33. Real Time Battles
In Real Time Battles, the actions of a combatant aren’t bound to turns or a timebar. Instead, actions can be performed at any time.
32. Control Maps
Control Maps are used to bind actions (like using an ability or item) to input keys – we’ll use a control map in Real Time Battles to use the base attack without going through the battle menu.
31. Damage Dealers and Damage Zones
Beside using Calculate steps in battle events, you can also deal damage upon physical contact using Damage Dealers and Damage Zones – we’re going to use them in Real Time Battles.
The result of every action in a battle has to be calculated, and there are two ways to achieve this.
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.