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 |