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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.
  • 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:

  • 2d
  • 2d_grid
  • iso
  • iso_grid
  • firstp
  • firstp_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_dispositions checks the target's disposition from the ruleset
  • allowed_target_kinds limits an intent to entities or items
  • distance sets a fixed range or a structured range source
  • deny_message is sent if the rule blocks the intent
  • cooldown blocks 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"