---
title: Turn Based Battles
url: "https://orkframework.com/guide/ork4/ork4-documentation/section-battles/turn-based-battles/"
updated: "2026-07-13"
category: "Section: Battles"
---

# Turn Based Battles

Each combatant has their turn to perform actions in – enough time to decide what to do and plan their actions.

Battle systems are found in **Battles > Battle Systems**.

# 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.
