Target selection templates are used by abilities and items to define which targets are available.
Target selection templates are found in Battles > Target Selection Templates.
You can define default target selections in Battles > Target Settings, each content type can override them with their own default target selections for abilities and items.
Target Selections #
Abilities and items use target selection templates to define the available targets, e.g. if a single ally or an enemy group is targeted.
They’re used either via the default target selections (see below), using a defined template or set up a custom target selection.
Target Settings #
Define the general target selection.
The target can be the user itself, an ally or enemy – or just any combatant. It can target a single combatant, the whole group or be used as an AoE (area of effect) spell by targeting None.
You can also include or exclude (or require) the targets to be dead, and allow toggling between allies/enemies and single/group targeting.
E.g. a magic spell could be set up to target a single enemy, but the player can toggle it to target all enemies via an input key.
Custom Targeting #
Custom targeting allows you to sort and filter targets for auto targeting and system-based targeting (e.g. for AI controlled combatants).
Use Range Settings #
The Use Range defines how far away a target can be from the user. Grid battles can also use complex grid shapes for this.
You can use battle range templates to create reusable range settings in Battles > Battle Range Templates.
Use ranges can also define conditional use ranges, i.e. use different ranges based on defined conditions.
Affect Range Settings #
Combatants that are nearby a target can be affected using the Affect Range. Grid battles can also use complex grid shapes for this.
You can use battle range templates to create reusable range settings in Battles > Battle Range Templates.
Affect ranges can also define conditional affect ranges, i.e. use different ranges based on defined conditions or distance between user and target.
Conditions #
If a target is available can also depend on certain conditions, e.g. a status condition or physical orientation (e.g. only available when at the back of a target).
You can also set up auto target conditions – this can be used by battle menus to automatically select the first combatant fitting the requirements (this still requires the player to accept the selection) or by control maps to automatically select and use a target.
Target Conditions #
A target can depend on valid conditions, e.g. combatant status or variable conditions. This uses general conditions.
If the requirements aren’t met, the combatant can’t be targeted. The targeted combatant is used in the check.
Only targets that match the conditions will be available.
Orientation #
A target can depend on the orientation between user and target.
E.g. only allow using an ability/item when being behind a target.
Auto Target Conditions #
A target can automatically be selected depending on valid conditions, e.g. combatant status or variable conditions. This uses general conditions.
This can be used by battle menus to automatically select the first combatant fitting the requirements (this still requires the player to accept the selection) and by control maps and Combatant type HUDs (Shortcut elements) to use automatically select and use a target.
The possible target combatant is used in the check.
Control Map Targeting #
Using an action via control maps defines specific use/target settings, e.g. to automatically target a combatant that’s below the mouse cursor, use group/individual/auto targeting or no targets at all.
The control map targeting settings allow you to overrule the control map’s settings with a custom setup, tailored to an ability/item’s needs.
Auto Damage Multipliers #
Optionally use automatic damage multipliers when calculating the outcome for a single target or multiple targets. Especially allowing to toggle the target range between single and multi targets will make use of this feature.
E.g. the magic spell from the example above will only do 60% of damage when toggled to target all enemies.

