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Characters

Characters

Characters are the heroes and party members that the player controls throughout the game. A character's capabilities — its statistics, traits, skills, and resistances — come from a combination of its base values, the traits applied to it, and any classes or equipment it has at the time.

Characters can be configured entirely on their own through statistics and traits, or extended through optional Classes that layer on additional growth, traits, and skills. The same is true of skills, which may be granted directly through traits or indirectly through a class or piece of equipment.

![characters](characters.png)

Note: Characters are the player-side counterpart to Enemies. Where enemies are tuned per-creature and driven by Battle Programming, characters are controlled by the player and assembled from reusable building blocks: traits, classes, equipment, and the item and skill types they have access to.

Note: A character's allowed Item Types, Skill Types, and Equipment Slots act as gating lists — the character can only use items, skills, or equipment whose type or slot appears in its list. This is the primary way to restrict gear and abilities to specific roles or party members.

Properties

System

Name Explanation Type
Classes The optional classes the character starts the game with. Class
Equipment Slots The equipment slots this character has available, such as weapon, armor, or accessory. Equipment Slot
Item Types The item type categories this character is allowed to use from the menu and in battle. Item Type
Name The display name of the character, shown in menus, dialogue, and battle. String
Skill Types The skill type categories this character is allowed to use from the menu and in battle. Skill Type
Statistics The base statistic values and growth curves for the character. Statistics Table
Tags The tags assigned to this character, used for filtering and conditional logic. Tags
Traits The traits assigned to this character, such as skills, resistances, or passive effects. Trait Table
Victory Action Sequence The action sequence played for this character when a battle is won. Action Sequence

Appearance

Name Explanation Type
Battle Sprite / Model The sprite or model of the character in battle. Sprite or Model
Falling Animation The animation played when the character is actively falling. Character Animation
Idle Animation The animation played when the character is standing still on a map. Character Animation
Portrait The face or bust of the character. Sprite or Model
Shape The shape of the character sprite in 3D space. Sprite Shape
Sprite / Model The sprite or model of the character on maps. Sprite or Model

Collision

Name Explanation Type
Collider The settings for the dimensions of the character collider. Values are measured in tiles. Collider
Collider Points The relative X, Y, Z coordinates of the character collider. Values are measured in tiles. Vector