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