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Enemies

Enemies

Enemies are the hostile combatants that the player faces in battle. Each enemy defines its own statistics, traits, appearance, battle programming, and rewards, and is referenced by Enemy Formations to populate a battle.

Unlike characters, enemies do not level up or learn skills over time. Their behavior in battle is driven by Battle Programming, which is a list of conditional commands evaluated each turn to decide what the enemy does, and their difficulty is tuned through their Statistics, Traits, and the rewards they grant on defeat.

The Enemies section of the database

1 Properties

The enemy's own fields. Every one of them is listed under Properties further down this page.

2 Statistics

The enemy's value for each statistic at every rank — see Statistics Table Editor.

3 Traits

Skills, resistances and passive effects the enemy has — see Trait Table Editor.

4 Battle Programming

The Battle Programming tab, showing the conditions and actions that drive the enemy's turn

Where an enemy's behaviour is authored. Each turn the enemy works through this list of conditional commands to decide what it does.

5 Battle Rewards

The Battle Rewards tab, listing what the party receives for defeating the enemy

What the party receives for defeating this enemy — experience, currency, items and equipment.

6 Sprite Rigging

Lets the battler sprite bend, stretch and squash for motion its frames alone cannot produce. Each animation here is assigned to a Battle Pose and plays while that pose is active — see Sprite Rigging Editor.

Note: Enemies are referenced by index from Enemy Formations rather than placed directly into battles. To use the same creature with different difficulty, stats, or rewards, define multiple enemies and group them through formations.

Note: Battle Rewards are granted per enemy, so a formation containing multiple enemies grants the sum of all of their rewards on victory.

Note: The Statistics and Traits tabs are shared editors, used the same way wherever they appear — see Statistics Table Editor and Trait Table Editor.

Properties

System

Name Explanation Type
Battle Programming The ordered list of conditional commands the enemy evaluates each turn to decide its action. Battle Program
Battle Rewards The rewards granted to the party when this enemy is defeated, such as experience, currency, items, and equipment. Battle Reward
Name The name of the enemy. String
Removal Action Sequence The action sequence that plays as this enemy is removed from battle, in place of the project default. Requires Use Custom Removal Action Sequence to be enabled. Action Sequence
Statistics The base statistics of the enemy, such as health, attack, defense, and any custom statistics defined in the database. Statistics Table
Traits The traits assigned to this enemy, such as skills, resistances, or passive effects. Trait Table
Use Custom Removal Action Sequence Whether this enemy plays its own removal action sequence instead of the project-wide one set on the Battle scene. Toggle

Appearance

Name Explanation Type
Battle Sprite / Model The sprite or model of the enemy in battle. Sprite or Model
Pitch (X Rotation) The pitch of the enemy in degrees. Number
Portrait The face or bust of the enemy. Sprite or Model
Roll (Z Rotation) The roll of the enemy in degrees. Number
Shape The shape of the enemy in map-based battles. Sprite Shape
Sprite Rig The optional rig that lets the battler sprite bend, stretch, and squash for motion its frames alone cannot produce. SpriteRig
Yaw (Y Rotation) The yaw of the enemy in degrees. Number

Collision

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

See Also