It's A Wipe!

It's A Wipe!

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Guide for Player Made Raids
By Parody Games
Directions on how to create your own raids. It is a little rough around the edges currently, but will likely be updated and changed quite a bit as the process is refined.
   
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Overview
In the local install folder of It's A Wipe!, if you go into the game\data\dlc sub-directory you can add content files to create player made raids. When you go to run player made content in your game it will scan the dlc folder for any content (.cnt) files and attempt to load them.

If you want to submit content to the Steam Workshop, there is a self extracting zip, WorkshopUploader.exe, in the dlc directory that contains an application to upload your raids. You can extract it to any location, put your DLC into a sub-directory of the WorkshopContent folder, make a couple of configuration edits, and upload it to Steam.

We plan to eventually release a tool that will allow you to create raids without having to muck around with text files – it will spit them out in the proper format from selections you make via a graphical interface. For now, here's how you can hack together a custom raid:
The Content File
In the local install folder of It's A Wipe!, if you go into the game\data\dlc there should be a content (.cnt) file, basically just a text file, that lays out the overview of the raid & points to a couple other files. The format for the file is as follows:

Example Demo Raid.cnt file:
1.0
← This is the version number. For now it should always be 1.0.
Demo Raid
← This is the title of your Raid. This will display in the DLC selection and victory screens.
This is a demo of the player made raid content.
← A short description that will show up as the tool tip on the DLC selection screen.
3
← The number of fights in your raid, from one to four.
"Ant Eater"
← This is the first monster in the first fight. You can have up to 10 per fight.
0 -5
← X,Y coordinates of the first monster on the screen. 0,0 is the center.
10 10
← The size of your monster in width and height. Typically these should match.
0
← The offset of the black stats box over the monster.
-Fight2-
← This delimits where the second fight starts. You always need this line in the file.
"Ant Eater"
← This is the name of the first monster in the second fight
10 -5
← The X,Y coordinate of the first monster in the second fight.
10 10
← The size of the first monster in the second fight.
0
← The offset of the black stats box over the monster.
"Ant Eater"
← This is the name of the 2nd monster in the second fight. Repeat monster names work fine.
-10 -5
← The X,Y coordinate of the second monster in the second fight.
10 10
← The size of the second monster in the second fight
0
← The offset of the black stats box over the monster.
-Fight3-
← This notes where the third fight monsters start. Required even if there is less fights.
"Effects Monster"
← The name of the first monster in the third fight
0 -5
← The X,Y coordinates of the first monster in the third fight
25 25
← The size of the monster
8
← The offset of the black stats box over the monster.
-Fight4-
← This notes where the fourth fight would go. Removing this will break the game.
-EndOfFights-
← This notes where the last mob of the fourth fight is done and must always be in the file.
Ant Eater
← Fight #1 Title
Demo Raid Opening
← Fight #1 Opening text. Displayed under the text at the start of the fight.
Two Ant Eaters
← Fight #2 Title
Second Fight
← Fight #2 Opening text
Effects Fight
← Fight #3 Opening title
Third Opening Text
← Fight #3 Opening text
NA
← Fight #4 Opening title. Left as NA here because of only 3 fights.
NA
← Fight #4 Opening text. Left as NA here because of only 3 fights.
.\game\data\dlc\Demo Raid\mobs.cs
← Pointer to your monster script. Only the raid specific sub folder should be changed.
.\game\data\dlc\Demo Raid\images.cs
← Pointer to your images script. Only the raid specific sub folder should be changed.

Here is a version with no comments (for copying and pasting to test):
----------------------------------------------
1.0
Demo Raid
This is a demo of the player made raid content.
4
"Ant Eater"
0 -5
10 10
0
-Fight2-
"Ant Eater"
10 -5
10 10
0
"Ant Eater"
-10 -5
10 10
0
-Fight3-
"Effects Monster"
0 -5
25 25
8
-Fight4-
"The Undying"
40 -10
20 20
3
"The Undying"
-40 -10
20 20
3
"The Undying"
20 10
20 20
3
"The Undying"
-20 10
20 20
3
"The Undying"
0 -10
20 20
3
-EndOfFights-
Ant Eater
Demo Fight Opening
Two Ant Eaters
Second Fight Opening
Effects Fight
Third Opening Text
Fourth Fight Opening
What Not To Do
.\game\data\dlc\Demo Raid\mobs.cs
.\game\data\dlc\Demo Raid\images.cs
----------------------------------------------
Important Notes:
  • The Raid Title is used internally for building some game structures. Make sure it is unique from other DLC.
  • Monster names should be in quotes. Otherwise there are issues with it stripping spaces and not finding the monster stats.
  • Always leave in the -Fight#- and -EndOfFights- regardless of how many fights are in your raid.
  • Always make sure you have 4 lines for fight titles and 4 lines for opening text, regardless of how many fights are in the actual raid. You can leave NA in for ones that you aren't using.
  • For positioning, the screen is a grid where the X extends from -40 to 40, and the Y extends from -30 to 30. You can use decimals for more exact placement.
  • The stats box offset is primarily used when the top of your monster is further away from the top of the sprite frame. If you notice it is too close or too far to the monster graphic adjust the value.
  • Improper formatting of the file(s) can lead to the game hanging or crashing. This should be taken care of once a tool is available to generate this content in a more automated fashion.
The Image File
In your raid content sub-directory (under the dlc folder) you should have an images.cs file. This lays out what image files you want to use for your raid.

Example Image.cs (you can copy and paste this verbatim to test, but need to supply the images):

datablock t2dImageMapDatablock(DemoRaid_AntEater_ImageMap) {
imageName = "~/data/dlc/Demo Raid/AntEater";
imageMode = "CELL";
frameCount = "-1";
filterMode = "SMOOTH";
filterPad = "1";
preferPerf = "1";
cellRowOrder = "1";
cellOffsetX = "0";
cellOffsetY = "0";
cellStrideX = "0";
cellStrideY = "0";
cellCountX = "-1";
cellCountY = "-1";
cellWidth = "256";
cellHeight = "256";
preload = "0";
allowUnload = "1";
};

datablock t2dImageMapDatablock(DemoRaid_EffectsMonster_ImageMap) {
imageName = "~/data/dlc/Demo Raid/Effect Monster";
imageMode = "CELL";
frameCount = "-1";
filterMode = "SMOOTH";
filterPad = "1";
preferPerf = "1";
cellRowOrder = "1";
cellOffsetX = "0";
cellOffsetY = "0";
cellStrideX = "0";
cellStrideY = "0";
cellCountX = "-1";
cellCountY = "-1";
cellWidth = "256";
cellHeight = "256";
preload = "0";
allowUnload = "1";
};

datablock t2dImageMapDatablock(DemoRaid_BG_ImageMap) {
imageName = "~/data/dlc/Demo Raid/BG";
imageMode = "FULL";
frameCount = "-1";
filterMode = "SMOOTH";
filterPad = "0";
preferPerf = "1";
cellRowOrder = "1";
cellOffsetX = "0";
cellOffsetY = "0";
cellStrideX = "0";
cellStrideY = "0";
cellCountX = "-1";
cellCountY = "-1";
cellWidth = "0";
cellHeight = "0";
preload = "0";
allowUnload = "1";
};

Important Notes:
  • For every monster there should be 1 sprite map with the title formatted as <RaidNameWithSpacesRemoved>_<MonsterNameWithSpacesRemoved>_ImageMap.
  • For monster image files you should use a .png with a transparent background.
  • For monster image files the ImageMode should be set to CELL, which will tell the game that this image file should be split up into separate 'cells', or images. The first image (top left) is the normal standing pose, the second image is the death pose (top right), and the third image (bottom left) should be an attacking pose. The fourth cell (bottom right) is normally left blank. In theory it can be used for an alternate attacking pose, but requires special coding.
  • For monsters image files the CellWidth and CellHeight should be ½ the image size. Typically images should be square, 256x256, 512X512 or 1024X1024 pixels in size.
  • There should be 1 background image block with the title formatted as <RaidNameWithSpacesRemoved>_BG_ImageMap. The ImageMode for this should be FULL, unlike all other images. This image can be in .jpg format instead of .png.
  • The background image should be 1024X768 – or it may lose quality getting stretched out to fit the screen.

    Here is an example of what a monster image file should look like:



    For a bit clearer example, I have changed the background to white and drawn in the grid lines (roughly) that separate the image into different cells:


    You actually want to use the transparent background seen in the first image, otherwise your monster will be floating in a big white square.
The Monster (and Sound) File
In your raid content sub-directory (under the dlc folder) you should have a mobs.cs file that will setup the monster stats you want to use for your raid. I also tacked the music into here, rather than make a third file for a few lines of text.

Example mobs.cs (you can copy and paste this verbatim to test, but need to supply the music file):

function DemoRaid_loadMob(%name)
{
if(%name $= "Ant Eater")
{createMob("Ant Eater",200,20,20,"NA","NA","NA","Melee","NA","NA","NA","NA","NA");}
if(%name $= "Effects Monster")
{createMob("Effects Monster",2000,200,200,"TimedAOE 3 1 throws fireballs at the raid","TimedFrontAOE 2 2 throws fireballs","TimedBackAOE 3 2 throws iceballs","TimedSplash 2 5 throws fireballs","TimedReverseSplash 3 10 throws fireballs","TimedCharm 2 's mind is controlled by","NA","BombTimer 2 300","NA");}
}

//Custom Music File here
new AudioProfile(DemoRaid1_Music)
{
filename = "~/data/dlc/Demo Raid/AE.ogg";
description = "AudioLooping";
preload = false;
};

new AudioProfile(DemoRaid2_Music)
{
filename = "~/data/dlc/Demo Raid/AE.ogg";
description = "AudioLooping";
preload = false;
};

new AudioProfile(DemoRaid3_Music)
{
filename = "~/data/dlc/Demo Raid/AE.ogg";
description = "AudioLooping";
preload = false;
};

------------------------------------------------------------------------------------------------------------------
For Music:
  • The engine supports .wav and .ogg formatted files. A quick web search will find plenty of free programs that will convert other sound formats to .ogg.
  • The AudioProfile should be named <RaidNameWithSpacesRemoved><Fight#>_Music.
For Monsters:
  • The function needs to be named <RaidNameWithSpacesRemove)_loadMob.
  • Make sure your monster names match up with the names in your content file.
Stats:
The stats in createMob are - Monster name, Monster Hit Points, Monster Armor Points, Damage, Round 0 action, Round 1 action, Round 2 action, Round 3 action, Round 4 action, Round 5 action, Round 6 action, Round 7 action, Round 8 action

Combat is broken up into 9 rounds (0-8).

Hit Points – Unless you want fights to be over quickly, or your monsters have very high defense, this should typically be a large number. Consider that the higher tier bosses in the core game have 4,000 to 9,999 hit points. If you are designing something for starting characters, then monster hit points in the core game are under 1,000.

Armor Points – Roughly ever 10 points of armor negates 1 point of damage that would be done (it could have been 1-1, but just how I ended up doing it). With tier 4 level bosses, this is usually at least 100. Tier 1 bosses usually in the 20's to 40's. Players tend to like to see big damage being done, so it's usually better to up hit points rather than armor unless you are going for specific flavor.

Damage – Roughly how much a monster will hit for, via melee or spell (unless the action takes a specific damage value, as in the actions section below). Tier 4 bosses this is usually at least 100, but can be up to around 300 (remember, player armor will mitigate this damage). For Tier 1 bosses this is usually in the 20's to 40's – like armor.

Monster Actions are covered in the detail in the next section.
Monster Actions
Simple Commands:
  • NA – Don't do anything during this phase. You'll typically use this a lot unless you want your monsters taking lots of actions during each round of combat.
  • Melee – Perform a melee attack on highest threat target.
  • RandomMelee – Perform a melee attack on a random target.
  • Cleave – Perform a melee attack on the highest two threat targets.
  • MobNuke – Start casting a nuke on the highest threat target. Randomly fast to slow speed nuke.
  • RandomMobNuke – Start casting a nuke on a random target. Randomly fast to slow speed nuke.
  • MobHeal – Start casting a heal on a badly damaged target. Randomly fast to slow speed heal. The amount healed is based off the DPS of the caster for mobs using this ability.
  • MeleeImmume - Makes the monster immune to melee attacks. Should be used as a round 0 action.
  • SpellImmune - Makes the monster immune to wizard attacks. Should be used as a round 0 action.

The following are more complex commands that take multiple arguments:
  • HealBossMob <Healing Amount> <Casting Time> – Attempts to cast a healing spell for the amount entered at the first mob loaded. ( 'Dumb Orc Healing') The casting time entered is how long it will take for the healing to complete after this round (typically 1-3).

  • TimedMelee <Round it occurs on> - Perform a melee attack on highest threat target if the round is evenly divisible by the number entered.

  • TimedRandomMelee <Round it occurs on> - Perform a melee attack on a random target if the round is evenly divisible by the number entered.

  • TimedCleave< <Round it occurs on> - Perform a melee attack on the highest two threat targets if the round is evenly divisible by the number entered.

  • TimedAOE <Round it occurs on> <Damage> <Description> - This does an AOE attack on the entire raid for the damage entered on every round evenly divisible by the number entered. As an example, “TimedAOE 3 10 throws fireballs at the raid”, will do 10 damage to the raid on round 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> damaging everyone for <Damage>.”

  • TimedFrontAOE <Round it occurs on> <Damage> <Description> - This does an AOE attack on the front row of the raid for the damage entered on every round evenly divisible by the number entered. As an example, “TimedFrontAOE 3 10 throws fireballs”, will do 10 damage to the raiders in the front row on round 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> for <Damage> damage to anyone nearby.”

  • TimedBackAOE <Round it occurs on> <Damage> <Description> - This does an AOE attack on the back row of the raid for the damage entered on every round evenly divisible by the number entered. As an example, “TimedBackAOE 3 10 throws fireballs”, will do 10 damage to the raiders in the back row on round 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> for <Damage> damage to the back row!”

  • TimedSplash <Round it occurs on> <Damage> <Description> - This does an attack on a random target and deals the same damage to any raiders in the same row that are next to that target. This occurs on every round evenly divisible by the number entered. As an example, “TimedSplash 3 10 throws fireballs”, will do 10 damage to a raider and potentially those next to him/her on rounds 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> at <target name> for <Damage> damage, also hitting <splash targets>.”

  • TimedReverseSplash <Round it occurs on> <Damage> <Description> - This does an attack on a random target and deals the same damage to any raiders not in the same row that are next to that target. This occurs on every round evenly divisible by the number entered. As an example, “TimedReverseSplash 3 10 throws fireballs”, will do 10 damage to a raider and potentially those next to him/her on rounds 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> at <target name> for <Damage> damage, also hitting <splash targets>.”

  • TimedCharm <Round it occurs on> <Description> - This charms a random raider to instead attack the monster's main threat target. This occurs on every round evenly divisible by the round entered. As an example, “TimedCharm 3 's mind is controlled by”, will charm a raider on rounds 3, 6, 9, 12, etc. Any text after the round will be put into the attacks description in the following format: “<target name> <Description> <monster name>!” - Note that you generally want to put this effect early in the round, as it doesn't carry over between rounds.

  • BombTimer <Round to Count Down> <Damage> - Every round that is evenly divisible by the number entered, an internal timer will count up. Once the timer is called a fourth time, the monster will die doing the damage entered to the raid. As an example, BombTimer 2 300, will cause the monster to explode on the 8th round of combat for 300 damage. Note this cannot currently be combined with ReviveOthers or Reviveself as they share a common variable. This is intended for respawning monsters, like the Fire Bombs in the regular game.

  • Explode <Round to Explode> <Damage> - On the round entered as the second argument, this mob will explode doing the given amount of damage.

  • TimedStun <Round to stun> <Description> - Every round that is evenly divisible by the number entered, a random raider will be stunned. The text will display as: “<Monster name> stuns <target name> <description>!”

  • ReviveSelf <Rounds before revie> - This monster will return to life at full health after being dead for the number of rounds entered. Note this cannot currently be combined with ReviveOthers or BombTimer as they share a common timing variable.

  • ReviveOthers <rounds before revive> - This monster will revive all dead monsters after the number of rounds entered, starting after the first monster has died. Note this cannot currently be combined with ReviveSelf or BombTimer as they share a common variable.

  • MeleeImmuneSwitchByRound <Round it occurs on> <Description>- Turn melee Immunity on or off every round evenly divisible by the number entered. Any text after the rounde will be put into the adescription in the following format: “<Monster name> <Description>.

  • SpellImmuneSwitchByRound <Round it occurs on> <Description> - Turn spell immunity on or off every round evenly divisible by the number entered. Any text after the rounde will be put into the adescription in the following format: “<Monster name> <Description>.
Monster Actions Part 2
  • HealthMelee <GT, LT> <Health Amount> <Round it occours on> - Perform a melee attack on the highest threat target if this monster has health greater than or less than a specific amount and the round is evenly divisible the the number. Use 1 for every round.

  • HealthRandomMelee <GT, LT> <Health Amount> <Round it occours on> - Perform a melee attack on a random target if this monster has health greater than or less than a specific amount and the round is evenly divisible the the number. Use 1 for every round.

  • HealthCleave <GT, LT> <Health Amount> <Round it occours on> - Perform a melee attack on the highest two threat targets if this monster has health greater than or less than a specific amount and the round is evenly divisible the the number. Use 1 for every round.

  • HealthAOE <GT, LT> <Health Amount> <Round it occours on> <Damage> <Description> - This does an AOE attack on the entire raid for the damage entered on every round evenly divisible by the number entered if the monster has health greater than or less then the specified amount. As an example, “HealthAOE 3 LT 200 10 throws fireballs at the raid”, will do 10 damage to the raid on round 3, 6, 9, 12, etc. if the monster is below 200 health. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> damaging everyone for <Damage>"

  • HealthFrontAOE <GT, LT> <Health Amount> <Round it occurs on> <Damage> <Description> - This does an AOE attack on the front row of the raid for the damage entered on every round evenly divisible by the number entered if the monster has health greater than or less then the specified amount. As an example, “HealthFrontAOE GT 300 3 10 throws fireballs”, will do 10 damage to the raiders in the front row on round 3, 6, 9, 12, etc. if the monster has over 300 health. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> for <Damage> damage to anyone nearby."

  • HealthBackAOE <GT, LT> <Health Amount> <Round it occurs on> <Damage> <Description> - This does an AOE attack on the back row of the raid for the damage entered on every round evenly divisible by the number entered if the monster has health greater than or less then the specified amount. As an example, “HealthBackAOE LT 200 3 10 throws fireballs”, will do 10 damage to the raiders in the back row on round 3, 6, 9, 12, etc. if the monster has below 200 health. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> for <Damage> damage to the back row!”

  • HealthSplash <GT, LT> <Health Amount> <Round it occurs on> <Damage> <Description> - This does an attack on a random target and deals the same damage to any raiders in the same row that are next to that target. This occurs on every round evenly divisible by the number entered if the monster has health greater than or less then the specified amount. As an example, “HealthSplash GT 200 3 10 throws fireballs”, will do 10 damage to a raider and potentially those next to him/her on rounds 3, 6, 9, 12, etc. if the monster has more than 200 health. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> at <target name> for <Damage> damage, also hitting <splash targets>.”

  • HealthReverseSplash <GT, LT> <Health Amount> <Round it occurs on> <Damage> <Description> - This does an attack on a random target and deals the same damage to any raiders not in the same row that are next to that target if the monster has health greater than or less then the specified amount. This occurs on every round evenly divisible by the number entered. As an example, “HealthReverseSplash LT 200 3 10 throws fireballs”, will do 10 damage to a raider and potentially those next to him/her on rounds 3, 6, 9, 12, etc. if the monster has less then 200 health. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> at <target name> for <Damage> damage, also hitting <splash targets>.”

  • HealthCharm <GT, LT> <Health Amount> <Round it occurs on> <Description> - This charms a random raider to instead attack the monster's main threat target. This occurs on every round evenly divisible by the round entered if the monster has health greater than or less then the specified amount. As an example, “HealthCharm LT 200 3 's mind is controlled by”, will charm a raider on rounds 3, 6, 9, 12, etc. if the monster has less than 200 health. Any text after the round will be put into the attacks description in the following format: “<target name> <Description> <monster name>!” - Note that you generally want to put this effect early in the round, as it doesn't carry over between rounds.

  • HealthdStun <GT, LT> <Health Amount> <Round to stun> <Description> - Every round that is evenly divisible by the number entered, a random raider will be stunned if the monster has greater than or less than the amount of health specified. The text will display as: “<Monster name> stuns <target name> <description>!”

  • TimedPlayerShuffle <Round it occurs on> <Description> - If the round is evenly divisble by the number entered, the monster will randomly target two raiders and switch their order in the raid group. The action will be displayed as "<Monster Name> <description> <target1 Name> & <target2 Name>!"

  • HealthPlayerShuffle <GT, LT> <Health Amount> <Round it occurs on> <Description> - If the round is evenly divisble by the number entered and the monster has greater than or less than the specified amount of health, the monster will randomly target two raiders and switch their order in the raid group. The action will be displayed as "<Monster Name> <description> <target1 Name> & <target2 Name>!"

  • TimedPullRaid <Round it occurs on> <Description> - Pulls all raid members to the front row if the round is evenly divisible by the number enetered. The displayed text will appear as "<Monster name> <Description>".

  • TimedPushRaid <Round it occurs on> <Description> - Pushes all raid members to the back row if the round is evenly divisible by the number entered. The displayed text will appear as "<Monster name> <Description>".

  • HealthPullRaid <GT, LT> <Health Amount> <Round it occurs on> <Description> - Pulls all raid members to the front row if the round is evenly divisible by the number enetered and the monster has less than or greater than the health specified. The displayed text will appear as "<Monster name> <Description>".

  • HealthPushRaid <GT, LT> <Health Amount> <Round it occurs on> <Description> - Pushes all raid members to the back row if the round is evenly divisible by the number entered and the monster has less than or greater than the health specified. The displayed text will appear as "<Monster name> <Description>".
Monster Actions, Part 3
  • ShiftedTimedMelee <Round it occurs on> <Round offset> - Perform a melee attack on highest threat target if the round, minus the offset, is evenly divisible by the number entered.

  • ShiftedTimedRandomMelee <Round it occurs on> <Round offset>- Perform a melee attack on a random target if the round, minus the offset, is evenly divisible by the number entered.

  • ShiftedTimedCleave< <Round it occurs on> <Round offset>- Perform a melee attack on the highest two threat targets if the round, minus the offset, is evenly divisible by the number entered.

  • ShiftedTimedAOE <Round it occurs on> <Round offset> <Damage> <Description> - This does an AOE attack on the entire raid for the damage entered on every round, minus the offset, evenly divisible by the number entered. As an example, “TimedAOE 3 10 throws fireballs at the raid”, will do 10 damage to the raid on round 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> damaging everyone for <Damage>.”

  • ShiftedTimedFrontAOE <Round it occurs on> <Round offset> <Damage> <Description> - This does an AOE attack on the front row of the raid for the damage entered on every round, minus the offset, evenly divisible by the number entered. As an example, “TimedFrontAOE 3 10 throws fireballs”, will do 10 damage to the raiders in the front row on round 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> for <Damage> damage to anyone nearby.”

  • ShiftedTimedBackAOE <Round it occurs on> <Round offset> <Damage> <Description> - This does an AOE attack on the back row of the raid for the damage entered on every round, minus the offset, evenly divisible by the number entered. As an example, “TimedBackAOE 3 10 throws fireballs”, will do 10 damage to the raiders in the back row on round 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> for <Damage> damage to the back row!”

  • ShiftedTimedSplash <Round it occurs on> <Round offset> <Damage> <Description> - This does an attack on a random target and deals the same damage to any raiders in the same row that are next to that target. This occurs on every round, minus the offset, evenly divisible by the number entered. As an example, “TimedSplash 3 10 throws fireballs”, will do 10 damage to a raider and potentially those next to him/her on rounds 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> at <target name> for <Damage> damage, also hitting <splash targets>.”

  • ShiftedTimedReverseSplash <Round it occurs on> <Round offset> <Damage> <Description> - This does an attack on a random target and deals the same damage to any raiders not in the same row that are next to that target. This occurs on every round, minus the offset, evenly divisible by the number entered. As an example, “TimedReverseSplash 3 10 throws fireballs”, will do 10 damage to a raider and potentially those next to him/her on rounds 3, 6, 9, 12, etc. Any text after the damage will be put into the attack description in the following format: “<Monster name> <Description> at <target name> for <Damage> damage, also hitting <splash targets>.”

  • ShiftedTimedCharm <Round it occurs on> <Round offset> <Description> - This charms a random raider to instead attack the monster's main threat target. This occurs on every round, minus the offset, evenly divisible by the round entered. As an example, “TimedCharm 3 's mind is controlled by”, will charm a raider on rounds 3, 6, 9, 12, etc. Any text after the round will be put into the attacks description in the following format: “<target name> <Description> <monster name>!” - Note that you generally want to put this effect early in the round, as it doesn't carry over between rounds.

  • ShiftedMeleeImmuneSwitchByRound <Round it occurs on> <Round offset> <Description>- Turn melee Immunity on or off every round, minus the offset, evenly divisible by the number entered. Any text after the rounde will be put into the adescription in the following format: “<Monster name> <Description>.

  • ShiftedSpellImmuneSwitchByRound <Round it occurs on> <Round Offset> <Description> - Turn spell immunity on or off every round, minus the offset, evenly divisible by the number entered. Any text after the rounde will be put into the adescription in the following format: “<Monster name> <Description>.

  • ShiftedTimedPullRaid <Round it occurs on> <Round offset> <Description> - Pulls all raid members to the front row if the round, minus the offset, is evenly divisible by the number enetered. The displayed text will appear as "<Monster name> <Description>".

  • ShiftedTimedPushRaid <Round it occurs on> <Round offset> <Description> - Pushes all raid members to the back row if the round, minus the offset, is evenly divisible by the number entered. The displayed text will appear as "<Monster name> <Description>".

  • ShiftedTimedPlayerShuffle <Round it occurs on> <Round offset> <Description> - If the round, minus the offset, is evenly divisble by the number entered, the monster will randomly target two raiders and switch their order in the raid group. The action will be displayed as "<Monster Name> <description> <target1 Name> & <target2 Name>!"
Uploading Content To The Workshop
The current process for player made content is that it can be uploaded to the Steam Workshop for review by the developer to ensure that it is functional. If there are no game breaking typos, it will be included with the next patch for players to use. If you want to make other arrangements for distributing your content please contact support@iawgame.com .

As noted in the overview there is a self extracting zip, WorkshopUploader.exe, in the dlc directory that contains an application you can use to submit content to the Steam Workshop. This is a program put together by Kenny Ball (giving credit where it is due) and configured for It's A Wipe! You can extract it to any location, put your DLC into a sub-directory of the WorkshopContent folder, make a couple of configuration edits to point to your content, and upload your raid to the Steam Workshop.

First off, create a sub-directory in the Workshop Content folder and place all of your DLC files inside (everything setup in the previous sections). You will also need a separate image file to be used as the image display for your content in the Steam Workshop. This should be placed in the Workshop Content folder itself.

Next, log-in to Steam and run the SteamWorkshopUploader executable that was extracted. You will see a simple screen like this:



You should then enter the name of your Workshop entry into the available field and press Create Item. This will create a new entry like the one below (Note: do not put in .workshop.json - that will be added automatically - just put the name of your raid):


Clicking on the workshop.json file will open it up in a text editor. Leave the publishedfileid alone, as this is the unique ID of your workshop item. You will need to put in the following information:

[/b]Contentfolder[/b] – This should is the name of the folder containing your DLC files (inside the Workshop Content folder).

Previewfile - The name of your image file (with extension) that is in the main WorkshopContent folder. It must be under 1MB in size. Suggested formats include JPG, PNG or GIF.

Title – The title of your workshop content.

Description – The description of this content that you want displayed on the Steam Workshop.

You shouldn't need to edit the other fields, and should not change the publishedfileid.

Once you have the json file set-up, put in any notes about the current build in the Change Note field and press the Submit button. The status display will let you know if it uploaded successfully. There are reported issued where it can occasionally fail to upload, even though all of the configuration is correct. If you run into issues you may want to make sure that you are logged into Steam, or try restarting the application. Ideally you want to see something like this:


If you have any questions or suggestions, please post them to the community forums. We're open to adding additional monster abilities and streamlining the process, so feedback from people working on content would be appreciated.
3 Comments
Tree 14 Feb, 2018 @ 12:09am 
Ahh yes that is a clear over sight on my part. Thanks for the responce
Parody Games  [author] 13 Feb, 2018 @ 4:59pm 
@Boom - The inability to add loot drops is intentional. I didn't want to give people a relatively easily way to exploit through the core content by putting high end loot on trivial fights. If you make content and want it to have a loot table, feel free to let me know and I can take a look at adding one in.
Tree 13 Feb, 2018 @ 4:25pm 
I dont see how to add loot drops if there is a section my bad