Skip to content

Concepts

All

One page per system: what it does, what owns it, what you can change and where to extend it. Recipes tell you how; Concepts tell you why and what else it touches. Programmers should start with the Architecture overview.

Page What it explains
Architecture overview The plugin, its Experiences, and which object owns which system
Characters The combatant, party, enemy and NPC pawns, and what each owns
Party Roster, active and reserve members, the leader, party AI
Companion AI and aggro How AI party members fight, move and live; enemy aggro
Party tactics Standing orders for the whole party or one member
Party Gauge, downed and revive The gauge, members at 0 HP, revives, the party wipe
Battle voices and banter Voiced battle callouts and companion lines
Stats and damage Attributes, the damage formula, curve tables
Progression Experience, levels, level-ups, gold, learning Arts
The combat loop Engaging, drawing weapons, auto-attack, hit reactions, damage numbers
Targeting Lock-on, cycling targets, engage and disengage ranges
Arts and Talent Arts Art data, the Art ability, cooldowns, the palette, the Talent gauge
Skills Skill trees and branches, SP, traits, skill effects, the Skills screen
Reactions and statuses Break, Topple, Daze, and timed status effects
Enemies and AI Enemy pawns and controllers, detection, spawners and squads, the shared StateTree, rewards
Items and inventory Item definitions, fragments, rarity, the party bag, sorting
Equipment Six slots, equipment stats, weapon types, weapons and armour, gems
Animation The anim Blueprint, weapon layers, animation style, idle breaks
Loot Drop tables, chests, the loot panel
Interaction, NPCs and dialogue Interact prompts, NPCs, conversations
Quests Quest data, offers, the log and tracker, turn-in
Shops and trade Shop and trade tables and screens
Save and front end Save slots, autosave, save points, title and boot screens
UI shell and HUD Menu layers, screens, HUD plates, popups, styles
Minimap The HUD minimap, area images, map markers
Time of day and weather The clock, phases, Change Time, per-area weather, the environment director
Input and camera Mapping contexts, input tags, input modes, camera rigs
Loading and ticking Hard and soft references, when assets load, tick rules, measuring
Events you can listen to Every gameplay message the template broadcasts