30. Combatant Spawners and Move AI
This time we’ll spawn some enemies and let them hunt the player to start a battle.
29. Active Time Battles
In Active Time Battles a combatant can perform an action once his timebar has been filled.
28. Combatant Groups
Our first battle used a single combatant – creating Combatant Groups will help us save time when fighting multiple combatants.
27. A simple HUD
We can use HUDs to display all kinds of information – in our case, the player’s status (HP and MP).
26. Displaying equipment
We’re using Equipment Viewers to display our player’s equipment in the game.
25. Animating special actions
Again, we use Battle Events to animate defend, escape and death.
24. Battle end events
We still need to create an ending to our battle – this is done using Battle End Events.
23. Battle start events
It’s time to give our battle a proper intro – we can do this using Battle Start Events.
22. Battle events 2
Let’s continue with animating our battles. We’ll do the next batch of battle events!
21. Battle events 1
We use Battle Events to animate battle actions like abilities or items – in this tutorial we’ll focus on the attack ability.