Learn more about ORK Framework’s 4 battle systems.
Battles are the core of an RPG’s gameplay, where everything comes together – ORK Framework includes 4 different battle systems:
- Turn Based
Combatants perform actions one after each other. - Active Time
Combatants perform actions when their timebar is filled. - Real Time
Combatants perform actions in real time. - Phase
Combatants perform actions in phases, each faction being grouped together in a phase.
Each battle system comes with various settings to tailor it to your needs, and you can set up different variants of each battle system. Beside the settings of the different battle systems, you can also define other settings across the framework to be used only in selected battle systems (e.g. schematics used to animate an ability).
You aren’t limited to use one of the battle systems in your game, you can optionally define which system is used for each individual battle – and if needed, even switch between the battle systems in a running battle.
Battle systems are set up in Battles > Battle Systems.
This document only focuses on the battle systems – if you want to learn how to add them to your scenes, see this documentation for more details.
All battle systems can also be used for grid battles – learn more about grid battles in this documentation.
General Settings #
The general settings define some basic and default settings for the overall battle system.
Base Settings #
Define the default battle system that’ll be used (can be overridden by each individual battle) as well as the default battle menu (battle systems and combatants can optionally define using different battle menus).
Chances & Factors #
Define the default chances like counter or block chance, as well as the default factors for experience and random battles.
Auto Join #
A starting battle can optionally include nearby combatants instead of only the combatants defined by the battle (or the player ran into).
Using this will automatically add spawned combatants within a defined range around the battle or player to the battle.
Optionally, combatants can also join a running battle when coming within range.
Field Mode #
Define if selecting and using actions outside of battle (i.e. in the field) blocks the player or camera control.
You can also optionally use a different battle menu in the field.
Range Settings #
Define ranges that’ll be used in battle to determine if combatants are using actions, etc.
Limiting the battle, AI and move AI ranges can be used to only have combatants close to the player use up performance. E.g. when creating large scenes with many spawned combatants, you’ll probably not need far away combatants to do anything.
Battle Range #
Optionally have only combatants within a defined range to the player be part of a battle.
AI Range #
Optionally only allow using the battle AI within a defined range to the player.
Move AI Range #
Optionally only allow using the move AI within a defined range to the player.
Default Use Range #
Define the default use range used by all abilities and items. Each ability and item can optionally override the default use range.
The use range determines the maximum distance between user and target to allow using an ability or item.
The range can be defined for different battle systems. If no range is defined (or found for the current battle system) the use range will be unlimited.
Time Settings #
Optionally use cast times before actions and delay times after actions.
Cast Time #
Define the default cast time for abilities and items, as well as the cast time for special actions (defend, escape, etc.). Abilities and items can override the default cast time.
The cast time is used before actually using an action – this can also be interrupted, e.g. by an enemy’s attack, to cancel using the action.
Reuse Time #
Define the default reuse time for abilities and items. Abilities and items can override the default reuse time.
An ability/item can be optionally blocked from reuse for a defined amount of turns or time. Beside blocking the individual ability or item, you can also block them by ability/item type or by a reuse key (blocking all with the same key).
Delay Time #
Define the default delay time for abilities and items. Abilities and items can override the default delay time.
The delay time starts running after using an ability or item to prevent the combatant from using any other action for the defined time.
Battle Advantage #
The player and enemy groups can optionally have the advantage at the start of the battle.
Having the advantage can e.g. have them start with a full timebar, apply status effects and other advantages or disadvantages.
Combatant Battle Statistics #
Dealing and taking damage can be tracked to be e.g. used in the battle AI or formulas. Beside tracking the total damage dealt/taken of a combatant, you can also track damage dealt and take from individual combatants.
This can e.g. be used to have a battle AI select the combatant that dealt the most damage to the user, or use the total received damage in a formula for damage calculation.
You can define which status values will be tracked and which changes to keep track of.
Turn Based #
Each combatant has their turn to perform actions in – enough time to decide what to do and plan their actions.
Turn Based Modes #
There are 3 different battle modes available in turn based battles.
Classic #
The classic RPG battle mode – each combatant selects their actions at the start of a turn. After the last combatant finished selecting actions, the actions will be performed in the order they where selected.
The turn order is defined through the Turn Calculation formula. Each combatant will get a turn value based on that formula – the order will be sorted from highest to lowest, i.e. the combatant with the highest turn value will get the first turn, the combatant with the lowest turn value will get the last turn. Optionally, the turn order can also be inverted.
Active #
Instead of selecting all actions at the start of the turn, each combatant will immediately perform the selected actions – the next combatant will select and perform actions afterwards.
The turn order is determined the same way as in the Classic battle mode, but this mode gives combatants the chance to react to the actions of the combatants that selected and performed their actions before them in that turn.
Multi Turns #
This battle mode is mostly known through a similar battle system in Final Fantasy X. In this mode, a combatant can have multiple turns before another combatant is able to have a single turn.
At the start of the battle, each combatant’s turn value will be set to the result of the Turn Calculation formula. The combatant with the highest turn value will get the first turn. Once the combatant finished selecting and performing actions, the turn value of the combatant will be reset to 0. Afterwards, the turn values of all combatants (including the one who had the turn) will be increased by the result of the Turn Calculation formula (which is calcluated using the individual combatants). The combatant who has the highest turn value now will get the next turn.
This continues until the battle is over, i.e.:
- a combatant performs a turn and is reset to 0 (turn value)
- all combatants’ turn values increase using the Turn Calculation formula
- next combatant with the highest turn value gets the turn
- repeat
The Turn Order type HUD is especially made for this battle mode and displays an outlook on a defined number of turns, forecasted assuming everyone keeps getting the usual turn value increase. Abilities and items can influence the turn value of combatants, as well as the formula calculation (e.g. status effects changing the used status values) can change depending on what actions are used – i.e. the turn order HUD will just display a likely turn order and can differ from the actual turn order.
Dynamic Combat #
Dynamic combat isn’t an additonal turn based mode – it’s an option available in all 3 modes, but is best suited for the Active battle mode. When using dynamic combat, the strict turn order is broken up, allowing multiple actions to be performed at the same time.
If due to the rapid succession of actions a combatant that should select the next action is still performing the previous action, the combatant will be omitted and the next combatant who can perform actions will be used. Omitted combatants will be placed first in the turn order of the next turn, until they where able to select/perform their action.
Actions Per Turn #
A combatant can use multiple actions per turn. The number of actions a combatant can perform in a turn is defined by the Actions Per Turn settings in the Action Settings.
A combatant can perform actions until all actions per turn where used up or the turn was ended (End/None battle command). The actions per turn can also be calculated through a formula, i.e. you can use status values to influence it.
Additionally, actions define how much using them costs – i.e. an action can consume 1, 0, 0.5 or any other value of the actions per turn of the combatant. The default action cost is defined alongside the actions per turn and can be overridden for abilities, items and special actions. Individual abilities and items can also override the default action cost. By default, combatants have 1 action per turn and all actions cost 1 to perform.
Actions per turn are also available in Phase battles.
Tip: Custom Action Points System #
You’re not limited to just using the actions per turn as described here – you can e.g. use it to create a custom action points system. For this, you can let the Actions Per Turn at 1 and set the Default Action Cost to 0.
Now, the combatants can perform as many actions per turn as they want, until they use the End battle command (or None action in the battle AI). To limit the actions available to a combatant, you use the Use Costs of the abilities, e.g. using a Consumable type status value like MP that can be replentished each turn through the Turn Bonuses.
For actions that should end the combatant’s turn (e.g. defend or using an item), you can override the default action cost and set it back to 1 for that action.
Tip: Change member without wasting a turn #
The player can change members in battle through the Change Member command. Usually, this results in the turn ending afterwards. If you want to switch members without losing the turn – i.e. the new combatant replacing the old one being able to use actions immediately – you can just override the default action cost for this special action.
Set the Change Member Cost to 0.
Please note that this is only useful for Active mode turn based battles, otherwise the change member action will only be performed after all combatants chose their actions.
Active Time #
In Active Time battles each combatant has a timebar that is filled over time. A combatant can perform actions once the timebar is full (or reached a defined value).
The Timebar #
At the start of the battle, each combatant’s timebar will be filled with the result of the Start Calculation formula. This can be used to e.g. give each combatant a randomly filled timebar or give them a headstart based on their status values. Afterwards, the timebars of all combatants will increased using the Time Calculation formula – this happens each tick defined by the Tick Interval (in seconds).
You can optionally speed up battles using the Time Skip option. This’ll repeat the time calculation in a single tick until the next combatant is able to select actions.
The timebar itself has several settings handling how the battle takes place:
- Menu Border
Defines at which timebar value the battle menu will be displayed (player only) and actions can be selected. - Action Border
Defines at which timebar value the selected actions can be performed. - Maximum Timebar
Defines the maximum value the timebar can have.
Using the same value for all 3 settings means that a combatant can select and perform actions when the timebar is filled completely.
An action will by default use the complete timebar. This can be changed in the Timebar Use settings and individual abilities and items. E.g. you can set items to only consume half of the timebar, having it filled after using an item at half of the time.
Multi Choice #
Using Multi Choice allows a combatant to select multiple actions before using them. An example for this kind of active time battle is the Final Fantasy XIII series, where a combatant can selects multiple actions that each use a part of the timebar. Naturally, multi choice is only useful when there are actions that use only a part of the timebar instead of the complete timebar.
When multi choice is used, you can define when the actions will be used:
- Action Border
When combatant’s timebar reaches the Action Border. - Max Timebar
When the combatant’s timebar reaches the Maximum Timebar. - End Turn
When the combatant ends the turn (End battle command).
Optionally, the combatant can only select new actions after all previously selected actions have been completed. To use this, enable Use All Actions in the Multi Choice Settings.
Dynamic Combat #
When using Dynamic Combat, multiple actions can be performed at the same time. Combatants wont wait for other actions to finish and start their actions as soon as they can.
Real Time #
In Real Time battles there is no turn order or timebar that needs filling – actions can be performed at all times.
Fighting in real time #
Real time battles can be set up in different ways to achieve the gameplay style you want – e.g. menu driven, hack’n’slash, using hotkeys, skillbars or a combination of various methods.
Real time battles can happen in two ways, either in a defined battle arena using the Battle component (like the other battle systems), or in a Real Time Battle Area, taking place in a defined area or the whole scene. The General Settings define which real time battle system will be used by default for real time areas (each area can override it).
Battle Menu #
You can call the battle menu of the combatant the player controls at all times through the Battle Menu Key defined in the real time battle system’s settings.
Like in all other battle systems, the battle menu can be used to select and perform actions. The selected action will be used right after it has been selected (if the combatant can use it), there’s no wait for actions of another combatant to finish or waiting for the combatant’s turn. Each used action will increase the combatant’s individual turn counter (e.g. in case you use that in battle AIs or formulas).
Control Maps #
Control maps are very useful in real time battles if you’re going for an input driven combat. They’re used to assign battle actions to input keys. You can assign multiple actions to the same input key – the first usable action will be used.
You can also combine using control maps with shortcut slots to create a customizable action input system (e.g. skillbars) for your player.
Control maps are set up in Base/Control > Control Maps in the Makinom editor. Don’t forget to add the control maps to your combatants to be able to use them.
Control maps are available in all battle systems (and the field).
Shortcut Slots #
Shortcut slots allow assigning actions (e.g. using an ability or item) to a slots, which can also be used through control maps.
Display shortcut slots in the UI using Shortcut HUD elements in Combatant type HUDs – see this documentation for details.
Shortcut slots are available in all battle systems (and the field).
Group/Individual Targets #
The player can select targets as a group target or an individual target for the player’s combatant. These targets can be used for automatic targeting of actions.
Targets can be selected through mouse/touch input or input keys. You can also cycle through available targets or automatically select the nearest target.
Additionally, you can define different targets for different actions, e.g. have different targets for items and abilities, or even individual abilities.
Group/individual targets are set up in Battles > Target Settings.
Phase #
Phase battles are similar to turn based battles – but each faction has their own phase to select and perform actions in.
Fighting in phases #
In phase battles, the combatants of each faction (e.g. player or enemies) select and perform all their actions in their own phase, without being interrupted by actions of other factions (excluding counter attacks).
Phase Order #
The phase order (i.e. order in which the factions have their phase) can either be defined through sorting the participating factions by Name or ID (index in the editor), or by calculating a value for each participating faction using a formula.
When using the Phase Calculation formula, the value will be calculated for each member of the individual factions that isn’t dead. Either the highest value of a faction’s members or the sum of all faction member values will be used. The faction with the highest value will get the first phase, the faction with the lowest value the last phase.
Combatant Order #
Similar to the phase order, the combatant order determines the order in which combatants of a faction will be able to select and perform their actions.
You can either sort them by Name or ID, or by calculating a value for each combatant using a formula.
Player Combatant Selection #
The player can optionally freely select which combatant will select and perform actions, ignoring the combatant order.
After a combatant finished selecting and performing actions, the combatant selection will be displayed again. This repeats until all members where used or an optional end phase option was selected.
Active Command #
The active command option works similar to the Classic and Active turn based modes in turn based battles.
If used, each combatant selects and performs their actions before the next combatant continues. Otherwise, combatants first select their actions before performing them in order.
Dynamic Combat #
When using Dynamic Combat, multiple actions can be performed at the same time. Combatants don’t wait for other actions to finish and start their actions as soon as they can.
This is best suited when using Active Command.
Phase Change Schematics #
You can use Phase Change Schematics to animate when the battle changes the phase (i.e. switches to the phase of the next faction). The combatants of the faction are available as Machine Object of the schematic.
First, an end phase schematic will be performed for the faction which’s phase is ending. After the schematic ended, a start phase schematic will be performed for the new faction starting the phase. When the battle starts, the first faction’s start phase schematic will be performed.
The Start Phase Schematic and End Phase Schematic of a faction are defined in the settings of the individual factions (Combatants > Factions in the Makinom editor).
Actions Per Turn #
A combatant can use multiple actions per turn. The number of actions a combatant can perform in a turn is defined by the Actions Per Turn settings in the Action Settings.
A combatant can perform actions until all actions per turn where used up or the turn was ended (End/None battle command). The actions per turn can also be calculated through a formula, i.e. you can use status values to influence it.
Additionally, actions define how much using them costs – i.e. an action can consume 1, 0, 0.5 or any other value of the actions per turn of the combatant. The default action cost is defined alongside the actions per turn and can be overridden for abilities, items and special actions. Individual abilities and items can also override the default action cost. By default, combatants have 1 action per turn and all actions cost 1 to perform.
Actions per turn are also available in Turn Based battles.
Tip: Custom Action Points System #
You’re not limited to just using the actions per turn as described here – you can e.g. use it to create a custom action points system. For this, you can let the Actions Per Turn at 1 and set the Default Action Cost to 0.
Now, the combatants can perform as many actions per turn as they want, until they use the End battle command (or None action in the battle AI). To limit the actions available to a combatant, you use the Use Costs of the abilities, e.g. using a Consumable type status value like MP that can be replentished each turn through the Turn Bonuses.
For actions that should end the combatant’s turn (e.g. defend or using an item), you can override the default action cost and set it back to 1 for that action.
Tip: Change member without wasting a turn #
The player can change members in battle through the Change Member command. Usually, this results in the turn ending afterwards. If you want to switch members without losing the turn – i.e. the new combatant replacing the old one being able to use actions immediately – you can just override the default action cost for this special action.
Set the Change Member Cost to 0.
Please note that this is only useful for Active mode turn based battles, otherwise the change member action will only be performed after all combatants chose their actions.
About Turns #
Turns are used in all battle systems, but there are 2 different kinds of turns:
- a combatant’s individual turn
- the battle system’s turn (not used in real tim battles)
These can be used by status effects to define the effect’s duration or when a status change or schematic is used.
Combatant Turns #
A combatant’s turn is counted on the combatant and increases depending on the used battle system.
For Turn Based and Phase battles, the combatant’s turn increases either at the start of a battle turn (when Auto Start Turn is enabled in the system) or when the combatant starts selecting actions for the turn.
In Active Time and Real Time battles, the combatant’s turn increases with each used action.
Combatant turns drive Turn Start and Turn End status effects (duration, use of status change/schematic) and use the combatant’s Turn Start and Turn End schematics.
Battle Turns #
The battle turn is the global turn counter of the battle system and increases depending on the battle system.
For Turn Based battles, the battle turn increases after all combatants of the current turn finished their actions. They can also use Battle Turn Start and Battle Turn End schematics (defined in the Turn Based battle system).
For Phase battles, the battle turn increases after all factions finished their actions.
For Active Time battles, the battle turn increases when all combatants (that are able to) have performed at least 1 action. E.g. a combatant becoming incapacitated (e.g. stun effect or death) it’ll no longer be taken into account.
Real Time battles don’t use battle turns.
Battle turns drive Battle Turn Start and Battle Turn End effects (duration, use of status change/schematic).