🎬 RagNext Battle System: 3-Part Video Masterclass & Instructional Demos
Welcome to the official video demonstration series for RagNext Studio!
Watch how to build a complete, custom turn-based RPG combat engine from scratch. This 3-part video masterclass demonstrates the power of RagNext Studio—combining interactive canvas screens, inventory items, skill systems, conditional action loops, state switches, and script editor formula mechanics into a polished, playable game!
::: tip Follow Along Live & Watch the Playlist Open your copy of RagNext Studio alongside these videos to replicate the fight screen layout, action node logic, and damage formula scripting!
📽️ Part 1: Interactive Combat Screen & Hotspot Setup
In Part 1, we lay the foundation of the battle system by building an interactive 16:9 fight screen inside RagNext Studio. Learn how to configure custom backdrops, position interactive combat hotspots, and attach visual action sequences to player inputs.
🔗 Direct Watch Link: Watch Part 1 on YouTube
🌟 Key Highlights in Part 1
- 16:9 Canvas Layout: Setting up percentage-based coordinates for responsive combat screens across desktop and mobile devices.
- Interactive Hotspot Creation: Designing custom styled buttons (
ATTACK,DEFEND,SKILLS,ITEM,FLEE). - Visual Action Triggers: Attaching audio effects (
sword_swing.wav,hit_impact.wav), screen shake VFX, and dynamic message popovers to player button presses. - State Management: Tracking
PlayerHPandEnemyHPin real-time.
📽️ Part 2: Inventory Integration, Skill Systems, Switches & Action Loops
Part 2 takes combat to the next level! We integrate the player's inventory directly into the combat screen, construct a multi-ability skill menu, and implement switches and action loops for automated enemy turn logic and status effects.
🔗 Direct Watch Link: Watch Part 2 on YouTube
🌟 Key Highlights in Part 2
- Combat Inventory Menu: Opening nested interactive item popovers to consume potions (
Health Potion,Mana Elixir) during battle with automatic stack reduction. - Skill Cooldown & Mana Switches: Using boolean and integer switches to enforce skill cooldowns (e.g. Fireball, Shield Bash, Ultimate Strike) and mana costs.
- Enemy Action Loops: Building automatic turn resolution loops where the enemy AI randomly evaluates attacks, buffs, or special abilities after the player finishes their turn.
- Status Effect Triggers: Handling recurring damage-over-time (Poison/Burn) using action node loops.
📽️ Part 3: Script Editor Formulas, Dynamic Damage & Battle Resolution
In the epic conclusion, we dive into RagNext Studio's Script Editor. See how math expressions, damage formulas, and dynamic variables power realistic damage variance, critical hits, loot distribution, and smooth screen stack transitions upon victory or defeat.
🔗 Direct Watch Link: Watch Part 3 on YouTube
🌟 Key Highlights in Part 3
- Script Editor Math Expressions: Writing custom math formulas for dynamic damage variance and stat scaling.
- Critical Hit Logic & Modifiers: Rolling random percentage checks for damage multipliers and visual flash effects.
- Victory & Defeat Stack Resolution: Auto-granting XP and Gold, playing victory fanfare, updating quest variables, and seamlessly closing the interactive combat screen back to the world map.
⚡ Master Feature Breakdown Table
| Feature Showcase | Featured In | RagNext Studio Tools Used |
|---|---|---|
| Interactive Fight Screen | Part 1 | Interactive Canvas, Hotspots, Backdrop Layers |
| Player Action Buttons | Part 1 | Hotspot Styles (TextButton, ImageButton), Sound Triggers |
| Inventory Combat Items | Part 2 | Item Entities, Container Slots, Sub-Screens |
| Skill Cooldowns & Mana | Part 2 | Variables, Switches, Conditional Logic Nodes |
| Enemy AI Action Loop | Part 2 | Action Graph Loops, Turn Tick Triggers |
| Formula Script Editor | Part 3 | Script Editor, Dynamic Variables, Math Expressions |
| Loot & Victory Screen | Part 3 | Variable Modifiers, Audio Playback, Screen Stack Navigation |
::: info Learn More Want to build your own battle engine step by step? Check out the text tutorial in Chapter 10: Complete RPG Mini-Game Tutorial! :::