Create new game content for StepQuest (locations, enemies, NPCs, items, abilities, activities, status effects). Use when adding new content to the game.
Help the user create new game content for StepQuest by generating JSON specification files that get processed by the ClaudeContentCreator editor tool.
Location: Assets/Scripts/Editor/ClaudeContentCreator.cs
Menu: WalkAndRPG > Claude Content Creator
This Unity editor tool processes JSON files to create ScriptableObjects automatically.
Assets/Editor/ContentQueue/| Type |
|---|
| Creates |
|---|
| Can Assign to Location |
|---|
| Enemy | EnemyDefinition | Yes (with hidden/rarity) |
| Ability | AbilityDefinition | No |
| Item | ItemDefinition | No |
| NPC | NPCDefinition | Yes (with hidden/rarity) |
Assets/Editor/ContentQueue/WalkAndRPG > Claude Content CreatorAsk the user what type of content they want to create:
Note: Locations, Activities, and Status Effects still need manual creation via their Editor Windows.
For each content type, ask about required fields. Use snake_case for all IDs.
forest_clearing)forest_wolf)village_blacksmith)iron_ore)fireball)mine_iron)burning)Create a JSON file in Assets/Editor/ContentQueue/ with the content specification.
{
"enemies": [
{
"id": "rat",
"name": "Rat",
"filename": "Rat",
"description": "Un rongeur agressif.",
"level": 1,
"maxHealth": 15,
"xpReward": 3,
"color": "8B7355",
"abilityIds": ["basic_attack"],
"victoryTitle": "Rat vaincu !",
"victoryDescription": "Le rat s'enfuit dans l'ombre."
}
],
"abilities": [
{
"id": "bite",
"name": "Morsure",
"filename": "Bite",
"description": "Une morsure rapide.",
"cooldown": 1.5,
"weight": 1,
"color": "8B4513",
"damage": 8,
"isEnemyAbility": true
}
],
"items": [
{
"id": "rat_tail",
"name": "Queue de Rat",
"filename": "RatTail",
"description": "Une queue de rat. Beurk.",
"itemType": "Material",
"maxStack": 99
}
],
"npcs": [
{
"id": "merchant_bob",
"name": "Bob le Marchand",
"filename": "MerchantBob",
"description": "Un marchand jovial.",
"color": "DAA520"
}
],
"locationAssignments": [
{
"locationId": "village_01",
"enemyIds": [
{ "id": "rat", "isHidden": true, "rarity": 0 }
],
"npcIds": [
{ "id": "merchant_bob", "isHidden": false, "rarity": 0 }
]
}
]
}
add_rat_enemy.json, new_forest_content.jsonfilename field in each spec determines the .asset filenameAfter creating the JSON file, tell the user:
WalkAndRPG > Claude Content CreatorAfter creating the JSON, ask: