Creating a Stage for Your Custom Encounter
Once you've created a custom encounter, you may want it to appear as a separate selection in the chapter menu. Here’s how to achieve that:
Folder Structure
Your mod should follow this structure:
mods/
├── mod1/
│ └── custom_encounters/
│ └── my_custom_stage/
│ ├── encounter.json
│ └── subchapterui.json
encounter.json: This file is identical to the one used in the Custom Battles section.subchapterui.json: This file defines how the encounter appears in the chapter selection.
Example subchapterui.json
{
"chapterId": 2,
"subchapterId": 1111,
"nodeId": 1111,
"storyIdInTheaterData": 0,
"isUnlockByUnlockCode": false,
"unlockCode": 101,
"relatedData": { "chapterId": 2, "subchapterId": 0, "nodeId": 0 },
"uiConfig": {
"customChapterText": "3.5",
"chapterTagIconType": "BATTLE",
"region": "p",
"mapAreaId": 101,
"timeLine": "PLAYGROUND",
"illustId": ""
},
"type": "STAGE_NODE"
}
Key Fields to Modify
subchapterId: A unique identifier for your custom encounter.nodeId: Should matchsubchapterId.customChapterText: The text or number displayed at the top left of your encounter.timeLine: Defines the timeline for the battle; can be any string.illustId: References a chapter illustration. The default playground illustration is"story-id_E041X".
Adding a Title for Your Stage
To display text for your stage in the chapter selection, add an entry in custom_limbus_locale/EN/stageNodeText.json:
{
"1111": {
"title": "Example Stage 1"
}
}
Here, 1111 corresponds to the nodeId of your stage.
If you've done everything correctly your stage should now appear in the game