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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.

![Database.Enemies](Database.Enemies.png)

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.

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
Collider Points The relative X, Y, Z coordinates of the enemy collider. Values are measured in tiles. Vector
Name The name of the enemy. String
Removal Action Sequence The custom action sequence to play when removed from battle. 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 of an enemy. Trait Table
Use Custom Removal Action Sequence Whether to use a custom removal action sequence. 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
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