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Action Battle System

Advanced real-time action combat AI system for RPGJS. The AI controller manages behavior only. All stats, HP, SP, skills, items, classes, and states are configured with the standard RPGJS API.

Features

  • State machine AI with Idle, Alert, Combat, Flee, and Stunned
  • Multiple enemy types: Aggressive, Defensive, Ranged, Tank, Berserker
  • Attack patterns: Melee, Combo, Charged, Zone, DashAttack
  • Skill support with standard RPGJS skills
  • Dodge and counter-attack behaviors
  • Group behavior and waypoint patrols
  • Knockback driven by weapon configuration
  • Hook system with onBeforeHit and onAfterHit

Installation

npm install @rpgjs/action-battle

Quick Start

import { EventMode, ATK, PDEF, MAXHP, type EventDefinition } from "@rpgjs/server";
import { provideActionBattle, BattleAi, EnemyType } from "@rpgjs/action-battle/server";

function GoblinEnemy(): EventDefinition {
  return {
    name: "Goblin",
    onInit() {
      this.setGraphic("goblin");

      this.hp = 80;
      this.param[MAXHP] = 80;
      this.param[ATK] = 15;
      this.param[PDEF] = 5;

      new BattleAi(this, {
        enemyType: EnemyType.Aggressive
      });
    }
  };
}
When you build an object-based event for a map, type the factory as EventDefinition. The returned object only describes the event behavior. Placement data such as id, x, and y still belongs to the outer maps[].events wrapper.

Factions and targets

BattleAi can target players, other battle events, every combat entity, hostile factions, or an explicit list of factions.
new BattleAi(this, {
  faction: "monsters",
  targets: "players"
});
Available target selectors:
  • players: target all players.
  • events: target action-battle events.
  • all: target players and action-battle events.
  • hostile: target entities with a different faction.
  • ["guards", "bandits"]: target only these factions.
  • (context) => boolean: fully custom target rule.
An allied event can share the player faction and attack only monster groups:
new BattleAi(this, {
  faction: "players",
  targets: ["monsters", "bandits"]
});
Two enemy groups can fight each other:
new BattleAi(this, {
  faction: "guards",
  targets: ["bandits"]
});
You can change faction and targets at runtime:
const ai = new BattleAi(this, {
  faction: "guards",
  targets: ["bandits"]
});

ai.setFaction("bandits");
ai.setTargets("hostile");
Players keep the previous behavior by default: their action attack targets action-battle events. To enable PvP or teams, set the player target selector and faction on the server:
player.actionBattleFaction = "red-team";
player.actionBattleTargets = ["blue-team"];

Enable the module

Register the module on the server:
import { createServer } from "@rpgjs/server";
import { provideActionBattle } from "@rpgjs/action-battle/server";

export default createServer({
  providers: [
    provideActionBattle({
      animations: {
        attack: "attack"
      }
    })
  ]
});
animations is optional. If you omit it, attacks keep using the default attack animation and no extra hurt, death, or skill-cast animation is played. Player attacks lock movement for 350ms by default. This gives an A-RPG feel where the hero performs the attack in place before moving again.
provideActionBattle({
  attack: {
    lockMovement: true,
    lockDurationMs: 350,
    showPreview: true,
    previewDurationMs: 180,
    previewColor: 0xfff3b0,
    previewAccentColor: 0xffffff
  }
});
Set lockMovement to false if you want players to keep moving while attacking. The client stops local predicted movement as soon as the action input is pressed and shows a short slash preview by default. Disable showPreview when you provide your own client-side attack effect. New action-battle configuration is grouped by responsibility:
  • combat owns gameplay rules: player attack profile, damage, knockback, and hit hooks.
  • visual owns temporary combat feedback: sprite animations, flashes, damage text, CanvasEngine effects, and previews.
  • ui owns client components: action bar, targeting overlay, attack preview, and custom GUI or sprite components.
  • ai owns reusable AI behavior functions.
  • skills.targeting owns action targeting metadata for skills.
Use the same visual preset on the server and client when your project splits configuration by runtime. The server still decides when authoritative hit, hurt, skill, and enemy attack feedback should happen, but it sends one compact action-battle client visual event. The client resolves that visual locally and groups the flash, hit text, sound, component animation, or sprite animation. This keeps gameplay authority on the server while avoiding several visual packets for one combat moment. The client also triggers local input feedback such as the attack preview.
// config.server.ts
import {
  createActionBattleVisual,
  provideActionBattle
} from "@rpgjs/action-battle/server";

export default provideActionBattle({
  combat: {
    attack: {
      lockMovement: true,
      lockDurationMs: 280,
      profile: {
        startupMs: 70,
        activeMs: 110,
        recoveryMs: 160,
        hitPolicy: "oncePerTarget"
      }
    },
    hooks: {
      afterHit(result) {
        console.log(`Damage: ${result.damage}`);
      }
    }
  },

  visual: createActionBattleVisual("fx"),

  ai: {
    behaviors: {
      aggressive({ hpPercent }) {
        return {
          mode: hpPercent !== null && hpPercent < 0.25 ? "retreat" : "assault",
          attackCooldown: 850
        };
      }
    }
  }
});
// config.client.ts
import {
  createActionBattleUi,
  createActionBattleVisual,
  provideActionBattle
} from "@rpgjs/action-battle/client";

export default provideActionBattle({
  visual: createActionBattleVisual("fx"),
  ui: createActionBattleUi({
    actionBar: false,
    targeting: true,
    attackPreview: true
  })
});
If your game installs action-battle as a combined module, you can import the same helpers from @rpgjs/action-battle.

Visual composition

createActionBattleVisual() accepts a preset or a map of visual parts. A visual part is a function receiving the current combat context and helper methods.
import { createActionBattleVisual } from "@rpgjs/action-battle/server";

const combatVisual = createActionBattleVisual({
  attack({ entity }, fx) {
    fx.graphic(entity, "attack");
  },
  hit({ target, damage }, fx) {
    fx.flash(target, { tint: "red", duration: 120 });
    fx.damageText(target, `-${damage}`);
    fx.component(target, "action-battle-hit-fx", {
      name: "hitSpark",
      scale: 0.8,
      zIndex: 1000
    });
  },
  hurt({ target }, fx) {
    fx.graphic(target, "hurt");
  },
  preview({ entity }, fx) {
    fx.preview(entity, { durationMs: 180 });
  }
});
Available presets:
visual: createActionBattleVisual("classic") // sprite animation + flash + hit text
visual: createActionBattleVisual("fx")      // classic + CanvasEngine Fx hit spark
visual: createActionBattleVisual("none")    // no built-in visual feedback
The built-in CanvasEngine effect is registered as the component animation action-battle-hit-fx. You can also call any component animation registered by your own client modules with fx.component(entity, id, params). Action-battle visual composition runs through the general Client Visuals mechanism for server-triggered combat feedback. Use direct server visual APIs for isolated one-off effects, and use visual here when you want action-battle to group combat presentation on the client. The legacy animations option still works for sprite animation names and temporary graphics. New orchestration should go through visual, while animations remains useful as the data source used by fx.graphic(entity, "attack"), fx.graphic(entity, "hurt"), and fx.graphic(entity, "castSkill").

Composable UI

The UI is client-owned. Keep the defaults, disable them with booleans, or replace each component.
import {
  ActionBattleUi,
  createActionBattleUi,
  provideActionBattle
} from "@rpgjs/action-battle/client";

export default provideActionBattle({
  ui: createActionBattleUi({
    actionBar: {
      enabled: true,
      component: ActionBattleUi.ActionBar,
      autoOpen: true,
      mode: "both"
    },
    targeting: {
      enabled: true,
      component: ActionBattleUi.TargetingOverlay,
      showGrid: true
    },
    attackPreview: {
      enabled: true,
      component: ActionBattleUi.AttackPreview
    },
    gui: [
      { id: "my-combat-panel", component: MyCombatPanel }
    ],
    spriteComponents: {
      front: [MySpriteOverlay],
      back: [MyShadow]
    }
  })
});
Shortcuts are accepted:
ui: createActionBattleUi({ actionBar: false })
ui: createActionBattleUi({ targeting: false, attackPreview: false })

Compatibility

The legacy attack, systems.combat, systems.ai, and skills.getTargeting options are still supported. New code should prefer combat, ai, and skills.targeting so each part of the action-battle module stays independently replaceable.

Attack profile model

Use attack.profile to describe the timing model of a player attack in one typed object. A profile separates the attack into startup, active, and recovery phases so combat systems can share the same vocabulary.
provideActionBattle({
  attack: {
    profile: {
      id: "iron-sword",
      startupMs: 80,
      activeMs: 120,
      recoveryMs: 180,
      cooldownMs: 380,
      movementLock: true,
      directionLock: true,
      animationKey: "attack",
      hitPolicy: "oncePerTarget",
      reaction: {
        invincibilityMs: 250,
        hitstunMs: 150,
        staggerPower: 1
      },
      hitboxes: {
        right: { offsetX: 18, offsetY: -18, width: 42, height: 36 }
      }
    },
    lockDurationMs: 380
  }
});
The default profile mirrors the legacy attack lock: no startup, a short active window, and recovery that totals 350ms. The player attack runtime uses startupMs before creating the hitbox, activeMs to keep the hitbox active, and totalDurationMs for movement and direction locks.
FieldPurpose
idStable name for this attack profile.
startupMsWind-up time before the attack should become active.
activeMsDuration of the intended hit window.
recoveryMsTime after the active window before the action fully recovers.
cooldownMsMinimum delay before the same profile should be reused.
movementLockWhether the attack should lock movement.
directionLockWhether the attack should lock facing direction.
animationKeyAnimation key from animations, usually attack.
hitPolicyoncePerTarget blocks duplicate hits during one attack; allowRepeatHits allows repeated hits.
reaction.invincibilityMsTemporary invincibility after this hit connects.
reaction.hitstunMsStun duration requested by this hit.
reaction.staggerPowerStagger value compared against enemy poise.
hitboxesOptional hitbox overrides for this profile.
Weapons can override the player attack profile from their database entry:
const Dagger = {
  id: "dagger",
  name: "Dagger",
  _type: "weapon" as const,
  atk: 8,
  knockbackForce: 20,
  attackProfile: {
    id: "dagger",
    startupMs: 40,
    activeMs: 70,
    recoveryMs: 110
  }
};

Skill and weapon actions

Skills and weapons can define an action block for action-battle selection, while their effect stays automatic by default. BattleAi uses this block when it casts attackSkill or attacks with an equipped weapon. Player action-bar skills and configured equipped weapons use the same executor, so onUse receives the same context in both cases.
const Fireball = {
  id: "fireball",
  name: "Fireball",
  _type: "skill" as const,
  spCost: 10,
  power: 40,
  hitRate: 0.95,
  action: {
    target: "enemy",
    range: 300,
    mode: "projectile",
    projectile: {
      type: "fireball",
      speed: 220,
      range: 300,
      spreadDegrees: 8
    }
  }
};
With no onUse, action-battle applies the standard RPGJS skill effect: SP cost, hit rate, states, and damage formulas. For weapons, the default effect is a physical hit using the equipped weapon stats and action-battle hit hooks. action.target can be "enemy", "ally", "self", or "any"; enemy resolution uses the attacker’s action-battle faction and targets selector. Projectile direction uses the same generic projectile options as map.projectiles.emit(), including spreadDegrees and accuracy. Use onUse(user, target, ctx) only when the action needs custom logic:
const PoisonArrow = {
  id: "poison-arrow",
  _type: "skill" as const,
  spCost: 12,
  power: 20,
  action: {
    target: "enemy",
    range: 320,
    mode: "projectile",
    projectile: {
      type: "arrow",
      speed: 260,
      range: 320
    }
  },
  onUse(user, target, ctx) {
    ctx.projectile({
      type: "arrow",
      speed: 260,
      range: 320,
      onImpact({ target }) {
        ctx.defaultEffect(target);
        target?.addState?.("poison");
      }
    });
  }
};
For full custom actions, skip ctx.defaultEffect():
const Heal = {
  id: "heal",
  _type: "skill" as const,
  spCost: 8,
  action: {
    target: "ally",
    range: 180,
    mode: "instant"
  },
  onUse(user, target, ctx) {
    ctx.heal(target, 35);
  }
};
Weapons use the same model:
const Claw = {
  id: "claw",
  _type: "weapon" as const,
  action: {
    target: "enemy",
    range: 45,
    mode: "instant"
  },
  onUse(user, target, ctx) {
    ctx.defaultEffect(target);
  }
};

Plugin-first extension points

Action battle is structured as replaceable systems. You can keep the default Zelda-like sword attack and only replace the pieces your game needs.
import { provideActionBattle } from "@rpgjs/action-battle/server";

export default provideActionBattle({
  combat: {
    attack: {
      lockMovement: true,
      lockDurationMs: 280,
      hitboxes: {
        right: { offsetX: 18, offsetY: -18, width: 42, height: 36 }
      }
    },
    damage({ attacker, target, skill }) {
      const raw = target.applyDamage(attacker, skill);
      return {
        damage: raw.damage,
        defeated: target.hp <= 0,
        raw
      };
    },
    hooks: {
      beforeHit(context) {
        return context;
      },
      afterHit(result) {
        console.log(`Damage: ${result.damage}`);
      }
    }
  },
  ai: {
    behaviors: {
      slime({ hpPercent }) {
        return {
          mode: hpPercent !== null && hpPercent < 0.25 ? "retreat" : "assault",
          attackCooldown: 900
        };
      }
    }
  }
});
The public extension contracts are exported from @rpgjs/action-battle/server: ActionBattleCombatSystem, ActionBattleAiBehavior, ActionBattleHitHooks, and ActionBattleHitResult. For data-driven enemies, use createActionEnemy():
import { createActionEnemy, EnemyType } from "@rpgjs/action-battle/server";

const enemyPresets = {
  slime: {
    enemyType: EnemyType.Aggressive,
    behaviorKey: "slime",
    stats(event) {
      event.hp = 40;
    }
  }
};

createActionEnemy(this, "slime", enemyPresets);
When the action targets a normal event with no BattleAi, the server lets the event handle onAction and does not create the combat hitbox. Enemy events with BattleAi still trigger the A-RPG attack.

Configure stats with the standard RPGJS API

The AI uses the event’s existing data.

Health and resources

this.hp = 100;
this.param[MAXHP] = 100;
this.sp = 50;
this.param[MAXSP] = 50;

Parameters

import { ATK, PDEF, SDEF } from "@rpgjs/server";

this.param[ATK] = 20;
this.param[PDEF] = 10;
this.param[SDEF] = 8;

Skills

import { Fireball, Heal } from "./database/skills";

this.learnSkill(Fireball);
this.learnSkill(Heal);

Items and equipment

import { Sword, Shield, Potion } from "./database/items";

this.addItem(Potion, 3);
this.equip(Sword);
this.equip(Shield);

Classes

import { WarriorClass } from "./database/classes";

this.setClass(WarriorClass);

States

import { PoisonState } from "./database/states";

this.addState(PoisonState);

AI configuration

All AI options are optional:
new BattleAi(event, {
  enemyType: EnemyType.Aggressive,
  attackSkill: Fireball,
  attackCooldown: 1000,
  visionRange: 150,
  attackRange: 60,
  dodgeChance: 0.2,
  dodgeCooldown: 2000,
  fleeThreshold: 0.2,
  attackPatterns: [
    AttackPattern.Melee,
    AttackPattern.Combo,
    AttackPattern.DashAttack
  ],
  attackProfiles: {
    charged: {
      startupMs: 900,
      activeMs: 140,
      recoveryMs: 300,
      reaction: {
        hitstunMs: 240,
        staggerPower: 2
      }
    }
  },
  poise: 1,
  hitstunMs: 150,
  invincibilityMs: 250,
  patrolWaypoints: [
    { x: 100, y: 100 },
    { x: 300, y: 100 }
  ],
  groupBehavior: true,
  animations: {
    attack: {
      animationName: "walk",
      graphic: "goblin_attack",
      repeat: 1
    },
    hurt: {
      animationName: "walk",
      graphic: "goblin_hurt",
      repeat: 1
    },
    die: {
      animationName: "walk",
      graphic: "goblin_die",
      repeat: 1,
      delayMs: 700
    }
  },
  rewards: {
    exp: 50,
    gold: 25,
    items: [{ itemId: "health_potion", amount: 1, chance: 30 }],
    showNotification: true
  },
  onDefeated: ({ event, attacker }) => {
    const name = attacker?.name?.() ?? "Unknown";
    console.log(`${event.name} was defeated by ${name}!`);
  }
});
Per-enemy animations override the global provideActionBattle() animations. Use a string for a simple animation name, an object to temporarily switch graphics, or a resolver function for data-driven events. Return null or undefined from a resolver to skip the animation. attackProfiles lets enemies telegraph attacks with startupMs, keep hitboxes active for activeMs, and apply hit reactions. poise controls interruption: an incoming hit only stuns the enemy when its reaction.staggerPower is greater than or equal to the enemy’s poise. rewards are awarded once to the player who lands the killing blow. On defeat, Action Battle calls event.remove({ reason: "defeated", transition }). The server only sends that removal context; client modules decide how to render it with sprite.onBeforeRemove, for example by awaiting a death animation, playing a sound, or showing a particle effect before the sprite disappears. The legacy onDefeated(event, attacker) signature remains supported for two-argument callbacks. When combat spritesheets come from RPGJS Studio media fields, convert the media ids with createStudioActionBattleAnimations(). Studio-generated combat spritesheets are played with setGraphicAnimation("attack", graphic, 1) by default:
import { provideActionBattle } from "@rpgjs/action-battle/server";
import { createStudioActionBattleAnimations } from "@rpgjs/studio/server";

export default provideActionBattle({
  animations: createStudioActionBattleAnimations()
});
Without arguments, the helper reads the Studio project animations attached to the player at runtime by provideStudioGame(). You can still pass a static object when you want to override the media ids manually. Animation values may be media ids or media objects returned by the Studio game API. For Studio enemies, the runtime reads enemy.animations automatically when an enemy is created from the Studio database. The supported Studio fields are attack, hurt, die, and castSpell. castSkill is also accepted when you configure action-battle directly.

Composable AI behaviors

Action Battle has three AI layers. They all run on the server and end in the same authoritative runtime for movement, attacks, skills, cooldowns, hit reactions, and rewards.
  • Presets are the fastest path for common enemies.
  • Simplified behaviors are readable rule lists that return intentions.
  • Behavior trees are the advanced API for bosses and custom enemy logic.

Presets

Use a built-in preset and override only what changes:
import { BattleAi, AttackPattern } from "@rpgjs/action-battle/server";

new BattleAi(event, {
  preset: "aggressive",
  attackRange: 56,
  attackPatterns: [AttackPattern.Melee, AttackPattern.DashAttack],
  rewards: { exp: 12, gold: 4 }
});
Built-in presets are aggressive, defensive, ranged, tank, and berserker. A preset is only behavior configuration. Stats still come from the event itself. Register project presets through provideActionBattle():
import {
  AttackPattern,
  chase,
  flee,
  ifHpBelow,
  ifTargetInRange,
  provideActionBattle,
  useAttack
} from "@rpgjs/action-battle/server";

export default provideActionBattle({
  ai: {
    presets: {
      slime: {
        preset: "aggressive",
        attackCooldown: 900,
        attackPatterns: [AttackPattern.Melee],
        simpleBehavior: {
          when: [
            ifHpBelow(0.25, flee()),
            ifTargetInRange(useAttack(AttackPattern.Melee))
          ],
          otherwise: chase()
        }
      }
    }
  }
});
Then instantiate enemies from the preset:
new BattleAi(event, { preset: "slime" });
Presets are composable. A project preset can extend a built-in preset or another project preset with preset: "name". Local options passed to new BattleAi() override the preset values.

Simplified behaviors

Use simpleBehavior when you want expressive rules without writing a full behavior tree. Each rule checks a condition and returns an intent:
import {
  AttackPattern,
  BattleAi,
  chase,
  flee,
  ifDistanceLessThan,
  ifHpBelow,
  ifTargetInRange,
  keepDistance,
  useAttack
} from "@rpgjs/action-battle/server";

new BattleAi(event, {
  preset: "ranged",
  simpleBehavior: {
    when: [
      ifHpBelow(0.3, flee()),
      ifDistanceLessThan(80, keepDistance(120)),
      ifTargetInRange(useAttack(AttackPattern.Zone), 115)
    ],
    otherwise: chase()
  }
});
Common condition helpers:
HelperMeaning
ifHpBelow(ratio, intent)Run an intent when enemy HP is below a ratio.
ifTargetVisible(intent)Run an intent when the AI currently has a target.
ifTargetInRange(intent, range?)Run an intent when the target is within a range.
ifDistanceLessThan(distance, intent)Run an intent when the target is too close.
Common intention helpers:
HelperRuntime behavior
chase() / moveToTarget()Move toward the current target.
flee() / fleeFromTarget()Flee from the current target.
keepDistance(distance, tolerance?)Retreat or approach until the target is near the desired distance.
useAttack(pattern?)Use a configured attack pattern when cooldown and range allow it.
useSkill(skill)Cast a skill against the current target when cooldown and range allow it.
faceTarget()Face the current target.
patrol()Continue the configured patrol route.
idle()Stop movement for this AI tick.

Behavior trees

Use behaviorTree when you need explicit tree control. A tree node returns success, failure, or running, optionally with an intent or decision.
import {
  AttackPattern,
  BattleAi,
  action,
  chase,
  condition,
  flee,
  hpBelow,
  selector,
  sequence,
  targetInRange,
  useAttack
} from "@rpgjs/action-battle/server";

new BattleAi(event, {
  preset: "tank",
  attackRange: 60,
  attackCooldown: 1200,
  poise: 2,
  behaviorTree: selector([
    sequence([
      condition(hpBelow(0.18)),
      action(flee())
    ]),
    sequence([
      condition(targetInRange(60)),
      action(useAttack(AttackPattern.Charged))
    ]),
    action(chase())
  ])
});
The built-in tree helpers are intentionally small:
HelperPurpose
selector([...])Try children in order and return the first non-failure result.
sequence([...])Run children in order and fail as soon as one child fails.
condition(predicate)Convert a predicate into a tree node.
action(intent)Convert an intent into a tree action.
decision(fnOrObject)Return low-level AI decisions such as mode, cooldowns, or attack patterns.
defineAiTree(input)Wrap a tree function or node.
defineAiBehavior({ when, otherwise })Compile simplified behavior rules to a tree.

Dynamic behavior and memory

Intent functions receive the AI context and can use memory for per-enemy state:
import { BattleAi, useAttack } from "@rpgjs/action-battle/server";

new BattleAi(event, {
  simpleBehavior: {
    otherwise: ({ memory }) => {
      memory.comboStep = (memory.comboStep ?? 0) + 1;
      return useAttack(memory.comboStep % 3 === 0 ? "charged" : "melee");
    }
  }
});
The context includes:
FieldDescription
event / self.eventThe controlled RpgEvent.
targetThe current RpgPlayer target, or null.
targetInfoTarget distance, visibility, and attack-range status.
state / self.stateCurrent AiState.
enemyType / self.enemyTypeCurrent EnemyType.
hpPercent / self.hpPercentCurrent HP ratio, or null if max HP is unavailable.
memoryMutable per-AI storage for custom behavior state.

Sample project

samples/sample-dev contains three AI demo enemies on center-map:
  • Preset Rusher uses a named preset.
  • Simple Kiter uses simpleBehavior and distance control.
  • Tree Elite uses a direct behaviorTree.

Enemy types

Enemy types affect behavior, not stats:
TypeAttack SpeedDodgeBehavior
AggressiveFastLowRushes player
DefensiveSlowHighCounter-attacks
RangedMediumMediumKeeps distance
TankSlowNoneStands ground
BerserkerVariableLowFaster when hurt

Attack patterns

PatternDescription
MeleeSingle attack
Combo2-3 rapid attacks
ChargedWind-up, stronger attack
Zone360° area attack
DashAttackRush toward target then attack

Use skills for attacks

import { Skill } from "@rpgjs/database";

@Skill({
  name: "Slash",
  spCost: 5,
  power: 25,
  hitRate: 0.95
})
export class Slash {}

onInit() {
  this.hp = 100;
  this.sp = 50;
  this.learnSkill(Slash);

  new BattleAi(this, {
    attackSkill: Slash
  });
}

Examples

Basic enemy

import { type EventDefinition, ATK, MAXHP } from "@rpgjs/server";

function Goblin(): EventDefinition {
  return {
    name: "Goblin",
    onInit() {
      this.setGraphic("goblin");
      this.hp = 50;
      this.param[MAXHP] = 50;
      this.param[ATK] = 10;

      new BattleAi(this);
    }
  };
}

Mage with skills

import { ATK, MAXHP, MAXSP, type EventDefinition } from "@rpgjs/server";

function DarkMage(): EventDefinition {
  return {
    name: "Dark Mage",
    onInit() {
      this.setGraphic("mage");
      this.hp = 60;
      this.sp = 100;
      this.param[MAXHP] = 60;
      this.param[MAXSP] = 100;
      this.param[ATK] = 25;

      this.learnSkill(Fireball);

      new BattleAi(this, {
        enemyType: EnemyType.Ranged,
        attackSkill: Fireball,
        visionRange: 200
      });
    }
  };
}

Patrol guard

import { ATK, MAXHP, type EventDefinition } from "@rpgjs/server";

function PatrolGuard(): EventDefinition {
  return {
    name: "Guard",
    onInit() {
      this.setGraphic("guard");
      this.hp = 80;
      this.param[MAXHP] = 80;
      this.param[ATK] = 15;

      new BattleAi(this, {
        enemyType: EnemyType.Defensive,
        patrolWaypoints: [
          { x: 100, y: 150 },
          { x: 300, y: 150 },
          { x: 300, y: 350 },
          { x: 100, y: 350 }
        ]
      });
    }
  };
}

Player combat

The module handles player attacks via the action input:
// Player presses action key -> attack animation + hitbox
// Hitbox detects enemy -> applyPlayerHitToEvent(player, event)
// Damage uses RPGJS formula: target.applyDamage(attacker)

Knockback system

Knockback force is driven by the equipped weapon’s knockbackForce property:
const Warhammer = {
  id: "warhammer",
  name: "War Hammer",
  atk: 30,
  knockbackForce: 100,
  _type: "weapon" as const
};