== Restrictions ==&lt;br /&gt;
* If the last outgoing connection from a board node is disabled using this action, one of the outgoing connections on that board space will be enabled at random to prevent a dead end from being created.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Connection_Active_Action&amp;diff=861</id>
		<title>Set Connection Active Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Set_Connection_Active_Action&amp;diff=861"/>
		<updated>2023-08-15T01:30:34Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added info on usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:SetConnectionActiveAction.png|thumb|600px|The Set Connection Active action in the [[Action Editor]].]]&lt;br /&gt;
An action to enable, disable or toggle the active state of a connection from one board space to another.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
Connections between board spaces can be turned on and off while a board is being played by using this action. This can be used to open or close different paths around the board. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
For the connection that you wish to edit, add the board space that the connection is outgoing from to the list under &#039;&#039;Board spaces to enable/disable/toggle connections on.&#039;&#039;&lt;br /&gt;
All of that board space&#039;s outgoing connections will appear below. Now for each connection, select from each dropdown that appears how you want to edit it. The available options are:&lt;br /&gt;
* &#039;&#039;&#039;Do Nothing&#039;&#039;&#039;: Leaves this connection as it is.&lt;br /&gt;
* &#039;&#039;&#039;Disable&#039;&#039;&#039;: If this connection is enabled, disable it. If it&#039;s already disabled, leave it disabled.&lt;br /&gt;
* &#039;&#039;&#039;Enable&#039;&#039;&#039;: If this connection is disabled, enable it. If it&#039;s already enabled, leave it enabled.&lt;br /&gt;
* &#039;&#039;&#039;Toggle&#039;&#039;&#039;: If this connection is disabled, enable it. If it&#039;s enabled, disable it.&lt;br /&gt;
&lt;br /&gt;
== Restrictions ==&lt;br /&gt;
* If the last outgoing connection from a board node is disabled using this action, one of the outgoing connections on that board space will be enabled at random to prevent a dead end from being created.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:SetBoardSpaceActiveAction.png&amp;diff=860</id>
		<title>File:SetBoardSpaceActiveAction.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:SetBoardSpaceActiveAction.png&amp;diff=860"/>
		<updated>2023-08-15T01:22:27Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:SetConnectionActiveAction.png&amp;diff=859</id>
		<title>File:SetConnectionActiveAction.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:SetConnectionActiveAction.png&amp;diff=859"/>
		<updated>2023-08-15T01:22:18Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=858</id>
		<title>Display Popup Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=858"/>
		<updated>2023-08-15T01:15:16Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added example usages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupAction.png|thumb|600px|The Display Popup action in the [[Action Editor]].]]&lt;br /&gt;
An action to display a popup window during a player&#039;s turn that they must interact with.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
A preview is shown within the action editor to give a rough idea of what the popup will look like in-game. This preview is only a guide, make sure to view it in play mode to ensure the text displays as expected.&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupIngameExample.png|thumb|600px|right|How the example above appears ingame.]]&lt;br /&gt;
&lt;br /&gt;
The buttons shown on the popup consist of the close button and 0, 1, 2, 3 or 4 choice buttons. The close button is always free to use and will simply close the popup. it can be disabled if you want to force the player to make a choice. The choice buttons can be used to run a set of actions when selected. They can be made to cost some resources to press. If the player doesn&#039;t have enough of the selected resource, they are unable to select the button. Choice buttons can also be free to press.&lt;br /&gt;
&lt;br /&gt;
A choice button cannot be made to cost two types of resources to press. Only a single type of resource can be set as the cost of each button, but multiple of that same resource can be added. Eg. A button can&#039;t be made to cost 1 trophy and 1 key, but it can be made to cost 5 keys.&lt;br /&gt;
&lt;br /&gt;
When a choice button is given a cost, an image of the currency (keys, health, trophy, etc) is shown beside the button text with an amount shown in the bottom corner. Eg if a button costs 10 keys to press, it will show the keys icon with a small &amp;quot;x10&amp;quot; text in the bottom corner. When an item is required to press a choice button, the icon for that specific item is shown.&lt;br /&gt;
&lt;br /&gt;
== Customisation ==&lt;br /&gt;
The popup can be customised in various ways to suit the custom board.&lt;br /&gt;
Attributes that can be set include:&lt;br /&gt;
* The title of the popup&lt;br /&gt;
* The description/content of the popup&lt;br /&gt;
* The square speaker image on the popup&lt;br /&gt;
* Whether to show the close button or not&lt;br /&gt;
* The text on the close button&lt;br /&gt;
* The number of other buttons to display (up to 4)&lt;br /&gt;
* The text on the other buttons&lt;br /&gt;
* The cost to press the other buttons&lt;br /&gt;
* The small image icon that appears on each of the other buttons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Title/Speaker Name&#039;&#039;&#039; || The text shown along the top of the popup. Use this to represent the title of the popup, or the name of the speaker if it&#039;s meant to represent a dialogue box.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Body Text&#039;&#039;&#039; || The text shown within the main area of the popup. use this to explain something to the player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Speaker Icon&#039;&#039;&#039; || A texture representing the speaker or some other information related to the popup. The texture is shown in a square area so it should be a square image.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choice buttons&#039;&#039;&#039; || The number of buttons the player is shown (in addition to the close button if enabled).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Choice # Label&#039;&#039;&#039; || The text to display on the button. Keep this text short as there isn&#039;t much room.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Cost of Choice #&#039;&#039;&#039; || The weapon fires discrete hitscan projectiles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;None&#039;&#039; || The player is free to select this button. It will always be enabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Key&#039;&#039; || The player must have and spend some number of keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Key)&#039;&#039;&#039; || The cost in keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Health&#039;&#039; || The player must have and spend some number of health points to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Health)&#039;&#039;&#039; || How much HP to remove from the player when they press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Item&#039;&#039; || The player must have and spend some number of a given item to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Item Cost&#039;&#039;&#039; || The specific item that the player must pay to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Item)&#039;&#039;&#039; || How many of the chosen item must be spent to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Trophy&#039;&#039; || The player must have and spend trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Trophy) &#039;&#039;&#039; || The cost in trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Show Close Button&#039;&#039;&#039; || Whether or not to use the close button on this popup.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Close Button Text&#039;&#039;&#039; || The text to display on the close button. Examples would be things like &amp;quot;Close&amp;quot;, &amp;quot;Cancel&amp;quot;, &amp;quot;No thanks&amp;quot;, etc depending on the context of the popup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Each button can be given a set of actions to run when the player selects it. This is done by adding actions to the &amp;quot;On Select&amp;quot; event of each choice. [[Display Popup Action]]s can be nested within these events, allowing for the creation of a simple, one-way dialogue tree. &lt;br /&gt;
&lt;br /&gt;
If there are more actions to run below a Display Popup action in the action list, those actions will run after the popup has closed and any actions run by that popup have been completed.&lt;br /&gt;
If a popup is opened within a set of actions, the actions after the [[Display Popup Action]] will wait until the popup is closed before they are run.&lt;br /&gt;
&lt;br /&gt;
== Example Usage ==&lt;br /&gt;
This action can be used to create a basic shop by showing a number of buttons that each cost some number of keys or other resources and run a [[Give Item Action]] when pressed.&lt;br /&gt;
&lt;br /&gt;
Another use is to enable or disable paths through the board based on the player&#039;s choice. This could involve having a choice that uses a [[Set Connection Active Action]] to enable a new path just ahead of the player. Then once the player progresses into the new path, a separate Set Connection Active Action could disable the path behind them so that other players cannot follow.&lt;br /&gt;
&lt;br /&gt;
A simpler implementation might use the [[Move To Space Action]] to simply teleport the player to a different space if they choose to.&lt;br /&gt;
&lt;br /&gt;
Finally, a popup could be used that asks the player if they want to damage any players on a given set of spaces. This can force players to choose if they want to harm their friends or not, which is always a fun choice to make and can make the game more memorable!&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=857</id>
		<title>Display Popup Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=857"/>
		<updated>2023-08-15T01:02:45Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: Added images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupAction.png|thumb|600px|The Display Popup action in the [[Action Editor]].]]&lt;br /&gt;
An action to display a popup window during a player&#039;s turn that they must interact with.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
A preview is shown within the action editor to give a rough idea of what the popup will look like in-game. This preview is only a guide, make sure to view it in play mode to ensure the text displays as expected.&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupIngameExample.png|thumb|600px|right|How the example above appears ingame.]]&lt;br /&gt;
&lt;br /&gt;
The buttons shown on the popup consist of the close button and 0, 1, 2, 3 or 4 choice buttons. The close button is always free to use and will simply close the popup. it can be disabled if you want to force the player to make a choice. The choice buttons can be used to run a set of actions when selected. They can be made to cost some resources to press. If the player doesn&#039;t have enough of the selected resource, they are unable to select the button. Choice buttons can also be free to press.&lt;br /&gt;
&lt;br /&gt;
A choice button cannot be made to cost two types of resources to press. Only a single type of resource can be set as the cost of each button, but multiple of that same resource can be added. Eg. A button can&#039;t be made to cost 1 trophy and 1 key, but it can be made to cost 5 keys.&lt;br /&gt;
&lt;br /&gt;
When a choice button is given a cost, an image of the currency (keys, health, trophy, etc) is shown beside the button text with an amount shown in the bottom corner. Eg if a button costs 10 keys to press, it will show the keys icon with a small &amp;quot;x10&amp;quot; text in the bottom corner. When an item is required to press a choice button, the icon for that specific item is shown.&lt;br /&gt;
&lt;br /&gt;
== Customisation ==&lt;br /&gt;
The popup can be customised in various ways to suit the custom board.&lt;br /&gt;
Attributes that can be set include:&lt;br /&gt;
* The title of the popup&lt;br /&gt;
* The description/content of the popup&lt;br /&gt;
* The square speaker image on the popup&lt;br /&gt;
* Whether to show the close button or not&lt;br /&gt;
* The text on the close button&lt;br /&gt;
* The number of other buttons to display (up to 4)&lt;br /&gt;
* The text on the other buttons&lt;br /&gt;
* The cost to press the other buttons&lt;br /&gt;
* The small image icon that appears on each of the other buttons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Title/Speaker Name&#039;&#039;&#039; || The text shown along the top of the popup. Use this to represent the title of the popup, or the name of the speaker if it&#039;s meant to represent a dialogue box.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Body Text&#039;&#039;&#039; || The text shown within the main area of the popup. use this to explain something to the player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Speaker Icon&#039;&#039;&#039; || A texture representing the speaker or some other information related to the popup. The texture is shown in a square area so it should be a square image.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choice buttons&#039;&#039;&#039; || The number of buttons the player is shown (in addition to the close button if enabled).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Choice # Label&#039;&#039;&#039; || The text to display on the button. Keep this text short as there isn&#039;t much room.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Cost of Choice #&#039;&#039;&#039; || The weapon fires discrete hitscan projectiles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;None&#039;&#039; || The player is free to select this button. It will always be enabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Key&#039;&#039; || The player must have and spend some number of keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Key)&#039;&#039;&#039; || The cost in keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Health&#039;&#039; || The player must have and spend some number of health points to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Health)&#039;&#039;&#039; || How much HP to remove from the player when they press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Item&#039;&#039; || The player must have and spend some number of a given item to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Item Cost&#039;&#039;&#039; || The specific item that the player must pay to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Item)&#039;&#039;&#039; || How many of the chosen item must be spent to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Trophy&#039;&#039; || The player must have and spend trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Trophy) &#039;&#039;&#039; || The cost in trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Show Close Button&#039;&#039;&#039; || Whether or not to use the close button on this popup.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Close Button Text&#039;&#039;&#039; || The text to display on the close button. Examples would be things like &amp;quot;Close&amp;quot;, &amp;quot;Cancel&amp;quot;, &amp;quot;No thanks&amp;quot;, etc depending on the context of the popup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Each button can be given a set of actions to run when the player selects it. More Display Popup actions can be added to each button to create a simple, one-way dialogue tree.&lt;br /&gt;
&lt;br /&gt;
If a popup is opened within a set of actions, the actions after the [[Display Popup Action]] will wait until the popup is closed before they are run.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:DisplayPopupIngameExample.png&amp;diff=856</id>
		<title>File:DisplayPopupIngameExample.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:DisplayPopupIngameExample.png&amp;diff=856"/>
		<updated>2023-08-15T00:58:59Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
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		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:DisplayPopupAction.png&amp;diff=855</id>
		<title>File:DisplayPopupAction.png</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=File:DisplayPopupAction.png&amp;diff=855"/>
		<updated>2023-08-15T00:58:45Z</updated>

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		<author><name>RBAdmin</name></author>
	</entry>
	<entry>
		<id>https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=854</id>
		<title>Display Popup Action</title>
		<link rel="alternate" type="text/html" href="https://workshop.pummelparty.com/workshop.pummelparty/index.php?title=Display_Popup_Action&amp;diff=854"/>
		<updated>2023-08-10T21:06:29Z</updated>

		<summary type="html">&lt;p&gt;RBAdmin: &lt;/p&gt;
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&lt;div&gt;= NOTICE: This content is planned for a future update. Everything on this page is subject to change or may not be added at all. =&lt;br /&gt;
&lt;br /&gt;
[[File:DisplayPopupAction.png|thumb|600px|The Display Popup action in the [[Action Editor]].]]&lt;br /&gt;
An action to display a popup window during a player&#039;s turn that they must interact with.&lt;br /&gt;
&lt;br /&gt;
Should be used on a [[Board Space Event Component]]. Can only be used in [[Board Mod]]s.&lt;br /&gt;
&lt;br /&gt;
A preview is shown within the action editor to give a rough idea of what the popup will look like in-game. This preview is only a guide, make sure to view it in play mode to ensure the text displays as expected.&lt;br /&gt;
&lt;br /&gt;
The buttons shown on the popup consist of the close button and 0, 1, 2, 3 or 4 choice buttons. The close button is always free to use and will simply close the popup. it can be disabled if you want to force the player to make a choice. The choice buttons can be used to run a set of actions when selected. They can be made to cost some resources to press. If the player doesn&#039;t have enough of the selected resource, they are unable to select the button. Choice buttons can also be free to press.&lt;br /&gt;
&lt;br /&gt;
A choice button cannot be made to cost two types of resources to press. Only a single type of resource can be set as the cost of each button, but multiple of that same resource can be added. Eg. A button can&#039;t be made to cost 1 trophy and 1 key, but it can be made to cost 5 keys.&lt;br /&gt;
&lt;br /&gt;
When a choice button is given a cost, an image of the currency (keys, health, trophy, etc) is shown beside the button text with an amount shown in the bottom corner. Eg if a button costs 10 keys to press, it will show the keys icon with a small &amp;quot;x10&amp;quot; text in the bottom corner. When an item is required to press a choice button, the icon for that specific item is shown.&lt;br /&gt;
&lt;br /&gt;
== Customisation ==&lt;br /&gt;
The popup can be customised in various ways to suit the custom board.&lt;br /&gt;
Attributes that can be set include:&lt;br /&gt;
* The title of the popup&lt;br /&gt;
* The description/content of the popup&lt;br /&gt;
* The square speaker image on the popup&lt;br /&gt;
* Whether to show the close button or not&lt;br /&gt;
* The text on the close button&lt;br /&gt;
* The number of other buttons to display (up to 4)&lt;br /&gt;
* The text on the other buttons&lt;br /&gt;
* The cost to press the other buttons&lt;br /&gt;
* The small image icon that appears on each of the other buttons&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Property !! Description&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Title/Speaker Name&#039;&#039;&#039; || The text shown along the top of the popup. Use this to represent the title of the popup, or the name of the speaker if it&#039;s meant to represent a dialogue box.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Body Text&#039;&#039;&#039; || The text shown within the main area of the popup. use this to explain something to the player.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Speaker Icon&#039;&#039;&#039; || A texture representing the speaker or some other information related to the popup. The texture is shown in a square area so it should be a square image.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choice buttons&#039;&#039;&#039; || The number of buttons the player is shown (in addition to the close button if enabled).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Choice # Label&#039;&#039;&#039; || The text to display on the button. Keep this text short as there isn&#039;t much room.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Cost of Choice #&#039;&#039;&#039; || The weapon fires discrete hitscan projectiles.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;None&#039;&#039; || The player is free to select this button. It will always be enabled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Key&#039;&#039; || The player must have and spend some number of keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Key)&#039;&#039;&#039; || The cost in keys to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Health&#039;&#039; || The player must have and spend some number of health points to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Health)&#039;&#039;&#039; || How much HP to remove from the player when they press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Item&#039;&#039; || The player must have and spend some number of a given item to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Item Cost&#039;&#039;&#039; || The specific item that the player must pay to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Item)&#039;&#039;&#039; || How many of the chosen item must be spent to press this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 4em;&amp;quot; | &#039;&#039;Trophy&#039;&#039; || The player must have and spend trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 6em;&amp;quot; | &#039;&#039;&#039;Cost (Trophy) &#039;&#039;&#039; || The cost in trophies to select this button.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Show Close Button&#039;&#039;&#039; || Whether or not to use the close button on this popup.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-left: 2em;&amp;quot; | &#039;&#039;&#039;Close Button Text&#039;&#039;&#039; || The text to display on the close button. Examples would be things like &amp;quot;Close&amp;quot;, &amp;quot;Cancel&amp;quot;, &amp;quot;No thanks&amp;quot;, etc depending on the context of the popup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
Each button can be given a set of actions to run when the player selects it. More Display Popup actions can be added to each button to create a simple, one-way dialogue tree.&lt;br /&gt;
&lt;br /&gt;
If a popup is opened within a set of actions, the actions after the [[Display Popup Action]] will wait until the popup is closed before they are run.&lt;/div&gt;</summary>
		<author><name>RBAdmin</name></author>
	</entry>
</feed>