Introduction
Map configuration is used to setup how the map engine functions.
Properties
System
Name | Explanation | Type |
Loading Screen | The user interface to use for the loading screen for the scene. | User Interface |
Action Result
Name | Explanation | Type |
Font Family | The font family of the action result. | Font Family |
Font Size | The font size of the action result. | Number |
Color | The color of the action result. | Color |
Use Drop Shadow | Whether or not to display a drop shadow on the action result. | Toggle |
Drop Shadow Color | The color of the drop shadow of the action result. | Color |
Drop Shadow Offset | The offset of the drop shadow of the action result. | Number |
Caterpillar System
Name | Explanation | Type |
Use Caterpillar System | Whether or not to use a caterpillar system. | Toggle |
Are Followers Intangible | Whether or not the caterpillar members are intangible and do not truly interact with physics. | Toggle |
Members Shown | The count of members that can be shown on the map. | Number |
Minimum Distance | The minimum distance before a caterpillar member teleports to catch up to the leader. | Number |
Maximum Distance | The maximum distance before a caterpillar member teleports to catch up to the leader. | Number |
Layers
Name | Explanation | Type |
Overlapping Layer Strategy | The strategy for handling duplicate tile layer data. | Tile Overlap Strategy |
Physics
Name | Explanation | Type |
Pixel-Based Movement | Whether or not pixel based movement is enabled. | Toggle |
Tile-Based Movement | Whether or not tile based movement is enabled. | Toggle |
Tile Movement Margin | The vertical offset to apply to volumetric movement calculations to adjust physics calculations. | Number |
Default Collider | The default collider used by entities or characters on maps. | Collider? |
Interval (milliseconds) | The fixed interval that physics runs at. | Number |
Interaction Distance | The distance an action key interaction searches forward. | Number |
Level Collision Height | The height used to create boundaries for level geometry when a tile is marked for collision. | Number |
Slope Climbing Angle | The maximum angle allowed for climbing slopes in degrees. | Number |
Strict Collision Mode | Whether or not any collision prevents movement. | Toggle |
Gravity | The default gravity to apply to entities. | Number |
Prevent Falling | Whether or not to actively prevent entities from falling. | Toggle |
Maximum Fall Distance | The maximum distance that something can fall and not be considered falling. | Number |
Constrain Diagonal Movement | Whether or not to limit components of diagonal movement to make it more realistic. | Toggle |
Prevent Diagonal Movement | Whether or not to prevent diagonal movement. | Toggle |
Prefer Horizontal Resolution | Whether or not to prefer a horizontal frame when handling direction resolution. | Toggle |
Prefer Vertical Resolution | Whether or not to prefer a vertical frame when handling direction resolution. | Toggle |
Calculations
Name | Explanation | Type |
Is Defeat/Game Over Enabled | Whether or not the default defeat condition in the battle configuration is checked for when statistics are updated. | Toggle |
Scripts
Name | Explanation | Type |
Enter Map | The script to execute upon entering a map. | Script |
Exit Map | The script to execute upon exiting a map. | Script |
Ongoing Map | The script to execute in the background of a map. | Script |
Transitions
Name | Explanation | Type |
Enter Transition | The transition for entering the scene. | Transition |
Exit For Battle Transition | The transition for exiting the scene for a battle scene. | Transition |
Exit Transition | The transition for exiting the scene. | Transition |
Action Result Effects