Doing Damage
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.
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.




