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Clicking the “Actor” button and choosing a square on your current Map will bring up the “Pick Actor Template” window where you can choose between the “Character” template (normally Actors like heroes, NPCs, enemies), “Dynamic Object” template (things like dynamic lights) or the “Vehicle” template (for Actors like cars and boats).
You can browse through the more detailed templates on this screen using the folders to the left and selecting your chosen template from the list. Otherwise, you can use a blank template and add details to your character in the “Actor” window.
Edit - you can edit the Actor Template here. This will allow you to pick default settings like Team, rewards, base Statistics, equipment/appearance and scripts. Actors you make later, with this template, will keep these same settings.
Template - is used to select the Actor Template of the Actor. This will take you back to the template folders with “Character”, “Dynamic Object” and “Vehicle”.
Display Name – is used to identify the Actor on the Map.
Scripting ID – is used to identify the Actor through scripting.
Position – sets the X/Y/Z coordinates of the Actor on the Map.
Size – sets the X/Y/Z percentage magnification of the Actor graphic. The default Actor size is 100%.
Direction - sets X/Y/Z direction of the Actor. The third (Z) direction dial changes the facing direction of the Actor.
Invincible – when ticked, the Actor is invincible. This means they have no collision and nothing can harm or kill them.
Invisible – when ticked, the Actor is invisible. Their graphic will not appear on the Map.
Initially Existent – when ticked, the Actor will appear from the beginning. If an Actor is non-existent, they will not be visible, cannot be harmed/killed and any scripts they have will not run. They must be called into existence by a script.
Solid – when ticked, the Actor will be solid. Actors which are not solid will have no collision and fall through everything, unless “Sustain” behavior is enabled (see further down).
Clicking this button opens up a new window. If everything is greyed out, the Actor will not move on its own accord unless influenced by what Team they’re on or given an Actor Route. To give an Actor automatic movement, tick the “Move” box and select which direction they should move in. To make them stand still but face a certain direction, tick the “Face” box.
If the “Ignore Collision Detection” box is ticked, the Actor will move through everything regardless of their collision.
“Keep In Same Area” means the Actor will always stay within a certain range of their starting point.
Enable Generic Artificial Intelligence – when ticked, automatic movement will be disabled and the Actor will automatically attack enemies within viewing range.
Weapon Speed – defines how quickly an Actor uses their equipped weapon.
Keep Near Post/Route – when ticked, the Actor will automatically return to their given Actor Route if they travel too far away.
Field of View – sets the Actor's field of view.
Visual Distance – sets the Actor’s viewing distance in pixels. If the Actor can see an enemy, it will attack them.
Allowed Movements - sets which directions the Actor is able to move in.
Reward EXP – is how many Experience Points the player will earn by killing the Actor.
Reward Money – is how much Money the player will earn by killing the Actor.
Reward Points – is how many Reward Points the player will earn by killing the Actor.
Reward Items – you can use the “Add” and “Remove” buttons to choose which Items the player will earn by killing the Actor. Clicking “Add” allows you to select an Item. You can then double-click the number alongside your chosen Item in the Count column to choose how many the player will receive. You can also change the percentile chance of the player earning that Item from the Actor by double-clicking the quantity in the % column. Clicking “Clear” will remove all Items from the list.
These are the default Statistics of the Actor. Defaults are: “HP”, “MP”, “Attack”, “Defense”, “Agility” and “Wisdom”.
You can choose which Equipment the Actor wears by default. These are called from the Areas of Equipment section. Equipment may also reflect on an Actor’s appearance. Defaults are: “Weapon”, “Magic”, “Shield”, “Armor”, “Helmet” and “Accessory”.
Process Actor Physics - when ticked, the Actor's movement/force calculations will be processed. It's recommended to turn this option off for static Actor's to improve performance. Please Note: Collisions will not be produced for non-“Solid”, “Invincible” or “Initially Existent” Actors. It's also worth noting that changing any of these values in-game (via scripting) will not suddenly produce collisions either.
Speed – is the default walking speed of the Actor.
Acceleration – is how quickly the Actor will gain momentum as they move, for vehicle Actors.
Land – sets whether or not the Actor can walk on land.
Water – sets whether or not the Actor can walk on water.
Fly – sets whether or not the Actor can fly.
Submerge – sets whether or not the Actor can go under water.
Instant – when ticked, the Actor can fly instantly. If left unticked, it will take a progressive amount of time for the Actor to take off into the air. This is useful for vehicles such as planes or helicopters which need to build up speed before taking off.
Sustain – when ticked, the Actor will stay at the same level in the air. If unticked, the player will have to control the altitude of the Actor while they fly.
Auto-climb/Strafe – sets whether or not the Actor can automatically climb/strafe.
Sticky/Platform - when ticked, the Actor will move collided Actors with itself.
Team – sets the Actor Team. This controls which Actors this Actor will attack and if other Actors will attack this one.
Reverse Speed – is the default speed of an Actor moving in reverse, for vehicle Actors.
Rising – is the default speed for how quickly the Actor will gain altitude.
Falling – is the default speed for how quickly the Actor will lose altitude.
Gas - sets how much fuel an Actor has and how long they can run for before stopping and needing to be refuelled.
Turning – controls how sharply a vehicle will turn. The higher the value, the sharper the turn.
Exits – these tick boxes control which direction a player can exit the vehicle from. If “Eject” is ticked, the player can be ejected from the Actor.
Manual Control – when ticked, this specifies that the Actor can be controlled manually by the player.
Automatic Control - when ticked, this specifies that the Actor can control itself automatically.
Turning Range – is the range in which the Actor is able to turn from its default direction.
Initial Direction – is the direction the Actor will turn initially.
Body – is used to select a Body Sprite.
Face – is used to select a Face Sprite.
Hair - is used to select a Hair Sprite.
Mask - is used to select a Mask Sprite.
Hat - is used to select a Hat Sprite.
Shoes - is used to select a Shoe Sprite.
Pants - is used to select a Pants Sprite.
Shirt - is used to select a Shirt Sprite.
Accessory - is used to select an Accessory Sprite.
Tint/Opacity – sets color tints for the Actor, including tint opacity.
Glow – sets the glow color of the Actor. Black is the default, meaning the Actor won’t glow a particular color.
Shadow Color - sets the shadow color/opacity of the Actor. This is drawn under the Actor Sprite.
Shadow Glow - sets the shadow glow color of the Actor.
Flip Vertically – is used to flip the Actor along the Y/Z axis.
Flip Horizontally – is used to flip the Actor along the X axis.
Display Shadow – when ticked, a shadow will be drawn under the Actor.
Disable Lighting – when ticked, Actors will not be affected by lighting.
Cursor Ignore Obstructions – when ticked, the cursor won't be obstructed if it collides with the Actor.
Walk Anim. Scale (%) - sets the frame rate at which the Sprite plays at. This can be used to create fixed animation speeds. For example: 100% is normal frame rate, 200% is double frame rate and 50% is half frame rate. If set to 0% however, the following default behavior is applied:
((Velocity X + Velocity Y) / 2) / 0.2
Velocity / 0.2- Except when route-based events like “Walk to Location” are used, in which case they will play as they are set up in the Sprite Editor.
Sprite – is used to attach a Sprite to the Actor.
Color – sets the color of the attached Sprite.
Glow – sets the glow color of the attached Sprite.
Shadow Glow – sets the shadow glow color of the attached Sprite.
Action Icon – the icon that appears when the player approaches this Actor and can interact with them.
Dead Action Icon – similar to the action icon, this will appear when the Actor is dead and an action can be performed.
Edit Actor Variables - used to manage the Actor Variables for the Actor.