Change a map's own settings
set_map_propertiesConfigure a map's non-tile properties—display name, tileset, battlebacks, parallax, BGM/BGS, and encounter tables—so playtests can trigger intended monster battles.
Instructions
Set the map-level fields that are not tiles and not events: display name, tileset, the map-name banner, dashing, battlebacks, parallax (name, loop, auto-scroll, start offset), the map's own BGM/BGS and whether they autoplay, and the encounter table. Encounters are the reason this exists — list_maps reports them, and without a writer a playtest can be built that never meets a monster. Pass encounters as [{regionId, troopId, appearances}]: regionId 0 means the whole map, otherwise it matches the region ids painted on layer 5 with set_tiles, and appearances is the weight against the other rows. Omit clearEncounters to replace the list, set it true to empty it. Size is not here on purpose: resizing means rebuilding the tile array, and a wrong array length corrupts the map, so create the map at the size you want.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| bgm | No | ||
| bgs | No | ||
| name | No | Name in the map tree (MapInfos), not the in-game title | |
| note | No | ||
| mapId | Yes | ||
| tilesetId | No | ||
| encounters | No | ||
| parallaxSx | No | ||
| parallaxSy | No | ||
| scrollType | No | 0 screen, 1 continuous | |
| autoplayBgm | No | ||
| autoplayBgs | No | ||
| displayName | No | Map name shown on screen; empty falls back to the tree name | |
| parallaxName | No | ||
| parallaxShow | No | ||
| encounterStep | No | ||
| parallaxLoopX | No | ||
| parallaxLoopY | No | ||
| disableDashing | No | ||
| battleback1Name | No | ||
| battleback2Name | No | ||
| clearEncounters | No | ||
| specifyBattleback | No |