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

  1. Collect eligible living combatants.
  2. Sort by Speed (Agility). Tie-break with Dexterity. Tie-break with Player-first.
  3. Process queue one combatant at a time.
  4. Speed changes mid-round only reorder combatants who have not acted yet.
  5. Round ends when all eligible combatants have acted or been skipped.

Player Turn Flow & Prototype Commands

On a player turn:

  1. Display current combatant and available commands.
  2. Player chooses command.
  3. If command requires target, enter target selection mode.
  4. Player chooses target (tap to select, confirm to execute).
  5. 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

  1. Enemy AI evaluates skills.
  2. Selects target.
  3. Action executes. Turn ends.

Related pages: