---
title: Battle Systems
url: "https://orkframework.com/guide/ork4/ork4-documentation/section-battles/ork4-battle-systems/"
updated: "2026-07-24"
category: "Section: Battles"
---

# Battle Systems

Define how the battle system will work. You can set up different battle system types: turn based, active time, real time or phase.

Battle systems are found in **Battles > 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 the other.
   Learn more about turn based battles in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/turn-based-battles/).
- **Active Time**
   Combatants perform actions when their timebar is filled.
   Learn more about active time battles in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/active-time-battles/).
- **Real Time**
   Combatants perform actions at any time (in real time).
   Learn more about real time battles in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/real-time-battles/).
- **Phase**
   Combatants perform actions in phases, each faction being grouped together in a phase.
   Learn more about phase battles in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/phase-battles/).

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 using 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 battle systems in a running battle.

# 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).

### 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.

## Chances & Factors

Define the default chances like counter or block chance, as well as the default factors for experience and random battles.

Combatants can override some of the chances and factors with a custom setup.

## Battle End Settings

Define the battle gains collection, experience and normal status value gain options.

### Experience Status Value Rewards

Define if and how experience rewards will be split between group members.

You can also award experience only for the combatant that killed an enemy.

### Normal Status Value Rewards

Rewards given to *Normal* type status values can be split between group members or given to all in full.

### Battle Gains Collection

Define if battle gains are collected immediately on an enemy’s death (e.g. in real time battles have enemies drop their loot to the ground).

When not collected immediately, battle gains can be collected in your battle system’s battle end schematic using a *Collect Battle Gains* node.

## 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.

## 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.

# Battle System Setup

You can learn more about the different turn based battles in their individual documentation:

- **Turn Based**
   Learn more about turn based battles in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/turn-based-battles/).
- **Active Time**
   Learn more about active time battles in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/active-time-battles/).
- **Real Time**
   Learn more about real time battles in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/real-time-battles/).
- **Phase**
   Learn more about phase battles in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/phase-battles/).

However, some settings are the same for all battle system types.

## Base Settings

The base settings define the type of the battle system other important settings.

### Control Block Settings

Define if and when the player and camera control will be blocked during battle.

### Battle Start/End Schematics

Define the default battle start and battle end schematics.

The default schematics can be overridden in *Battle* components.

### System Action Schematics

Optionally start schematics when actions are handled by the battle system. This can be used to create custom systems.

The action’s user is available as *Machine Object*, the action’s targets as *Starting Object* of the schematic.

The action itself is the action of the schematic (like when a schematic animates an action). If it’s an ability/item action, the ability/item will be available as local selected data via the data key *action*.

The schematic will share local variables and local selected data with the action (i.e. using the same as the schematics animating the action).

## Battle System Settings

Define general battle system related settings.

### Battle Options

Define basic battle options, e.g. if countering is allowed or if death animations are played immediately on death (or after the current action finished).

You can also manage if certain special actions like defend or escape should perform before other actions.

### AI Settings

Set up AI related settings.

The *AI decision time* can be used to let AI controlled combatant select an action within a random time (between a defined minimum and maximum time). When not used, the AI immediately selects an action.

You can also manage if the [move AI](https://orkframework.com/guide/ork4/ork4-documentation/section-combatants/move-ais/) is allowed during battle or e.g. to only allow combatants not in battle to use the move AI (that way they could join the battle by moving close enough).

### Leave Arena Settings

In arena battles (i.e. using *Battle* components, or anything that’s not in a *Real Time Battle Area*), combatants can optionally leave a battle by getting far enough away from it.

### Grid Settings

Define settings for using battle grids.

E.g. automatially start a player’s action selection with a grid move command or require selecting an orientation at the end of a combatant’s turn.

### Battle Gains Collection

Individual battle systems can override the default battle gains collection defined in the general settings.

## Bonus Settings

Optionally give status value bonuses or change status effects on combatants at the start of a battle, each turn or at the end of a battle.

Additionally, you can automatically revive dead player combatants at the end of a battle and give them a status value bonus or status effect changes.

# 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).
