Combat System - FatherNoTimeGames/JRPG-Classless GitHub Wiki
Combat System
Combat Style
The game uses speed-based timeline turn-based combat. Turn order is determined by Speed (Agility). Each combatant normally acts once per round.
Timeline Model
Dynamic Round Queue
- Collect eligible living combatants.
- Sort by Speed (Agility). Tie-break with Dexterity. Tie-break with Player-first.
- Process queue one combatant at a time.
- Speed changes mid-round only reorder combatants who have not acted yet.
- Round ends when all eligible combatants have acted or been skipped.
Player Turn Flow & Prototype Commands
On a player turn:
- Display current combatant and available commands.
- Player chooses command.
- If command requires target, enter target selection mode.
- Player chooses target (tap to select, confirm to execute).
- Action executes. Turn ends.
Prototype Commands
- Attack: Requires a target. Resolves physical/hybrid damage based on placeholder stats and 70/30 weapon scaling.
- Defend: Does not require a target. Applies a status that reduces damage taken until the character's next turn.
- Wait: Does not require a target. Passes the turn with no effect.
Later possible commands:
- Skill, Item, Guard, Flee.
Target Selection
Confirmed prototype direction:
- Use UI buttons/portraits for targets first.
- Touch flow is tap enemy once to select, then tap Confirm to execute.
Enemy Turn Flow
- Enemy AI evaluates skills.
- Selects target.
- Action executes. Turn ends.
Related pages: