Turn-Based Combat · Version 0.5

Battle Commands, Targeting, and Turn Order

Plan commands, choose valid targets, understand guarding and costs, and follow Filmstrip’s deterministic turn resolution.

During a player turn, Filmstrip asks for one command for each living active Party member. The battle HUD presents available commands, target selection, Party Resources, Status indicators, combat feedback, and the current turn-order presentation configured by the project.

Plan a round

  1. Select the current living Party member.
  2. Choose an available command or Ability.
  3. Choose a valid target when the command requires one.
  4. Review any Resource or Item cost shown by the command.
  5. Confirm the choice and continue until every living Party member has a command.
  6. Allow the round to resolve in deterministic order.

Target selection

The Ability target rule determines whether the command can select the user, one ally, multiple allies, one enemy, multiple enemies, or another supported combat group. Defeated or otherwise invalid targets are excluded by the current battle state.

Guarding

Guard is a battle command that changes how the combatant handles incoming effects for the authored round. Guard behavior is temporary battle state and is processed alongside the other deterministic command rules.

Resolution order

Commands resolve using Ability priority first. When priority does not decide the order, Filmstrip uses Speed when that Stat is authored, then roster order and stable IDs as deterministic tie-breakers. Enemy commands join the same ordered resolution rather than running in a separate frame-based loop.

Costs and changed targets

Costs and targets are validated when a command resolves. When the command can no longer pay its cost or its selected target is no longer valid, Filmstrip follows the accepted failure behavior instead of applying a partial command.