Leaps, flips and dashes chained into one timeline that abilities play.
Moves
A Move is a short, reusable timeline your characters perform: leap at the target, flip 360° on the way down, then dash on landing. You build it once in Database → Moves and any number of abilities can play it.
A Move has three kinds of block, and the editor colours them so you always know which is which:
- Travel (orange) — the server really moves the character: leap, dash, step
back, blink or hold. Walls, cliffs and the map edge stop it exactly as they stop a walk, and every player sees the same landing spot.
- Look (blue, purple, green) — how it looks: the animation clip, a flip or
spin, a fade, a squash, an effect, a sound, a camera shake. Drawn only; a look block can never change where or when the character lands.
- Markers (pink) — named moments. An ability fires other abilities at them:
the slam at landed, a slash at a marker you name.
Make a Move#
- Open Database → Moves. Your Moves are listed on the left, with search
and select-all for deleting several at once.
- Click + New for a blank Move, or pick a preset on the right (Hop, Flip,
Leap slam, Dash through, Backflip retreat, Vanish strike, Whirlwind).
- Fill in the Move section (below), then watch the Preview. The dashed orange line is the path the server will move the
character along; the readout under it shows the time, the clip, the position, the height and the turn.
- Edit the timeline:
- Click a block to edit it in the inspector on the right.
- Drag a block to move it; drag its right edge to stretch it.
- Click an empty part of a row to move the playhead.
- Travel, Animation, Spin, Fade, Squash, Effect / sound
and Marker add a block at the playhead; Selected block below the timeline shows its fields.
- With a block focused, ← and → move it 10 ms (Shift: 100 ms), Alt+← and
Alt+→ stretch it, Delete removes it.
- Check lists anything that would stop it saving without saving it.
- Click Create (or Save). Duplicate starts a copy.
Preview on draws the Move on one of your own characters, exactly as the game draws them: a Character (its sprite, or the creator-pack look a new character of that template gets, every layer), a Mob or an NPC. It plays that character's real animation clips at its in-game size, facing the way it travels. A clip the character does not have plays its walk instead, and the readout under the preview says so. Characters, mobs and NPCs with no art are not listed; a project with none yet previews on a stand-in figure.
Play a Move from an ability#
- Open the ability: Abilities → (pick one) → Costs & Effects.
- + Add action → Play move.
- Pick the Move.
- Under Fire at markers, add one row per hit: the marker (landed for a
slam) and the ability it casts. Give that ability an area (AoE) so it hits around you. Save.
The fired ability is cast from wherever you are at that moment, with you as the caster: your stats, your kills.
A spinning attack you can walk with#
The Whirlwind preset is a spin-to-win: a Walk freely step at 60% pace, the attack clip, a Spin of three turns and a marker on each turn (hit1, hit2, hit3).
- Create a Move from the Whirlwind preset and save it.
- Make the hit: a new ability with AoE Shape → Nova (a disc around the
caster), a small radius, some damage, and no cost or cooldown of its own.
- On the ability players cast, + Add action → Play move → Whirlwind, and
under Fire at markers add hit1, hit2 and hit3, each casting the hit ability.
In game the player keeps walking with the arrow keys or a click while they spin, slowed, and each hit lands around wherever they are on that turn.
Play a Move from a map event#
Map event → (a page) → + Add command → Movement → Play Move.
| Field | What it does |
|---|---|
| Move | The Move to play. |
| On | Player: the server runs the whole Move, so its leaps and dashes really move them (refused, and skipped, while they cannot move). This Event or another event: the event plays the Move's look — flips, fades, squashes, clips — and stays where its move route puts it. |
| Wait until it finishes | The event's next command runs when the Move ends. |
Play a Move with an emote#
In the Move section, set Plays with the emote (Wave, Bow, Cheer…). When a player performs that emote, the Move plays instead of the plain emote pose — a victory backflip for Cheer. One Move per emote; saving a second is refused naming the first.
Play a Move while harvesting#
Resources → (a node) → Visuals → Move on each strike. The Move's look (a squash, a shake, a clip, an effect) plays on every blow. Its travel steps are ignored so the harvester stays at the node. It replaces the Harvest Animation's per-strike pose.
Travel steps#
| Field | What it does |
|---|---|
| Kind | Leap flies over units and low obstacles; only the landing tile must be walkable (else the last walkable tile on the line). Dash slides along the ground. Step back slides backwards and keeps facing forward. Blink appears at the end point instantly. Hold stays in place (a wind-up, a pause on landing). Walk freely lets the player keep walking where they steer (a creature walks where its AI takes it), slowed to the step's pace — the spin, the clips and the markers carry on, so a whirlwind moves as it spins. |
| Walking pace (%) | Walk freely only: how fast the character may walk during the step, as a share of its own walking speed, 10–150%. The preview walks it straight ahead at that pace. |
| Starts at / Lasts (ms) | When the step begins in the Move, and how long it takes. Travel steps run one after another, never at the same time. |
| Distance (tiles) | How far it goes when nothing is in the way. A slide goes at most 12 tiles. |
| Arc height (tiles) | Leap only: how high the jump is drawn, 0–5. Looks only. |
| A stun or root can cut it short | No: it plays through (a leap already in the air). Yes: control landing during this step cancels the Move where the character stands. |
| Bodies in the way | Dash and step back: stop in front of a creature or player, or slide through them. |
Look blocks#
| Block | Fields |
|---|---|
| Animation | The clip from the character's sheet (jump, roll, attack…). A sprite without that clip falls back to walk, then idle, so the Move still plays. |
| Spin & flip | Flip turns the sprite head over heels about its middle; Spin turns the character on the spot through its own direction frames (side, back, other side), one eighth of a turn at a time, so it needs art for each direction — a single-image event sprite just mirrors. Turn: half, one, two or three turns, forward or back. Pace: even, slow start, slow end, or both. |
| Fade | Opacity from and to (0–100%). The end opacity holds until the Move ends — a vanish stays hidden until the next fade. |
| Squash | Width and height at the peak (1 = none), easing in and out — a landing squash is wider and shorter. |
| Effect / sound / shake | A visual effect from your VFX library, a sound by name, or a camera shake (felt by the player doing the Move, not everyone watching). They fire at the block's start. |
Move settings#
| Field | What it does |
|---|---|
| Name / Description | What you see in the library and in an ability's Move picker. |
| Direction of travel | Where the character faces at the start; Toward the cursor (aimed once, as the Move starts); Toward the target (re-aimed at each step; a leap comes down one tile short of the target). With nothing selected, a target Move uses the cursor, then the facing. |
| Can be picked by | Where the Move is offered. None ticked = anywhere. |
Markers#
start, landed and end are always there: landed is when the character comes down from its last leap or blink (the end of its last travel step when it has none). Add your own with + Marker: lower-case letters, digits and _.
Limits and gotchas#
- Up to 4 travel steps and 15 tiles of travel in one Move, and at most
6 seconds long. The editor names anything over a limit under **Fix before saving**, and Save refuses it.
- A Move cannot be deleted while an ability or an event command still plays it;
the error says which.
- The AI Copilot can list, read, edit and delete Moves; an edit goes through the
same check as Save.
- A Play move action is refused (free) while the character cannot move —
rooted, stunned or asleep — like a dash.
- Death, a map change, or a stun during a step that may be cut short ends the
Move where the character stands, upright and fully visible.
- Everything here is behind the Moves flag (on by default). Off, Play move
actions do nothing; Leap and Dash actions still work.
- A changed Move reaches a running game server when you publish, like any other
content.