Input Mapping
For the overall input model, see Player Input.
Player input is mapped in character data via a top-level [input] table.
player = true
[input]
w = "action(forward)"
a = "action(left)"
s = "action(backward)"
d = "action(right)"
u = "intent(use)"
t = "intent(attack)"
k = "intent(take)"
f = "spell(Fireball)"
Key names are matched case-insensitively.
Commands
Each entry value supports one of:
action(<type>)intent(<name>)spell(<template>)- bare action alias (
"forward","left","right","backward","strafe_left","strafe_right")
Action Types
forward
- 2D / Isometric: Move the player north.
- 2D Grid: Move the player one tile north with smooth interpolation.
- First-Person: Move the player forward in current facing direction.
- First-Person Grid: Move the player one tile forward in current facing direction with smooth interpolation.
left
- 2D / Isometric: Move the player west.
- 2D Grid: Move the player one tile west with smooth interpolation.
- First-Person: Rotate left.
- First-Person Grid: Rotate left by 90 degrees.
right
- 2D / Isometric: Move the player east.
- 2D Grid: Move the player one tile east with smooth interpolation.
- First-Person: Rotate right.
- First-Person Grid: Rotate right by 90 degrees.
backward
- 2D / Isometric: Move the player south.
- 2D Grid: Move the player one tile south with smooth interpolation.
- First-Person: Move backward in current facing direction.
- First-Person Grid: Move the player one tile backward in current facing direction with smooth interpolation.
strafe_left
- First-Person: Sidestep left without changing facing.
- First-Person Grid: Sidestep one tile left with smooth interpolation without changing facing.
strafe_right
- First-Person: Sidestep right without changing facing.
- First-Person Grid: Sidestep one tile right with smooth interpolation without changing facing.
How these control commands are interpreted depends on the current runtime player input mode set by set_player_camera:
2d2d_gridisoiso_gridfirstpfirstp_grid
Intents
intent(<name>) or command(intent.<name>) sets the player intent (for example use, attack, take).
Intent policy comes from the official ruleset. Character input should map keys to intent names; ranges, target restrictions, cooldowns, and disposition checks belong to the ruleset.
[intents.attack]
allowed_dispositions = ["hostile"]
deny_message = "{system.cant_do_that}"
[intents.attack.distance]
source = "weapon_range"
fallback = 1.5
Behavior:
allowed_dispositionschecks the target's disposition from the rulesetallowed_target_kindslimits an intent to entities or itemsdistancesets a fixed range or a structured range sourcedeny_messageis sent if the rule blocks the intentcooldownblocks the specific intent for the ruleset-defined duration
For UI-driven intents, you can also use button widgets.
If a button command matches a key in the active player's [input] table, its hover tooltip shows the shortcut.
For how intents behave in 2D vs 3D and how they become intent events, see Player Input.
Spell Shortcuts
spell(<template>) is still accepted and maps to intent.spell:<template>.
New mappings can use the command form directly.
Example:
f = "command(intent.spell:Fireball)"
This activates the button with:
command = "intent.spell:Fireball"