Skip to content

Configuration

Configuration

Battle Configuration controls the settings for behavior on rewards, action sequences, and default battle interfaces.

Database.BattleConfig1

Database.BattleConfig2

Note: The battle system in RPG Architect is very customizable. Action turn based systems, which use a counter based on a Statistic as a timer between actions in a battle, like many popular RPGs, and turn based style systems, where turn order is simply decided in advance by a Statistic are available as default options. To enable an action turn based system, select 'Is Counter-Based', and define the statistic you want to use for your Counter. For a traditional turn-based system, select Turn-Based. More advanced users can use a battle system based on a custom script, by using Use Script-Based.

From there, you can select whether the Battles will take place on the current map, an external map, or on the user interface.

Current and external maps take place on Battle Focal Points. This means the background of the battle will be rendered in-engine, on a map - whether it's the current map the player is on, or whether it uses a different map to the one the player is currently on.

User Interface Battles are intended for battles that take place entirely on a user interface - for example, battles in the style of blobber-type games.

Properties

System

Name Explanation Type
After Action Script The script executed after each action completes. Script
Before Action Script The script executed before each action begins. Script
Counter Update Script The script executed when the battle counter updates. Script
Defeat Conditions The conditions that determine when defeat occurs. Battle Condition
Defeat Script The script executed upon defeat. Script
Enter Transition The scene transition played when entering. Scene Transition
Escape Script The script executed when the party escapes battle. Script
Exit Transition The scene transition played when exiting. Scene Transition
Force Map Rendering Whether the prior map scene renders in the background during an interface-based battle. Toggle
Graphics Post Processors The post-processing effects applied to the scene. Graphics Post Processor
Is Counter-Based Whether battlers act independently on a timer instead of turns. Toggle
Is Script-Based Whether battler actions are driven entirely by a script. Toggle
Is Turn-Based Whether battlers act in a sequential turn order. Toggle
Occurs on Current Map Whether the battle takes place on the same map where the encounter was triggered. Toggle
Occurs on External Map Whether the battle takes place on a separate map from where the encounter was triggered. Toggle
Occurs on User Interface Whether the battle takes place as a 2D projection using the interface layer. Toggle
Retarget Actions Retargets an action or sequence when the target is no longer available. Toggle
Start Script The script executed when battle starts. Script
Victory Conditions The conditions that determine when victory occurs. Battle Condition
Victory Script The script executed upon victory. Script

Appearance

Name Explanation Type
Action Result The default way to display action results. Action Sequence Result
Enemy Action Sequence The default action sequence to use for enemies. Action Sequence
Enemy Removal Action Sequence The default action sequence to use for enemies when they are removed from battle. Action Sequence
Enemy Start Setup The setup sequence played for enemies at battle start. Setup Sequence
Hero Action Sequence The default action sequence to use for heroes. Action Sequence
Hero End Setup The setup sequence played for heroes at battle end. Setup Sequence
Hero Removal Action Sequence The default action sequence to use for heroes when they are removed from battle. Action Sequence
Hero Start Setup The setup sequence played for heroes at battle start. Setup Sequence
Targeting Animation The default animation to use when selecting a target. Animation
Victory Action Sequence The action sequence to use when victory occurs. Action Sequence

Audio

Name Explanation Type
Battle Music The music to play during battle. Music
Defeat Music The music to play upon defeat in battle. Music
Encounter Sound The sound effect to play when a battle begins. Sound Effect
Return Music Fade-In (seconds) The fade-in duration in seconds when resuming music from the prior scene after battle. Number
Return to Prior Music Whether to resume the music from the scene prior to battle. Toggle
Victory Music The music to play upon victory in battle. Music

Battle Formulas

Name Explanation Type
Allow Custom Counter Decrement Whether to allow actions to override the counter or turn value through their user effect. Toggle
Cooldown Formula The default formula to use after a battler acts to calculate the delay before they can begin to act again. Formula
Failure Message The message that shows when the action fails. String
Initial Formula The formula to use to determine the initial order of battlers. Formula
Statistic for Counter The statistic formula name used to store the current counter or turn-order value. Statistic
Warm-Up Formula The default formula to use before a battler acts to calculate the delay before the action begins. Formula

Battle Log

Name Explanation Type
Battle Log Message Box The message box to display the battle log in. User Interface
Enable Battle Logs Whether to enable the battle log display during combat. Toggle
Maximum Battle Log Messages The maximum number of messages to maintain in the battle log. Number

Battle Rewards

Name Explanation Type
Grant on Defeat Whether battle rewards are granted when the party is defeated. Toggle
Grant on Escape Whether battle rewards are granted when the party escapes. Toggle
Grant on Victory Whether battle rewards are granted when the party wins. Toggle

Counter-Based Battle

Name Explanation Type
Counter Increment Formula The formula to calculate how quickly a battler accumulates their counter. Formula
Counter Maximum Formula The formula to calculate how high a battler can accumulate their counter. Formula
Counter Target Formula The formula to calculate how soon a battler can act based on their counter. Formula
Pause During Animation Whether to pause counter accumulation during animations. Switch or Value
Pause During Input Whether to pause counter accumulation during input. Switch or Value

Map-Based Battle

Name Explanation Type
Camera Setup Duration (milliseconds) The duration of time to setup the camera at the start of a battle. Number
Show Doodads Whether to render doodads in map-based battles. Toggle
Show Entities Whether to render entities in map-based battles. Toggle
Update Post-Battle Positions Whether to update hero positions to their final battle positions after a current-map battle ends. Toggle

Turn-Based Battle

Name Explanation Type
Order Formula The formula to calculate the order battlers follow for their turn. Formula
Order Reduction Formula The formula to calculate how much a battler's order is reduced upon acting. Remaining order above zero grants extra turns. Formula
Use Rounds Whether all actions are entered in advance for available battler turns before execution begins. Switch or Value

User Interface

Name Explanation Type
Battler Command Menu The menu to display when a battler is entering their action. User Interface
Overlay The overlay that displays the current battle information. User Interface