The Entity Properties dialog box allows certain properties and behaviors to be edited for a given tile, object, or character. The dialog can be accessed while in the Map Editor's Edit mode by double-clicking on an entity. Alternatively, you can right-click on an entity and select Properties from the context menu or select it with the left mouse button and press “P”.
This dialog will vary according to the type of entity being edited. For example, editing a character will allow you to attach a dialogue or battle directly to the character. Each section below describes the properties that are available for each entity type.
Icon | Property | Description |
---|---|---|
Trigger Event | List of possible trigger events for scripts assigned to this tile. Each trigger event can have its own script. Refer to the table below for a description of each trigger event. | |
Script | Script that will be triggered for the currently selected trigger event. Selecting “Quick Script” from the dropdown box then clicking the pencil button will open the Quick Script Builder. | |
Entity ID | Unique ID for the tile that can be referenced in scripts. See Entity for an example of how to reference an entity by its ID. | |
Tooltip | Text that will be displayed in-game when the player hovers over the tile with the mouse cursor. See Entity Tooltips. | |
Interaction Cursor | Mouse cursor to display when the player character is able to walk to the tile and the mouse is hovering over it. For example, an icon of a staircase could be used for a dungeon entrance tile. |
Event | Description |
---|---|
Character enters tile | Triggered whenever a character enters this tile. In order for an NPC to trigger this event, the “Triggerable by NPCs” setting must be enabled, and the NPC must have “Can Trigger Scripts” enabled in their behavior settings. |
Character stops on tile | Triggered whenever a character stops on this tile. In order for an NPC to trigger this event, the “Triggerable by NPCs” setting must be enabled, and the NPC must have “Can Trigger Scripts” enabled in their behavior settings. |
Character exits tile | Triggered whenever a character exits this tile. In order for an NPC to trigger this event, the “Triggerable by NPCs” setting must be enabled, and the NPC must have “Can Trigger Scripts” enabled in their behavior settings. |
Object enters tile | Triggered whenever a pushable object enters this tile. In order for an NPC to trigger this event, the “Triggerable by NPCs” setting must be enabled, and the NPC must have “Can Trigger Scripts” enabled in their behavior settings. The $object local variable will contain the pushed object. |
Object stops on tile | Triggered whenever a pushable object stops on this tile. In order for an NPC to trigger this event, the “Triggerable by NPCs” setting must be enabled, and the NPC must have “Can Trigger Scripts” enabled in their behavior settings. The $object local variable will contain the pushed object. |
Object exits tile | Triggered whenever a pushable object exits this tile. In order for an NPC to trigger this event, the “Triggerable by NPCs” setting must be enabled, and the NPC must have “Can Trigger Scripts” enabled in their behavior settings. The $object local variable will contain the pushed object. |
Item (Tool) | Triggered whenever the player interacts with this tile while they have the corresponding tool item active. An item needs to be configured as a tool item in order for it to appear as a trigger event. |
Icon | Property | Description |
---|---|---|
Script | Script that will be triggered when the player interacts with the object. Selecting “Quick Script” from the dropdown box then clicking the pencil button will open the Quick Script Builder. | |
Entity ID | Unique ID for the object that can be referenced in scripts. See Entity for an example of how to reference an entity by its ID. | |
Tooltip | Text that will be displayed in-game when the player hovers over the object with the mouse cursor. See Entity Tooltips. | |
Interaction Cursor | Mouse cursor to display when the player character is able to interact with the object and the mouse is hovering over it. For example, an icon of a key could be used for a locked door or chest. | |
Item Container | When enabled, the object will act as an item container. When the player interacts with the object, an item container window will open, allowing the player to take items from (or place items into) the object. | |
On Close Script | Script that will be triggered whenever the item container window is closed by the player (or if they walk away from the object). Only applicable if the object is defined as an item container. | |
Container Name | Text that will show in the titlebar of the item container window (for example, “Wooden Chest”). Only applicable if the object is defined as an item container. |
Icon | Property | Description |
---|---|---|
Character Type | Specifies whether the character is an NPC or an enemy. NPCs can have dialogue attached, and enemies can have battles attached. | |
Dialogue | Dialogue that will be triggered when the player interacts with the character. Only applicable to NPCs. | |
Battle | Battle that will be triggered when the player interacts with the character. Only applicable to enemies. | |
Behavior | Determines how the character will move around the map and react to their surroundings. See NPC Behavior. | |
Entity ID | Unique ID for the character that can be referenced in scripts. See Entity for an example of how to reference an entity by its ID. | |
Tooltip | Text that will be displayed in-game when the player hovers over the character with the mouse cursor. See Entity Tooltips. |