---
title: "Turn battle: API"
package: "@phaser-ae/turn-battle"
tier: Free
version: 3.0.0-0
released: 2026-10-19
updated: 2026-10-19
description: "Classic turn-based battles as a state machine over plain data, with speed order, attacks, skills, items, defending, fleeing, an element wheel, criticals and a Break gauge."
url: https://phaser.io/packs/turn-battle/api
site: Phaser - https://phaser.io
---

# Turn battle: API

`@phaser-ae/turn-battle` — Turn-based battles as a state machine: speed order, attacks, skills, items, defending, fleeing, an element wheel, criticals and a Break gauge, all data.

## The pack

### `turnBattle`

```ts
function turnBattle(): Pack<{ turnBattle: typeof api }>
```

Install the turn-battle API (`game.turnBattle`): the battle rules and the `Battle` state machine.

## Helpers

### `BATTLE_RULES`

```ts
const BATTLE_RULES: Readonly<BattleRules>
```

The default rules.

### `battleRules`

```ts
const battleRules = (o: Partial<BattleRules> = {}): BattleRules=> …
```

The default rules with some replaced.

### `breakTurn`

```ts
function breakTurn(b: BreakState): boolean
```

A broken fighter's turn comes round: it skips the turn and recovers a full shield. Returns true when a turn was skipped.

### `damage`

```ts
const damage = (atk: number, def: number, factor: number, roll: number, rules: BattleRules = BATTLE_RULES): number=> …
```

Damage of one hit: `max(minDamage, round(base(atk, def) × factor × spread))`; `roll` in [0, 1) picks the spread.

### `dropFalls`

```ts
const dropFalls = (m: { boss: boolean; dropItemId: string | null }, roll: number, rules: BattleRules = BATTLE_RULES): string | null=> …
```

A foe leaves its drop: always for a boss, else on a roll under `dropChance`.

### `ELEMENT_WHEEL`

```ts
const ELEMENT_WHEEL: Readonly<Record<string, string | null>>
```

The built-in wheel: what each element beats. `none` is physical and beats nothing.

### `elementFactor`

```ts
const elementFactor = (attack: string, target: string, rules: BattleRules = BATTLE_RULES): number=> …
```

The damage multiplier of an attack element against a target element: weak, resisted (the target beats it) or plain.

### `encounterFires`

```ts
const encounterFires = (rate: number, roll: number): boolean=> …
```

A random encounter fires on a roll under the rate.

### `fleeSucceeds`

```ts
const fleeSucceeds = (roll: number, rules: BattleRules = BATTLE_RULES): boolean=> …
```

A flee succeeds on a roll under `fleeChance`.

### `hitBreak`

```ts
function hitBreak(b: BreakState, weak: boolean): boolean
```

A hit that exploits a weakness removes one shield point; at 0 the fighter is BROKEN. Returns whether this hit broke it.

### `isCrit`

```ts
const isCrit = (lck: number, roll: number, rules: BattleRules = BATTLE_RULES): boolean=> …
```

A critical hit lands when the roll is under the rules' `critChance(lck)`.

### `isWeak`

```ts
const isWeak = (attack: string, target: string, rules: BattleRules = BATTLE_RULES): boolean=> …
```

True when `attack` beats `target` on the wheel.

### `newBreak`

```ts
const newBreak = (max: number): BreakState=> …
```

A fresh gauge. A gauge of 0 can never be broken.

### `resolveHit`

```ts
function resolveHit(s: HitSpec, rules: BattleRules = BATTLE_RULES): HitResult
```

Resolve one hit from the numbers alone.

### `scaleStats`

```ts
function scaleStats<S extends { hp: number; atk: number }>(stats: S, difficulty: string, rules: BattleRules = BATTLE_RULES): S
```

Stats scaled by a difficulty: hp and attack times the rules' multiplier (1 for a difficulty it does not list).

### `SKILL_EFFECTS`

```ts
const SKILL_EFFECTS: Readonly<Record<string, SkillEffect>>
```

The built-in skill effects: damage opponents, heal an ally, guard or haste the user (or the party).

### `turnOrder`

```ts
const turnOrder = <E extends TurnEntry>(entries: ReadonlyArray<E>): E[]=> …
```

Turn order: by speed, highest first; ties go to heroes, then to the order given. Pure and stable.

## Classes

### `Battle`

```ts
class Battle
```

A turn-based battle.

- `readonly rules: BattleRules` — The rules it resolves by.
- `fighters: Fighter[]` — Every fighter, heroes and foes, in the order given.
- `round: number` — The round number, 0 before the first.
- `order: Fighter[]` — This round's order.
- `turn: number` — Index into `order` of the current actor; -1 before the first turn.
- `result: BattleResult | null` — How it ended, or null while it runs.
- `constructor(defs: readonly FighterDef[], o: BattleOptions)`
- `get(id: string): Fighter | undefined` — A fighter by id.
- `side(side: Side): Fighter[]` — The fighters of a side, standing or not.
- `standing(side: Side): Fighter[]` — The standing fighters of a side.
- `get actor(): Fighter | null` — The fighter whose turn it is, or null.
- `get done(): boolean` — True once the current actor has taken its turn: `next()` moves on.
- `get recovering(): boolean` — True when the current actor is broken and will spend its turn recovering.
- `emit(e: BattleEvent): void` — Queue an event (for skill effects of a game's own).
- `drain(): BattleEvent[]` — Every event since the last call.
- `next(): Fighter | null` — Move to the next fighter's turn (a new round when this one is done) and return it; null when the battle is over.
- `targets(user: Fighter, kind: 'foe' | 'ally' | 'downed'): Fighter[]` — The choices for a one-target action: standing opponents, standing allies, or downed allies (a revive).
- `reach(user: Fighter, skill: BattleSkill, target?: string): Fighter[]` — Who a skill reaches when `target` (for one-target skills) is chosen: an unknown effect reaches nobody.
- `picks(skill: BattleSkill): 'foe' | 'ally' | null` — What a one-target skill asks the player to pick: an opponent, an ally, or nothing (it reaches its targets itself).
- `auto(): BattleAction` — What the battle would choose for the current actor.
- `act(action: BattleAction): boolean` — The current actor takes its turn. A broken actor recovers instead, whatever is asked. Returns false (and keeps the turn) when the action cannot be done: not enough MP, no such target, an item that did nothing, no fleeing, or the turn already taken.
- `hit(from: Fighter, to: Fighter, element: string, power: number): HitResult` — Hit `to` from `from` with an element and extra power, through the rules: crits, the wheel, the gauge, defending.
- `heal(from: Fighter, to: Fighter, amount: number): number` — Heal `to` by up to `amount`; a downed fighter is not healed. Returns what was restored.
- `snapshot(): BattleSnapshot` — The whole state, as plain data.
- `restore(s: BattleSnapshot): void` — Put a snapshot back (the same battle's options are assumed).

## Types

### `BattleAction`

```ts
type BattleAction = /** A plain attack on one opponent, with the attacker's element. */ | { kind: 'attack'; target: string } /** A skill; `target` for one-target skills (default the first standing choice). */ | { kind: 'skill'; skill: BattleSkill; target?: string } /** An item: `use` changes the target (pools, flags) and says whether it did anything; nothing done keeps the turn. */ | { kind: 'item'; target: string; name?: string; use(target: Fighter): boolean } /** Defend until the next turn, getting the rules' `defendMp` back. */ | { kind: 'defend' } /** Try to run: the rules' `fleeChance`. */ | { kind: 'flee' } /** Do nothing. */ | { kind: 'wait' }
```

What a fighter does with its turn.

### `BattleEvent`

```ts
type BattleEvent = /** A round began, in this order. */ | { type: 'round'; round: number; order: string[] } /** A fighter's turn began. */ | { type: 'turn'; actor: string } /** A broken fighter spent its turn recovering its shield. */ | { type: 'recover'; actor: string } /** A fighter used a skill. */ | { type: 'skill'; actor: string; skill: string } /** A hit landed. */ | ({ type: 'hit'; from: string; to: string; element: string } & HitResult) /** A hit broke its target's shield. */ | { type: 'break'; to: string } /** A fighter fell. */ | { type: 'down'; id: string; by: string } /** A heal restored health. */ | { type: 'heal'; from: string; to: string; amount: number } /** An item was used. */ | { type: 'item'; actor: string; to: string; name: string; hp: number; mp: number } /** A fighter is guarded (defending) until its next turn. */ | { type: 'guard'; to: string } /** A fighter is hasted. */ | { type: 'haste'; to: string } /** A fighter defends. */ | { type: 'defend'; actor: string; mp: number } /** A flee was tried. */ | { type: 'flee'; actor: string; ok: boolean } /** The battle ended. */ | { type: 'end'; result: BattleResult }
```

What happened, in order.

### `BattleOptions`

```ts
interface BattleOptions
```

What a battle is made with.

- `rules?: Partial<BattleRules>` — The rules, over `BATTLE_RULES`.
- `rng: () => number` — Random numbers in [0, 1): a game's seeded stream (`() => game.rng.next()`).
- `effects?: Readonly<Record<string, SkillEffect>>` — Skill effects, over `SKILL_EFFECTS`.
- `choose?: (battle: Battle, actor: Fighter) => BattleAction` — Choose an action for a fighter the player does not command (foes, or heroes in an auto battle). Default: attack a random standing opponent.
- `canFlee?: boolean` — Can the heroes run. Default true.

### `BattleResult`

```ts
type BattleResult = 'win' | 'lose' | 'flee'
```

How a battle ended.

### `BattleRules`

```ts
interface BattleRules
```

How a battle is resolved. Every field has a default (`BATTLE_RULES`).

- `wheel: Readonly<Record<string, string | null>>` — What each element beats (or null): an attack of an element on what it beats is a weakness. Default `ELEMENT_WHEEL`.
- `weakFactor: number` — Damage on a weakness. Default 1.5.
- `resistFactor: number` — Damage on a target whose element beats the attack's. Default 0.5.
- `critFactor: number` — A critical's multiplier. Default 2.
- `brokenFactor: number` — What a broken fighter takes. Default 1.5.
- `defendFactor: number` — What a defending fighter takes. Default 0.5.
- `defendMp: number` — MP a turn spent defending gives back. Default 5.
- `hasteFactor: number` — Speed multiplier while hasted. Default 1.5.
- `hasteTurns: number` — Rounds a haste lasts after the turn it is cast (counted down on the hasted fighter's own turns); Infinity is the rest of the battle. Default Infinity.
- `spread: number` — The damage spread: a hit is the formula times 1 ± spread/2. Default 0.2 (0.9 to 1.1).
- `minDamage: number` — The least a hit does. Default 1.
- `fleeChance: number` — Chance a flee succeeds. Default 0.6.
- `dropChance: number` — Chance a non-boss foe leaves its drop. Default 0.3.
- `healAtk: number` — A heal's amount: the skill's power plus this share of the healer's attack. Default 0.5.
- `difficulty: Readonly<Record<string, number>>` — Stat multipliers per difficulty: hp and attack are scaled. Default gentle 0.8, fair 1, cruel 1.25.
- `base(atk: number, def: number): number` — The damage formula before the factors: default `atk - def / 2`.
- `critChance(lck: number): number` — The chance of a critical from luck. Default `lck / 100`.

### `BattleSkill`

```ts
interface BattleSkill
```

A skill as the battle sees it.

- `id: string` — Its id, for events.
- `name?: string` — Its name, for events. Default the id.
- `effect: string` — What it does: a key of the battle's effects (built in: damage, heal, guard, haste).
- `power: number` — For damage, added to the user's attack; for a heal, the amount (plus the rules' share of the user's attack).
- `element?: string` — Its element. Default `none`.
- `mp: number` — MP it costs.
- `target: 'one' | 'all' | 'ally' | 'party' | 'self'` — Who it aims at: one foe, all foes, one ally, the party, or the user.

### `BattleSnapshot`

```ts
interface BattleSnapshot
```

A battle's whole state, for `snapshot` and `restore`.

- `fighters: Fighter[]` — The fighters.
- `round: number` — The round number, 0 before the first.
- `order: string[]` — This round's order, by id.
- `turn: number` — Index into the order of the current actor, -1 before the first turn.
- `result: BattleResult | null` — The result, or null while it runs.
- `acted: boolean` — The current actor has taken its turn.

### `BattleStats`

```ts
interface BattleStats
```

A fighter's six stats.

- `hp: number` — Most health.
- `mp: number` — Most magic points.
- `atk: number` — Attack: added to a skill's power and set against the target's defence.
- `def: number` — Defence: cuts the damage taken.
- `spd: number` — Speed: who acts first.
- `lck: number` — Luck: the chance of a critical hit.

### `BreakState`

```ts
interface BreakState
```

The Break gauge of one fighter.

- `shield: number` — Shield points left; 0 is broken.
- `max: number` — The full gauge.
- `broken: boolean` — True while broken: skips its next turn and takes `brokenFactor`.

### `Fighter`

```ts
interface Fighter
```

A fighter in battle: plain data.

- `id: string` — Unique among the fighters.
- `name: string` — Display name.
- `side: Side` — The side it fights on.
- `stats: BattleStats` — Its stats.
- `hp: number` — Health now; 0 is down.
- `mp: number` — Magic now.
- `element: string` — Its element.
- `brk: BreakState` — Its Break gauge.
- `defending: boolean` — Defending until its next turn: takes `defendFactor`.
- `haste: number` — Rounds of haste left, counted down at the start of each of its own turns (Infinity for the rest of the battle); 0 is not hasted.
- `data: unknown` — The game's own data.

### `FighterDef`

```ts
interface FighterDef
```

A fighter going into battle.

- `id: string` — Unique among the fighters.
- `name?: string` — Display name. Default the id.
- `side: Side` — The side it fights on.
- `stats: BattleStats` — Its stats, gear and difficulty already applied.
- `hp?: number` — Health going in. Default full.
- `mp?: number` — Magic going in. Default full.
- `element?: string` — The element it attacks with and defends as. Default `none`.
- `breaks?: number` — Shield points of its Break gauge. Default 0 (never broken).
- `data?: unknown` — Anything the game wants to keep with it (a monster definition, a hero id). Kept in snapshots when it is plain data.

### `HitResult`

```ts
interface HitResult
```

What one attack does.

- `amount: number` — HP removed.
- `crit: boolean` — It was a critical.
- `factor: number` — The element factor applied.
- `weak: boolean` — The element exploited a weakness.

### `HitSpec`

```ts
interface HitSpec
```

What an attack takes to resolve.

- `atk: number` — Attacker's attack stat, gear included.
- `lck: number` — Attacker's luck stat, for the crit roll.
- `power: number` — Extra power from a skill; 0 for a plain attack.
- `element: string` — The attack's element.
- `def: number` — Target's defence stat, gear included.
- `element2: string` — Target's element.
- `broken: boolean` — Target is broken.
- `defending: boolean` — Target is defending.
- `rolls: [number, number]` — Two rolls in [0, 1): the spread and the crit.

### `Side`

```ts
type Side = 'hero' | 'foe'
```

Which side a fighter is on.

### `SkillEffect`

```ts
interface SkillEffect
```

A skill effect: who its `one` and `all` aim at, and what it does to the targets it reaches.

- `aim: 'foe' | 'ally' | 'self'` — What a `one` skill of this effect aims at (`all` is that whole side; `self` makes it the user's side): opponents, allies or the user.
- `run(battle: Battle, user: Fighter, targets: Fighter[], skill: BattleSkill): void` — Act on the targets through the battle's verbs (`hit`, `heal`, `emit`) or on the fighters' data.

### `TurnEntry`

```ts
interface TurnEntry
```

A fighter as the turn order sees it.

- `id: string` — Any id.
- `spd: number` — Speed.
- `hero: boolean` — Heroes act first on a tie.

---

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