Control Maps

Control maps bind actions to input keys.

Control Maps #

Control maps are used to either directly use an action or start the target selection for an action when using an input key. They are set up in Base/Control > Control Maps.

Control Map Settings #

Define some basic settings of a control map.

Audio #

Using a control key can optionally play an audio clip when it successfully used an action or failed to use an action.

Useable In #

Control maps can be set up to be used in different battle systems and the field.

Additionally, you can define if they’re avaialble while choosing actions (e.g. via the battle menu) or while the combatant is auto attacking.

Conditions #

Using control maps can depend on defined conditions.

E.g. you can check status conditions of the user, variables or game states.

Control Keys #

Control keys set up the input key and action it’ll use.

You can add multiple control keys for the same input key – the first available action that can be used will be used.

A control map has 2 control keys using the input key A.

  • Control key 1 uses a healing spell.
  • Control key 2 uses a potion.

Using input key A uses the healing spell until the ability can’t be used due to it’s use costs (e.g. combatant has not enough MP).

Afterwards, it’ll use the potion (until the combatant runs out of potions, or has enough MP to use the healing spell again).

The control keys are used in the order they’re added to the control map.

Input Settings #

Define the input key the control key uses. Learn more about input keys in the Makinom documentation.

You can also use additional conditions, e.g. the user being on the ground (using the Find Ground settings of combatants) or moving at a defined speed.

Action Settings #

Define the action that’ll be used by the control key.

  • Action
    An action is performed (e.g. an attack, ability or shortcut slot).
  • Auto Attack
    Enable/disable the auto attack.
  • Global Machine
    Calls a global machine using the combatant as the Starting Object.
  • Schematic
    Starts a schematic using the combatant as Machine Object and Starting Object.

The following actions are available:

  • Attack
    Performs a base attack.
  • Counter Attack
    Performs a counter attack. Counter attacks can’t be countered.
  • Ability
    Uses an ability.
  • Item
    Uses an item.
  • Defend
    Uses the defend command.
  • Escape
    Uses the escape command.
  • Death
    The combatant dies.
  • None
    Does nothing.
    This’ll end a combatant’s turn.
  • Change Member
    The combatant is exchanged with a non-battle group member (battle reserve).
  • Class Ability
    Performs the combatant’s class ability.
  • Shortcut
    Uses a shortcut slot of the combatant.

There are additional settings for handling which target will be used by the action, e.g. using auto targets or individual/group targets of the combatant.

Conditions #

Each control key can also depend on defined conditions, e.g. status conditions or game states.

Audio #

Each control key can optionally override the success audio clip of the control map.

Using Control Maps #

Control maps can only be used if they’re available to the combatant the player is currently controlling.

Classes and combatants can define control maps they have available, i.e. a combatant will have it’s own control maps and the control maps of it’s class available to use.