This document lists all the configurable elements in the game.

The engine has a list of plugins that *must* be provided in order for the game to be operational. For example. you *must* choose a combat system plugin. The plugin is a lua file. When you select a lua file to fulfill the combat system requirement, the lua file is checked to verify that it defines all the functions that a combat system must define. For most plugin slots, a null plugin is available - for example, a “no combat” combat system plugin.

Combat System: a Plugin.

Friend System: a Plugin.

- Must export a function “battle_partner(A,B)” that returns true if player A has volunteered to help player B win fights. This exported function may be used by the combat system plugin.

Camera Control: Manually controlled, but can be overridden by sprites

- The camera system is an interactive camera control system like in the original Tale engine. (Not necessarily the same interactive control system). It’s mostly unscripted, but sprites can take control when they want to. This will involve some set of flags that I haven’t figured out yet.

Skill Tree: a Database of Skills

- Skill trees are a hardwired part of the game. Any particular game can choose not to use the skill tree system, or to have an empty skill tree, but the skill tree system’s code is always loaded.
