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Configuration

Configuration

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

Maps.Configuration1

Maps.Configuration2

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.