Turn-Based Combat · Version 0.5

Enemy Parties and Weighted Decisions

Build enemy groups of one through eight Actors and configure understandable weighted Ability choices.

Enemy Parties define the opposing side used by an Encounter. They reference existing Actor definitions rather than duplicating character Stats, Resources, artwork, or progression data.

Create an Enemy Party

  1. Create the enemy Actor definitions and the Abilities they may use.
  2. Open the Enemy Parties panel in the RPG Database.
  3. Create a stable Enemy Party ID and display name.
  4. Add from one through eight enemy entries.
  5. Select the Actor definition for each entry.
  6. Add the Abilities available to that enemy and assign their decision weights.
  7. Save and resolve missing Actor, Ability, target-rule, or weight validation.

Weighted decisions

Each enemy chooses among its authored Abilities using the configured weights and the current set of valid commands and targets. Higher weights make an Ability more likely; they do not guarantee that it will be selected. An Ability that cannot pay its cost or has no valid target should not be treated as a valid choice.

Deterministic testing

Enemy decisions are reproducible under the same battle state and random-seed conditions. This allows automated tests, save/load restoration, and manual debugging to reason about the same command sequence instead of receiving unrelated results after every reload.

Enemy identity and presentation

The Enemy Party references reusable Actors. Their battle sprites, authored facing, animations, Stats, Resources, Status rules, and Ability data remain owned by the associated RPG definitions.