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29. Glossary

In short: the words used in RPG Saga Engine, its editor tools and this manual, in plain language. Terms in italics inside an explanation have their own entry. Each group ends with the chapter that explains it in depth.

29.1 Battle words

TermMeaning
Battle modeHow a battle is played. Every encounter names its mode, and the player does not choose it. The modes are Tactics, Free Tactics, ATB, Turn-based (by round or by timeline) and Action (real time).
Tactics (grid Tactics)Turn-based battles on a square grid laid over your level. Tiles have height, units have a facing, and position matters (flanking, high ground, line of sight). Turn order follows CT, and each turn is paid with AP.
CT (Charge Time)The Tactics turn counter. Every unit fills its CT at its own speed, and when it reaches the threshold the unit takes a turn. A turn that did less costs less CT, so the unit comes back sooner.
AP (Action Points)The budget of one Tactics turn. Moving and acting both cost AP, in any order.
ATB (Active Time Battle)Classic menu battles in which each character has a time bar that fills up. When it is full the character can act. The party and the enemies stand in rows facing each other.
Wait / ActiveThe two ATB time settings. In Wait (the default) time stops while you choose in a menu. In Active it keeps running.
Turn-basedClassic menu battles without time bars. Two styles: Round-based (everyone acts once per round, fastest first) and CTB (timeline) (a strip where fast units come around more often and slow abilities delay the next turn).
Free Tactics (Live Tactics)Turn-based tactics without a grid: units move any distance in meters within their budget, on the live map. It is also the form every battle takes in co-op.
Action battleReal-time combat on the live map, from sword fights to shooters, with a combat component, a camera rig and its own AI.
Classic battleAn ATB or turn-based battle (the menu-based modes).
Rows (front / back)Positions in a classic battle. By default the back row deals and takes half melee physical damage, and some abilities hit a whole row.
FacingThe direction a Tactics unit looks. Attacks from the side or behind hit harder and more often.
FlankAttacking from the side or back of a unit, or with an ally on its other side.
Line of sightWhether anything blocks the view between the user and the target. Ranged abilities may need it.
Deployment tilesThe tiles where the player places units before a Tactics battle starts.
EncounterOne battle: its mode, enemies, levels, rewards and rules. A data asset.
Encounter poolA list of enemies a progression zone draws random groups from, including rare elite groups.
Random encounter areaA volume in the level where classic battles start from time to time while the player walks.
Visible enemies / spawnerEnemies that roam the level. Touching one starts its battle. A spawner places and respawns them.
Tactics zoneThe actor that marks where a Tactics battle happens on your level. Its grid is measured once (Bake Grid) and drawn during the battle.
Bake GridMeasuring the level under a Tactics zone: which tiles are walkable and how high each is.
ATB stageThe actor that marks where a classic battle happens: the two sides' slots and the battle camera.
Battle directorThe actor that runs one battle site (or one live or Action battle) and knows which encounter it fights.
Battle siteA Tactics zone with its director, trigger and optionally a classic stage next to it.
Mode overrideA session-wide rule that fights an encounter in another mode, using a copy of the encounter.
StatusA lasting effect on a unit (poison, haste, protect).
ElementThe kind of damage (fire, ice, holy). Units can be weak to, resist, be immune to or absorb it.
ResourceA spendable value such as HP, MP or Resonance. Your foundation decides which exist.
Adaptive difficultyThe enemies get smarter or make more mistakes depending on how the player did over several battles. Stats and rewards never change.
IntelligenceThe enemy AI's skill, from 0 to 1, kept separately per battle family. Adaptive difficulty moves it within limits you set per zone or encounter.
Utility AIThe decision method of the enemy AI: every possible action gets a score from weighted considerations (scorers) and the best is chosen, with plausible mistakes at low intelligence.
ScorerOne consideration of the utility AI. A custom scorer adds a behaviour without touching the AI.

See Battle fundamentals, Grid Tactics, ATB and turn-based, Free Tactics (Live), Action battles and Enemy AI and adaptive difficulty.

29.2 Characters and content

TermMeaning
Hero / party memberA main character. Plays in every battle mode.
Recruitable unitA secondary character recruited during the game, who fights in Tactics battles only.
EnemyA character controlled by the AI.
GuestA character who joins for a while with fixed equipment the player cannot change. Not to be confused with a guest player in co-op.
ClassWhat a character is: stat growth by level, the abilities it learns and the equipment it may use. Characters keep their class for the whole game.
AbilityAnything a unit does in battle: attack, spell, skill, item use. One ability works in every battle mode, with rules per mode.
ItemConsumables, equipment, key items and readable documents. One inventory for the whole game.
Key itemAn item used to solve puzzles or move the story on. It cannot be sold or used up by accident.
PactThe summon system. A Pact gives a hero affinities, extra abilities and a summon, a temporary unit the player controls.
ResonanceThe resource Pact summons cost. It builds up during battle.
Look / appearanceHow a character looks: which body preset and which parts, colors and variants.
Body presetA named body: skeletal mesh, animation Blueprint, anim set, scale and attachment points. Many looks share one.
Anim setThe list of animations a body uses: idle, walk, run, hits, knock-out, victory, attacks, casting.
Animation styleA group of clips for one way of fighting, built by the Animation & FX Library.
PresentationHow an ability looks and sounds: animation, effects, sounds, camera, projectile, impact. Separate from its rules.
Character packA set of character models and animations from a store, made usable by the importer.
SpeakerWho says a dialog line: a name, a color and a portrait.
PortraitA character's face picture for dialogs and menus.
Growth BoardA board of nodes (stat boosts, passives, abilities, gates) the player opens by spending board points. One of the progression systems.
Equipment masteryWon battles give mastery points to an equipped weapon or armor, which then teaches its abilities for good.

See Characters and party, Progression, Abilities and statuses, Items, inventory and economy and Character visuals and animation.

29.3 Story and world

TermMeaning
Story flagA yes/no or number value that remembers what happened. Saved with the game.
ConditionA question about the game state (has the item, flag has a value, character is in the party). Dialogs, quests, puzzles, abilities and encounters use the same conditions.
EffectA change to the game state (set a flag, give an item, recruit a character, start a battle, start a dialog). The same effects work everywhere.
Conditions & EffectsThe one content language shared by dialog, quests, puzzles, interactions, shops and encounters.
DialogA conversation of lines, choices, branches and effects, edited in the visual dialog editor.
QuestA goal with stages and objectives, shown in the journal and the tracker.
PuzzleA world mechanism (locked door, code lock, item combination) built from conditions and effects.
Save pointA place where the player saves. A consumable save item can also save almost anywhere except in battles, scenes, dialogs and no-save areas.
No-save zoneA volume where saving is blocked, for example before a boss.
Progression zoneA part of the world with a level range: which enemies live there, how strong they are, what loot is worth. Used by random battles, populate tools and balance tools.
Area map / minimapThe map of a level and the small map on the HUD, generated with Generate Map.
Travel / zone exitMoving between maps. In co-op the host's travel takes everyone along.
BestiaryThe in-game book of enemies the player has met.
Card gameAn optional collectible card minigame with NPC opponents.
InteractableAnything in the world the player can use: doors, chests, levers, signs.

See Story, dialog and quests, Exploration and World building.

29.4 Editor words

TermMeaning
RPG Saga StudioThe editor window where you make your game step by step, in four layers.
LayerOne of the Studio's four levels: Foundation, Archetypes, Content, World.
FoundationThe base rules of your game: names, stats and resources, formulas, elements, equipment slots, the battle menu, battle modes, progression and money.
Foundation presetA ready foundation to start from: JRPG Classic, Tactics, Dark Fantasy, Sci-fi RPG, Post-apocalyptic, Steampunk or Empty.
Game TermsThe game's vocabulary on screen ("Party", "Magic", "Lv"), written by the foundation and read by every screen. A text uses {Term.<Id>} to follow it.
ArchetypeA template you create content from. Content made from it follows it for every field you did not change.
Variant (child archetype)An archetype derived from another one.
Template (plugin asset)An asset that ships in the plugin. The Studio never edits it in place: it makes a copy in your project.
Starter setThe complete, balanced example content that ships with the plugin.
ConfiguratorOne window with every setting of the framework, grouped and searchable, with validation and tools.
Rules profileA data asset that overrides some rules (battle, grid, AI) for one zone, battle or boss, or the whole game.
Profile sectionA settings class that a rules profile may override.
Validate All DataA check of every setting and data asset. Results open in the Message Log.
WizardA short form that creates a valid, ready-to-use data asset.
Content ImportCreating and updating data from spreadsheets or JSON, with a dry run first.
Dry runA pass that reports everything an import would do, field by field, without changing anything.
AI packPrompt files generated from your project so an AI assistant can write content the importer accepts.
Battle simulatorPlays battles without graphics, very fast, to measure win rates and battle length.
Balance My CampaignThe tool that simulates every encounter of a campaign, flags what is off and proposes fixes.
Progression DesignerThe tool that plans levels, experience and money across zones.
Test roomA small map with a smoke test that exercises one area of the framework.
Smoke test / smoke scriptA short script of console commands and waits that plays a room and fails when something does not happen.
Battle launcherA development panel that starts any encounter in any mode with a chosen party, rules, AI and seed.
HeadlessRunning without rendering, for simulations and automation.
CommandletA command-line run of the editor (-run=RSE...) for automation and build machines.
Blueprint APIEvery system's functions and events as Blueprint nodes under RPG Saga. It is frozen: shipped nodes are never removed or renamed.

See Core concepts, Game foundation and archetypes and Editor tools.

29.5 Architecture words

TermMeaning
RSECoreThe logic module: data, rules, state and simulation, with no actors, rendering, UI or input.
RSEThe presentation and world module: actors, camera, input, UI, exploration.
RSEEditorThe editor module: the Studio, wizards, importers, visual editors, validation.
RSEOnline, RSENetThe session module and the co-op transport module.
RSEGAS, RSEStateTree, RSECommonUIOptional bridges: Gameplay Ability System characters, StateTree nodes for the AI, and a Common UI host for the screens.
Data-drivenContent lives in data assets and tables, not code. New content is new data.
Primary Data AssetThe base type of content definitions. Its PrimaryAssetId is the stable id that saves refer to.
Developer SettingsA settings class under Project Settings → RPG Saga Engine, saved in Config/Default*.ini.
CVarA console variable. The framework's debug switches are named RSE.*.
Gameplay TagA hierarchical name (for example an element or a story flag) used to identify content without strings in code.
Native tagA tag declared in C++ because code reads it directly.
Extension pointA base class you subclass in Blueprint or C++ to add behaviour: a custom condition, effect, scorer, reaction, interactable, menu entry or handler.
Custom (Blueprint)The name of the Blueprint-friendly base of conditions, effects, ability effects and presentation cues.
Policy classA setting that holds a replaceable class deciding a rule, such as the leash or the co-op encounter conversion.
Feature toggleA switch in Features that stops a whole system from being created.
Seed streamA named source of reproducible random numbers derived from the world seed.
Serializable stateRuntime state kept in plain structs that refer to content by id, so it can be saved and replicated.
State sectionOne named block of serializable state: the unit of saving and of replication.
Save backendThe storage behind saving: files, the platform's save system, or your own.

See Extending the plugin and Save and load.

29.6 Online, co-op and platform words

TermMeaning
SessionOne hosted game that players find or are invited to and join.
ProviderAn online service behind the session interface: LAN, Steam, Epic Online Services, or your own class.
LANThe local network. Hosting and joining on LAN needs no account.
LobbyThe screen and data where players see the session, the players and their characters before and during play.
Listen serverA host who plays and serves the game at once. Co-op uses it, with no dedicated server.
Host / guestThe host's machine runs the game logic. Guests show its state and send actions.
AuthorityThe machine that runs the game logic: the host, or the only player in single player.
CommandA small serializable action sent through the command bus and checked by a handler.
Command busThe one path every player action takes, the same in single player, on the host and on a guest.
HandlerThe class or function that validates and applies one kind of command.
InstigatorThe player who sent a command, set by the host and never by the client.
LeashThe distance guests may roam from the host or the group before they are brought back.
Companion AIThe AI that drives a party member no player controls.
SlotA player's place in the session: 0 is the host, 1 to 3 are guests.
Device profileAn engine profile of console variables for a device. The framework switches to the Steam Deck profile at start on a Deck.
Scalability levelThe quality level the player picks: Low, Medium, High or Epic.
Content budgetAn edit-time limit on a category of assets, such as triangles or texture size.
Performance budgetThe limits a benchmark capture is checked against: frame rate, 1% low, GPU time, draw calls, memory.
1% lowThe frame rate of the slowest 1% of frames.
Platform userThe engine's idea of who is playing on a device, used for per-user saves and sign-out handling.
Tier (mobile)Low, Mid or High: a mobile quality level with its own device profile and budget. Not verified on a device.
Touch layoutA data asset describing on-screen controls and gestures for one moment of play.

See Co-op and online and Platforms and performance.

29.7 Localization words

TermMeaning
Localization targetA set of texts the engine gathers and translates together. The plugin has one (RPGSagaEngine) and your project has its own.
CultureA language and region code such as ro, de or pt-BR.
GatherThe engine step that collects every text of source and assets into a target's manifest and .po files.
Translate with AIThe tool that exports texts for an AI assistant, validates the answers, merges them and compiles the language.
ChunkOne file of texts, sized for one AI request.
Glossary (translation)A table of your content names, so the AI translates them the same way everywhere.
PlaceholderA marker inside a text, such as {Name} or <em>, that must survive translation.
Plural blockA pattern such as `{N}plural(one=card,other=cards)` that gives a text for each plural category of a language.
CompileTurning a .po into the .archive and .locres files the game loads.

See Localization.