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 match- subchapterId.
- 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