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Game initialization settings
Joao Paulo Oliveira Fernandes edited this page Mar 15, 2024
·
4 revisions
Database file for abilities. See an example. This json file contains an object that contains some settings to initialize the game. Location: assets/init.json
. All settings here are required.
-
hero_key_name
[string]
: the hero unique key name. -
initial_action
[string]
: the initial action of the hero. Example -
initial_direction
[string]
: the initial direction of the hero. Must be one of the following:"right"
,"up_right"
,"up"
,"up_left"
,"left"
,"down_left"
,"down"
, or"down_right"
. -
map_key_name
[string]
: the initial map unique key name. -
initial_scale_factor
[number]
: the initial zoom factor. Please set integer values between 1 and 5. -
x_tile_position
[number]
: the initial x tile position of the hero. -
y_tile_position
[number]
: the initial y tile position of the hero. -
collision_layer
[number]
: the initial map collision layer index number. -
coins
[number]
: the initial number of coins the party has. -
skip_start_menu
[boolean]
: if true, the start menu will be skipped on engine start. -
ignore_system_scaling
[boolean]
: if true, it will ignore system scaling like browser zoom and/or system DPI scaling. -
verbose_game_event_fire
[boolean]
: if true, it will register in log file whenever a game event is fired. -
artifacts_global_list
[array]
: the initial list of artifact items that will be common in all shops of the game.-
key_name
[string]
: the artifact item key name. -
quantity
[number]
: the quantity of this item in global list.
-
-
last_visited_town_with_sanctum
[object]
: this object holds the data regarding the last visited sanctum in the game. This info is necessary when the party is defeated in battle.-
map_key
[string]
: the sanctum map key name. -
collision_layer
[number]
: the map collision layer to be in. -
tile_position
[object]
: the target tile position where the hero will be.-
x
[number]
: the x tile position. -
y
[number]
: the y tile position.
-
-
-
battle_bgms
[object]
: this object holds the bgm keys for random map battles. The key of this object is the char key and the value is the bgm key. When your party header is a key in this object, the correspondent bgm will be played. You must at least define in this object the"default"
key, so if the engine doesn't find a char in this list, it will pick the default bgm.-
default
[string]
: a bgm key. Required. -
[char key]
[string]
: a bgm key. Optional.
-
-
default_inputs
[object]
: the game input map. GBA -> Keyboard.-
LEFT
[string]
: GBA left button. -
RIGHT
[string]
: GBA right button. -
UP
[string]
: GBA up button. -
DOWN
[string]
: GBA down button. -
A
[string]
: GBA A button. -
B
[string]
: GBA B button. -
L
[string]
: GBA L button. -
R
[string]
: GBA R button. -
SELECT
[string]
: GBA Select button. -
START
[string]
: GBA Start button. -
ZOOM1
[string]
: Sets zoom factor to 1. -
ZOOM2
[string]
: Sets zoom factor to 2. -
ZOOM3
[string]
: Sets zoom factor to 3. -
ZOOM4
[string]
: Sets zoom factor to 4. -
MUTE
[string]
: Mutes the game. -
VOL_UP
[string]
: Increase volume. -
VOL_DOWN
[string]
: Decrease volume.
-
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- Game initialization settings
- Map settings
-
Game Events
- Add item to party event
- Audio play event
- Battle event
- Branch event
- Camera fade event
- Camera follow event
- Camera move event
- Camera shake event
- Casting aura event
- Change collision layer event
- Char animation play event
- Char blend mode event
- Char exp event
- Char fall event
- Char hue event
- Char item manipulation event
- Char level change event
- Char rotation event
- Char shadow visibility event
- Char tween position event
- Chest event
- Colorize char event
- Colorize map event
- Control bgm event
- Create storage var event
- Custom collision body event
- Destroyer event
- Dialog event
- Djinn get event
- Djinn set status event
- Emoticon event
- Event activation event
- Event caller event
- Event holder event
- Event loop event
- Exit Sand mode event
- Face direction event
- Flame char event
- Generic sprite event
- Grant ability event
- IO anim play event
- IO tween position event
- Item checks event
- Jump event
- Layer tween event
- Layer visibility event
- Look event
- Main chars join split event
- Map blend mode event
- Map opacity event
- Move event
- Outline char event
- Particles event
- Party join event
- Permanent status event
- Psynergy stone event
- Set char activation event
- Set char collision event
- Set char visibility event
- Set IO activation event
- Set IO collision event
- Set IO visibility event
- Set NPC collision event
- Set party coins event
- Set value event
- Storage change event
- Summon event
- Teleport event
- Tile event manage event
- Timer event
- Tint char event
- Databases
- Code reference