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Battle Rewards

Battle Rewards

Battle Rewards are given at the end of a battle, when a Status Effect is applied to an enemy (for example, "KO"). They are toggled on by Grant Rewards and can be prevented by toggling Prevent Rewards when setting up the Enemy Formation.


Battle Rewards


Equipment

Equipment rewards grant the player an equipment item.

Note: For example, an enemy might give the player a rusty sword as a reward.

Note: An item must have the Is Equipment flag set on it before it can be an Equipment Battle Reward.

Properties

System

Name Explanation Type
Equipment The equipment to award. Equipment
Is Instanced Whether the equipment is instanced. Toggle
Quantity The quantity to add. Number
Rank The rank of the equipment. Number

Global Switch

Global Switch rewards set a global switch value.

Note: For example, a boss might give different rewards based on which Switches are on and off. Switches are often used to govern world states - so you might have a boss drop something different depending on the choices the player has made in your game.

Properties

System

Name Explanation Type
Random Whether to assign a random value. Toggle
Switch The switch to update. Switch
Value The value to assign to the switch. Toggle

Global Variable

Global Variable rewards perform an operation on a global variable.

Note: You can use this to randomize what an enemy drops with relative ease. For example, a quick dice roll of 1-6, and if the Global Variable is 6, the enemy drops an item. For more complex randomization, you may want to use a Loot Table.

Properties

System

Name Explanation Type
Operation The operation to perform on the variable. Operator
Random Whether to assign a random value. Toggle
Random End The end of the random value to assign to the variable. Number
Random Start The start of the random value to assign to the variable. Number
Value The value to assign to the variable. String
Variable The variable to update. Variable

Item

Item rewards grant the player an item.

Note: For example, rewarding the player with a potion.

Properties

System

Name Explanation Type
Is Instanced Whether the items are instanced. Toggle
Item The item to award. Item
Quantity The quantity to add. Number

Loot Table

Loot Table rewards select items from a pre-defined loot table.

Note: This makes it easier to randomize loot en masse. For example, multiple Enemy Formations can have the same loot table assigned.

Note: Loot tables are defined in the Loot Table in the database.

Properties

System

Name Explanation Type
Evaluation Method The chance evaluation method for rewards. Evaluation Method
Loot Table The loot table to utilize. Loot Table
Maximum Attempts The maximum number of attempts to occur on the table. Variable or Value
Minimum Attempts The minimum number of attempts to occur on the table. Variable or Value

Money

Money rewards add or subtract from the player's money.

Note: For example, an enemy could drop a hundred gold pieces - or take them away.

Properties

System

Name Explanation Type
Amount The amount to reward, if not random. Number
Is Random Whether the amount is random. Toggle
Maximum Amount The maximum amount to reward, if random. Number
Minimum Amount The minimum amount to reward, if random. Number

Statistic

Statistic rewards alter a character's statistic by a formula or fixed value.

Note: For example, you might want an enemy to reward Experience Points, if you are using a Statistic to represent those.

Properties

System

Name Explanation Type
Formula The amount to reward, expressed as a formula, if not random. Formula
Formula Name The formula name of the statistic to adjust. Statistic
Include Active Members Whether to include active party members in the rewards. Toggle
Include Inactive Members Whether to include inactive party members in the rewards. Toggle
Is Random Whether the amount is random. Toggle
Maximum Amount The maximum amount to reward, if random. Number
Minimum Amount The minimum amount to reward, if random. Number