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Editor

The Power Editor is the main window you'll use while working with Power.

Editor reference

Power is built around creating assets and connecting them together to create the game mechanics you need.

Although every Power asset can be created from the Assets → Create → Power menu, the Power Editor makes it much easier to create, organize, and manage your Power assets.

Open it from Tools → Power → Editor (Ctrl/Cmd + E). Select any Power asset and press Ctrl/Cmd + G (Assets → Open in Power Editor) to jump to it. Ctrl/Cmd + L reopens the asset you opened last.

Tabs​

TabContains
StatRepositories, Environments, Containers, Stat Definitions, Keys.
EffectEffect Packs and every Effect type (Stat Effects, Injector, Linker, Remover, Timer Modifier, Tween, Conditional).
ProcessorProcess Definitions and every Processor stage.
MiscStat Conditions, Stat Scalers, Adapters, Value Distributers, Injectors / Linkers, Custom Targeters, Targeting Filters, Premade Relation / Asset Packs.
IdentifiersThe identifier databases: StatId, ContainerId, EnvironmentId, StatTags, RelativeStat, InjectorTag, EffectAttribute, EffectResultAttribute, ProcessorId, UpdaterType, ActorExtensionId, ActorPartId, RelationState, ActorId.
WorldWorld Settings, Diplomacy (Settings, Provider, Definition), Log, Updater.
InitializerThe project initializer (creates the default databases, the world settings and a Quick World Initializer for the scene) and the Sample Importer.
SettingsSave Folders and Naming Conventions for created assets, Icons.

Working on a Stat​

Selecting a Stat Definition in the Stat tab shows its inspector and these tools:

FoldoutDoes
CreateCreates the Stat with its Key, registers it in a Container and fills obvious fields (autofill).
LinkLink To Stat: links this Stat into another with a chosen Linker. Same Environment: a Linker Definition on the target. Different Environments: a Linker Effect in the source Environment's linker Effect Bundle. See Injector.
ConvertChanges the Stat's kind in place and re-points everything that referenced it: Normal ↔ SigSep list, Normal ↔ SrcSep, Unsigned ↔ Signed (Modifier, Conditional Modifier, Counter, Intervener, Director), Counter Effect ↔ Intervener Effect. You still add the matching Processors to the chains that read it.
DeleteDeletes the Stat together with its Key and lists what still references them.
ReferencesEvery asset that uses the Stat or its Key.

Effects have a similar Convert (BS ↔ AS ↔ MAS), and Repositories have Premade Relation Pack (load a PRP) and Add Environment; Environments and Containers have Add Container, Add Stat, Add Inner Container / Add Inner Stat for SigSep and SrcSep.

Other windows​

WindowUse it to
AccessPin the assets you keep coming back to and return to the ones you opened recently.
FlowTrace how an Effect runs through the Processors at runtime, and apply Effects from the editor.
RelationsSee the relation graph of one or more Stats before you change them.
SearchFind Stats by name inside an Environment or Repository.
ValidatorFind setup mistakes before they show up at runtime.
OrphansFind and clean up Power assets nothing references.
Build Mechanic RunsSee what your AI agent runs cost, per agent and per step.

Every shortcut and menu item is listed in Shortcuts and Menu Items.