Configuration
Configuration¶
Map Configuration controls the settings that adjust map behavior including movement, encounters, and camera defaults.


Properties¶
System¶
| Name | Explanation | Type |
|---|---|---|
| Action Result | The default way to display action results on the map, such as poison damage or status effect messages. | Action Sequence Result |
| Enter Map Script | The script executed when entering a map. | Script |
| Enter Transition | The scene transition played when entering. | Scene Transition |
| Exit For Battle Transition | The scene transition played when exiting to battle. | Scene Transition |
| Exit Map Script | The script executed when exiting a map. | Script |
| Exit Transition | The scene transition played when exiting. | Scene Transition |
| Graphics Post Processors | The post-processing effects applied to the scene. | Graphics Post Processor |
| Loading Screen | The user interface to use for the loading screen for the scene. | User Interface |
| Ongoing Map Script | The script that runs continuously while on the map. | Script |
| Pathfinding Time | The maximum time for pathfinding calculations. | Number |
Calculations¶
| Name | Explanation | Type |
|---|---|---|
| Is Defeat/Game Over Enabled | Whether the default defeat condition from battle configuration is checked when statistics are updated on a map. | Toggle |
Caterpillar System¶
| Name | Explanation | Type |
|---|---|---|
| Are Followers Intangible? | Whether caterpillar followers are intangible and do not interact with physics. | Toggle |
| Maximum Distance | The maximum distance before a caterpillar member teleports to catch up to the leader. | Number |
| Members Shown | The number of caterpillar followers visible on the map. | Number |
| Minimum Distance | The minimum distance a caterpillar follower must be from the leader before it begins moving to follow. | Number |
| Use Caterpillar System | Whether to use the caterpillar system, which displays party followers trailing behind the leader on the map. | Toggle |
Debugging¶
| Name | Explanation | Type |
|---|---|---|
| Doodad Bounding Box Color | The color to render the bounding boxes for doodads. | Color |
| Doodad Bounding Boxes | Whether to render doodad bounding boxes for debugging. | Toggle |
| Entity Bounding Box Color | The color to render the bounding boxes for entities. | Color |
| Entity Bounding Boxes | Whether to render entity bounding boxes for debugging. | Toggle |
| Projection Bounding Box Color | The color to render the bounding boxes for projections. | Color |
| Projection Bounding Boxes | Whether to render projection bounding boxes for debugging. | Toggle |
| Vehicle Bounding Box Color | The color to render the bounding boxes for vehicles. | Color |
| Vehicle Bounding Boxes | Whether to render vehicle bounding boxes for debugging. | Toggle |
Layers¶
| Name | Explanation | Type |
|---|---|---|
| Overlapping Layer Strategy | The strategy for handling duplicate tile layer data. | Tile Overlap Strategy |
Movement¶
| Name | Explanation | Type |
|---|---|---|
| Allow Down Input | Whether down input is registered on maps. | Toggle |
| Allow Left Input | Whether left input is registered on maps. | Toggle |
| Allow Right Input | Whether right input is registered on maps. | Toggle |
| Allow Up Input | Whether up input is registered on maps. | Toggle |
| Animate On Collisions | Whether the hero continues its walking animation when colliding with a wall or object. | Toggle |
| Blobber Angle | The angle to rotate the yaw when blobber-style controls are enabled. | Variable or Value |
| Blobber Strict-Mode | Whether blobber-style controls prevent forward and backward movement while turning. | Toggle |
| Blobber Turn Interval (milliseconds) | The fixed time that it takes to turn when blobber-style controls are enabled. | Number |
| Constrain Diagonal Movement | Whether to limit diagonal movement speed so it matches cardinal movement speed. | Toggle |
| Constrained Diagonal Scalar | The scalar to limit the diagonal movement by. The default is 0.707 or the square root of 2. | Number |
| Enable Blobber Controls | Whether to enable blobber-style controls for first-person camera movement. | Toggle |
| Global Speed | The scalar to apply to all movement. | Number |
| Instantaneous Tile Movement | Whether tile-based movement is instantaneous, teleporting to the next tile instead of animating. | Toggle |
| Map Direction to Camera Angle | Whether to map the movement direction of the controlled actor to the camera angle. | Toggle |
| Pixel-Based Movement | Whether pixel-based movement is enabled, allowing free movement instead of tile snapping. | Toggle |
| Prefer Horizontal Resolution | Whether to prefer a horizontal frame when resolving direction for sprite display. | Toggle |
| Prefer Vertical Resolution | Whether to prefer a vertical frame when resolving direction for sprite display. | Toggle |
| Prevent Diagonal Movement | Whether to prevent diagonal movement, restricting input to cardinal directions only. | Toggle |
Physics¶
| Name | Explanation | Type |
|---|---|---|
| Default Collider | The default entity collider shape, if applicable. | Collider |
| Gravity | The default gravity to apply to entities. | Vector |
| Interaction Distance | The distance an action key interaction searches forward. | Number |
| Interval (milliseconds) | The fixed interval that physics runs at. | Number |
| Level Collision Height | The height used to create boundaries for level geometry when a tile is marked for collision. | Number |
| Maximum Fall Distance | The maximum distance that something can fall and not be considered falling. | Number |
| Prevent Falling | Whether to actively prevent entities from falling off edges beyond the maximum fall distance. | Toggle |
| Results Time to Live (milliseconds) | How long the engine remembers a tile tag result when an entity briefly loses contact with the surface. | Number |
| Slope Climbing Angle | The maximum angle allowed for climbing slopes in degrees. | Number |
| Strict Collision Mode | Whether any collision prevents movement. When disabled, passable collisions are allowed through. | Toggle |
| Tile Movement Margin | The distance threshold for applying glue force to keep entities anchored to tiles. Also affects movement detection raycasts. | Number |
Tile Overlap Strategy¶
| Name | Explanation |
|---|---|
| Combine | Combines the geometry metadata from all overlapping tile layers into a single result. |
| Use First Layer Only | Uses only the first (bottom) layer's tile data and ignores tiles on higher layers at the same position. |
| Use Last Layer Only | Uses only the last (top) layer's tile data and ignores tiles on lower layers at the same position. |