Set how a new game opens
set_startupSets the game's opening state in one call: title, start map, cell, facing, party, and switch/variable tables, preventing partial patches from dropping keys and blocking wall placements.
Instructions
Write the opening state of the game in one call: the title on the splash and in the window, where New Game puts the player (map, cell, facing), who starts in the party, and the switch and variable name tables. patch_database_entry can do all of it and has to be handed advanced whole to touch one key of it, which is the shape of mistake this exists to prevent — a partial nested patch drops the keys you did not send. Idempotent: re-running a build script sets the same opening rather than appending. Reads back the start cell through the engine's own passability rules and refuses to place the player inside a wall, because that is a game that boots and never moves.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| title | No | The game title the engine shows and the save files carry | |
| startX | No | ||
| startY | No | ||
| troopId | No | ||
| switches | No | Names by index, or keyed by id — either way the array the engine indexes is what gets written | |
| variables | No | Names by index, or keyed by id | |
| startMapId | No | ||
| testBattle | No | Also set the troop the editor's test battle uses | |
| partyMembers | No | Actor ids, in the order the engine lines them up | |
| startDirection | No | 2 down, 4 left, 6 right, 8 up |