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| 1 | +# Custom Events |
| 2 | + |
| 3 | +This guide explains custom event authoring by relating the event runtime flow in `sts-2-source` to the registration APIs provided by RitsuLib. |
| 4 | + |
| 5 | +It covers three cases: |
| 6 | + |
| 7 | +- normal shared events via `SharedEvent<TEvent>()` |
| 8 | +- act-specific events via `ActEvent<TAct, TEvent>()` |
| 9 | +- ancients via `SharedAncient<TAncient>()` / `ActAncient<TAct, TAncient>()` |
| 10 | + |
| 11 | +--- |
| 12 | + |
| 13 | +## How the game loads events |
| 14 | + |
| 15 | +In `sts-2-source`, events enter the game through several key access points: |
| 16 | + |
| 17 | +- `ActModel.GenerateRooms(...)` merges `AllEvents` with `ModelDb.AllSharedEvents` |
| 18 | +- `RoomSet.EnsureNextEventIsValid(...)` skips events that fail `IsAllowed(runState)` or were already visited |
| 19 | +- `EventRoom.Enter(...)` preloads assets, creates a mutable event instance, and builds the event UI |
| 20 | +- `EventModel.GetAssetPaths(...)` decides which room assets must be preloaded |
| 21 | + |
| 22 | +RitsuLib does not replace that pipeline. Instead, it appends registered content to those existing access points: |
| 23 | + |
| 24 | +- shared events are appended to `ModelDb.AllSharedEvents` and `ModelDb.AllEvents` |
| 25 | +- act events are appended to each act's `AllEvents` via dynamic patches |
| 26 | +- ancients are appended similarly to shared and act ancient lists |
| 27 | + |
| 28 | +In practice, the essential steps are: |
| 29 | + |
| 30 | +1. write a valid `EventModel` / `AncientEventModel` subclass |
| 31 | +2. register it before content registration freezes |
| 32 | + |
| 33 | +--- |
| 34 | + |
| 35 | +## Minimal normal event |
| 36 | + |
| 37 | +Prefer inheriting from `ModEventTemplate` rather than directly from `EventModel`. |
| 38 | + |
| 39 | +```csharp |
| 40 | +using MegaCrit.Sts2.Core.Events; |
| 41 | +using STS2RitsuLib.Scaffolding.Content; |
| 42 | + |
| 43 | +public sealed class MyFirstEvent : ModEventTemplate |
| 44 | +{ |
| 45 | + protected override IReadOnlyList<EventOption> GenerateInitialOptions() |
| 46 | + { |
| 47 | + return |
| 48 | + [ |
| 49 | + new EventOption(this, Accept, InitialOptionKey("ACCEPT")), |
| 50 | + new EventOption(this, Leave, InitialOptionKey("LEAVE")), |
| 51 | + ]; |
| 52 | + } |
| 53 | + |
| 54 | + private Task Accept() |
| 55 | + { |
| 56 | + SetEventFinished(L10NLookup($"{Id.Entry}.pages.ACCEPT.description")); |
| 57 | + return Task.CompletedTask; |
| 58 | + } |
| 59 | + |
| 60 | + private Task Leave() |
| 61 | + { |
| 62 | + SetEventFinished(L10NLookup($"{Id.Entry}.pages.LEAVE.description")); |
| 63 | + return Task.CompletedTask; |
| 64 | + } |
| 65 | +} |
| 66 | +``` |
| 67 | + |
| 68 | +A minimal event model should satisfy the following requirements: |
| 69 | + |
| 70 | +- implement `GenerateInitialOptions()` |
| 71 | +- advance the event state or call `SetEventFinished(...)` from option callbacks |
| 72 | +- keep localization keys aligned with the final `ModelId.Entry` |
| 73 | + |
| 74 | +--- |
| 75 | + |
| 76 | +## Registration |
| 77 | + |
| 78 | +### Shared event |
| 79 | + |
| 80 | +```csharp |
| 81 | +RitsuLibFramework.CreateContentPack("MyMod") |
| 82 | + .SharedEvent<MyFirstEvent>() |
| 83 | + .Apply(); |
| 84 | +``` |
| 85 | + |
| 86 | +This appends the event to the shared pool used across acts. |
| 87 | + |
| 88 | +### Act event |
| 89 | + |
| 90 | +```csharp |
| 91 | +RitsuLibFramework.CreateContentPack("MyMod") |
| 92 | + .ActEvent<MyAct, MyFirstEvent>() |
| 93 | + .Apply(); |
| 94 | +``` |
| 95 | + |
| 96 | +This appends the event only to the chosen act. |
| 97 | + |
| 98 | +### Ancient |
| 99 | + |
| 100 | +```csharp |
| 101 | +RitsuLibFramework.CreateContentPack("MyMod") |
| 102 | + .SharedAncient<MyAncient>() |
| 103 | + .Apply(); |
| 104 | +``` |
| 105 | + |
| 106 | +Or: |
| 107 | + |
| 108 | +```csharp |
| 109 | +RitsuLibFramework.CreateContentPack("MyMod") |
| 110 | + .ActAncient<MyAct, MyAncient>() |
| 111 | + .Apply(); |
| 112 | +``` |
| 113 | + |
| 114 | +--- |
| 115 | + |
| 116 | +## Localization keys |
| 117 | + |
| 118 | +After RitsuLib registration, an event gets a fixed public entry in the form: |
| 119 | + |
| 120 | +```text |
| 121 | +<MODID>_EVENT_<TYPENAME> |
| 122 | +``` |
| 123 | + |
| 124 | +For `MyMod` + `MyFirstEvent`, that becomes: |
| 125 | + |
| 126 | +```text |
| 127 | +MY_MOD_EVENT_MY_FIRST_EVENT |
| 128 | +``` |
| 129 | + |
| 130 | +A minimal normal-event localization block usually looks like this: |
| 131 | + |
| 132 | +```json |
| 133 | +{ |
| 134 | + "MY_MOD_EVENT_MY_FIRST_EVENT.title": "A Strange Spring", |
| 135 | + "MY_MOD_EVENT_MY_FIRST_EVENT.pages.INITIAL.description": "A glowing spring waits by the roadside.", |
| 136 | + "MY_MOD_EVENT_MY_FIRST_EVENT.pages.INITIAL.options.ACCEPT.title": "Drink", |
| 137 | + "MY_MOD_EVENT_MY_FIRST_EVENT.pages.INITIAL.options.ACCEPT.description": "This might go well.", |
| 138 | + "MY_MOD_EVENT_MY_FIRST_EVENT.pages.INITIAL.options.LEAVE.title": "Leave", |
| 139 | + "MY_MOD_EVENT_MY_FIRST_EVENT.pages.INITIAL.options.LEAVE.description": "Do not risk it.", |
| 140 | + "MY_MOD_EVENT_MY_FIRST_EVENT.pages.ACCEPT.description": "You feel renewed.", |
| 141 | + "MY_MOD_EVENT_MY_FIRST_EVENT.pages.LEAVE.description": "You walk away." |
| 142 | +} |
| 143 | +``` |
| 144 | + |
| 145 | +Two details are especially important here: |
| 146 | + |
| 147 | +- event title and body text are looked up by `Id.Entry` |
| 148 | +- `ModEventTemplate.InitialOptionKey(...)` also generates option keys from `Id.Entry` |
| 149 | + |
| 150 | +--- |
| 151 | + |
| 152 | +## Why `ModEventTemplate` exists |
| 153 | + |
| 154 | +There is an implementation mismatch in the base-game helper methods: |
| 155 | + |
| 156 | +- vanilla `EventModel.InitialOptionKey(...)` / internal `OptionKey(...)` use `GetType().Name` |
| 157 | +- event title lookup, page descriptions, and `GameInfoOptions` use `Id.Entry` |
| 158 | +- for vanilla content, those values usually match |
| 159 | +- for RitsuLib-registered mod events, they usually do not |
| 160 | + |
| 161 | +As a result, a raw `EventModel` subclass can easily generate option keys under something like `MY_FIRST_EVENT...` while the event body and title live under `MY_MOD_EVENT_MY_FIRST_EVENT...`, producing inconsistent localization lookups. |
| 162 | + |
| 163 | +To resolve that mismatch, RitsuLib now provides: |
| 164 | + |
| 165 | +- `ModEventTemplate` |
| 166 | +- `ModAncientEventTemplate` |
| 167 | + |
| 168 | +Their `InitialOptionKey(...)` / `ModOptionKey(...)` helpers stay aligned with the final public `Id.Entry`. |
| 169 | + |
| 170 | +--- |
| 171 | + |
| 172 | +## `IsAllowed` |
| 173 | + |
| 174 | +If an event should only appear in some runs, override `IsAllowed(RunState runState)`: |
| 175 | + |
| 176 | +```csharp |
| 177 | +public override bool IsAllowed(RunState runState) |
| 178 | +{ |
| 179 | + return !runState.VisitedEventIds.Contains(Id); |
| 180 | +} |
| 181 | +``` |
| 182 | + |
| 183 | +The game rotates the pool in `RoomSet.EnsureNextEventIsValid(...)` until it finds an event that: |
| 184 | + |
| 185 | +- returns `true` from `IsAllowed(...)` |
| 186 | +- has not already been visited in the current run |
| 187 | + |
| 188 | +Accordingly, `IsAllowed` should describe run-time availability rather than registration-time setup. |
| 189 | + |
| 190 | +--- |
| 191 | + |
| 192 | +## Custom event scenes |
| 193 | + |
| 194 | +If the default event layout is not appropriate, return a custom layout type: |
| 195 | + |
| 196 | +```csharp |
| 197 | +public override EventLayoutType LayoutType => EventLayoutType.Custom; |
| 198 | +``` |
| 199 | + |
| 200 | +The game then loads: |
| 201 | + |
| 202 | +```text |
| 203 | +res://scenes/events/custom/<event-id-lower>.tscn |
| 204 | +``` |
| 205 | + |
| 206 | +For example: |
| 207 | + |
| 208 | +```text |
| 209 | +res://scenes/events/custom/my_mod_event_my_first_event.tscn |
| 210 | +``` |
| 211 | + |
| 212 | +The scene root must implement `ICustomEventNode` and provide at least: |
| 213 | + |
| 214 | +- `Initialize(EventModel eventModel)` |
| 215 | +- `CurrentScreenContext` |
| 216 | + |
| 217 | +`EventModel.SetNode(...)` hard-casts custom layouts to `ICustomEventNode`, so implementing that interface is mandatory. |
| 218 | + |
| 219 | +--- |
| 220 | + |
| 221 | +## Asset preloading |
| 222 | + |
| 223 | +Normal events preload, by default: |
| 224 | + |
| 225 | +- the layout scene |
| 226 | +- `res://images/events/<event-id-lower>.png` |
| 227 | +- optional `res://scenes/vfx/events/<event-id-lower>_vfx.tscn` |
| 228 | + |
| 229 | +Ancients preload, by default: |
| 230 | + |
| 231 | +- the layout scene |
| 232 | +- `res://scenes/events/background_scenes/<event-id-lower>.tscn` |
| 233 | + |
| 234 | +If the event requires additional assets, override `GetAssetPaths(IRunState runState)` and append those paths. |
| 235 | + |
| 236 | +--- |
| 237 | + |
| 238 | +## Minimal ancient example |
| 239 | + |
| 240 | +```csharp |
| 241 | +using MegaCrit.Sts2.Core.Entities.Ancients; |
| 242 | +using MegaCrit.Sts2.Core.Events; |
| 243 | +using STS2RitsuLib.Scaffolding.Content; |
| 244 | + |
| 245 | +public sealed class MyAncient : ModAncientEventTemplate |
| 246 | +{ |
| 247 | + protected override AncientDialogueSet DefineDialogues() |
| 248 | + { |
| 249 | + return new AncientDialogueSet(); |
| 250 | + } |
| 251 | + |
| 252 | + public override IEnumerable<EventOption> AllPossibleOptions => |
| 253 | + [ |
| 254 | + new EventOption(this, Accept, InitialOptionKey("ACCEPT")), |
| 255 | + ]; |
| 256 | + |
| 257 | + protected override IReadOnlyList<EventOption> GenerateInitialOptions() |
| 258 | + { |
| 259 | + return AllPossibleOptions.ToArray(); |
| 260 | + } |
| 261 | + |
| 262 | + private Task Accept() |
| 263 | + { |
| 264 | + Done(); |
| 265 | + return Task.CompletedTask; |
| 266 | + } |
| 267 | +} |
| 268 | +``` |
| 269 | + |
| 270 | +Compared with a normal event, ancients add a few requirements: |
| 271 | + |
| 272 | +- `LocTable` is `ancients` |
| 273 | +- you must implement `DefineDialogues()` |
| 274 | +- finishing should usually go through `Done()` so ancient history is recorded correctly |
| 275 | + |
| 276 | +If you only want to add dialogue for a custom character to an existing ancient, use `AncientDialogueLocalization` instead of creating a new ancient model. See `LocalizationAndKeywords.md`. |
| 277 | + |
| 278 | +--- |
| 279 | + |
| 280 | +## Using unlock rules with events |
| 281 | + |
| 282 | +Events can also be gated behind epochs: |
| 283 | + |
| 284 | +```csharp |
| 285 | +RitsuLibFramework.CreateContentPack("MyMod") |
| 286 | + .SharedEvent<MyFirstEvent>() |
| 287 | + .RequireEpoch<MyFirstEvent, MyEpoch>() |
| 288 | + .Apply(); |
| 289 | +``` |
| 290 | + |
| 291 | +RitsuLib filters generated act event pools after room generation. |
| 292 | + |
| 293 | +This area also included a framework-level stability gap: |
| 294 | + |
| 295 | +- previously, if unlock filtering removed every generated event for an act, later room selection could fail at run time |
| 296 | +- RitsuLib now preserves the original generated pool and logs a warning instead of leaving the act with no available events |
| 297 | + |
| 298 | +Even with that safeguard, the preferred content design is still: |
| 299 | + |
| 300 | +- do not lock every possible event in an act |
| 301 | +- keep at least one event available at all times |
| 302 | + |
| 303 | +--- |
| 304 | + |
| 305 | +## Recommended Practices |
| 306 | + |
| 307 | +- inherit normal events from `ModEventTemplate` |
| 308 | +- inherit ancients from `ModAncientEventTemplate` |
| 309 | +- generate option keys through `InitialOptionKey(...)` / `ModOptionKey(...)` |
| 310 | +- for custom layouts, make the scene root implement `ICustomEventNode` |
| 311 | +- if you add epoch gating, leave at least one event available in each pool |
| 312 | + |
| 313 | +--- |
| 314 | + |
| 315 | +## Related docs |
| 316 | + |
| 317 | +- [Content Packs & Registries](ContentPacksAndRegistries.md) |
| 318 | +- [Timeline & Unlocks](TimelineAndUnlocks.md) |
| 319 | +- [Localization & Keywords](LocalizationAndKeywords.md) |
| 320 | +- [Godot Scene Authoring](GodotSceneAuthoring.md) |
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