Taming, pet battles, breeding, and evolution.

Pet System

ED5 includes a full pet system inspired by Pokémon — taming wild creatures, turn-based battles, breeding, and evolution.

Pet species editor — Identity tab with species summary, element, tier, catch difficulty, hatch steps, and progression tabs
Pet species editor — Identity tab with species summary, element, tier, catch difficulty, hatch steps, and progression tabs

Taming

Players capture wild mobs using taming items:

  • Lower HP = higher chance to tame
  • Higher Taming skill = better base chance
  • Different mobs may need different taming items

Pet Following

Tamed pets follow their owner within 2 tiles and automatically teleport if they fall more than 10 tiles behind.

Pet Battles

Turn-based combat between two teams of pets. You can battle another player, or challenge a trainer NPC you have authored.

1. One side challenges the other 2. Each side brings a team (up to 3 pets) 3. Each turn both sides pick an ability 4. Pets can be switched mid-battle 5. Last pet standing wins

A pet battle against a trainer NPC — the trainer's lead pet above, yours below, with Fight, Switch, Info and Forfeit and your pet's abilities and PP along the bottom
A pet battle against a trainer NPC — the trainer's lead pet above, yours below, with Fight, Switch, Info and Forfeit and your pet's abilities and PP along the bottom

Trainer NPCs (gym battles)

A trainer is an ordinary NPC with a battle team attached. Players walk up, select them, and press Battle on the target panel.

Where to author it

1. Open Database → Pets & Mounts → Battle Teams and create a team. 2. Add pets to its roster: species, level, nickname, up to 4 abilities, and the slot order (the lead pet fights first). 3. Open Database → NPCs, pick the NPC, and set its Pet Battle Team.

Team fields

FieldWhat it does
FormatHow many pets fight at once — 1v1, 2v2 or 3v3.
Roster sizeHow many pets each side may bring.
DifficultyHow the trainer plays: Random picks any move, Basic picks the strongest, Smart also retreats a losing pet.
SceneThe stage art. Leave empty to pick one from the zone.
Challenge / win / lose dialogueWhat the trainer says before and after.
First-clear rewardsGold, taming XP, pet XP and items, paid once.
RematchWhether they can be fought again, the cooldown in hours, and the smaller repeat reward.
Heal challenger's petsTops the player's team up before the fight, so a trainer tests your team rather than how worn down it is.

Roster fields

FieldWhat it does
PetThe species this trainer fields.
LevelSets its stats.
NicknameShown in battle instead of the species name.
AbilitiesUp to 4. Leave empty to use the species' own moves for that level.
Slot orderLead pet first; pets beyond the format size wait on the bench.

Gotchas

  • The Battle option only appears on NPCs that have a team attached — if it is
missing, the NPC has no team, or the team has no pets on its roster.
  • The player needs at least one pet of their own, or the challenge is refused.
  • Trainer battles need the Pet Battles feature flag switched on.

Battle presentation

Pet battles can be presented two ways, and the choice is yours per world.

Where to author it: Database → Combat → Pet Battle → Default Battle Mode.

ModeWhat the player sees
Real-time auto battleA battle circle is drawn around the two handlers in the world. The pets fight there on a timer, following each pet's weighted auto plan, while a compact bar along the bottom lets you override the next action, switch, use an item or forfeit. The world and its HUD stay visible.
Turn basedA full-screen stage. Both pets stand on platforms facing each other and play their own animations, with health plates, roster pips and a move grid. The world HUD steps out of the way.

Switching the mode changes only how a battle is presented and paced. The rules — damage, accuracy, type effectiveness, status conditions, PP, fainting, switching and rewards — are identical in both.

Giving your pets a face

Every pet species needs a sprite of its own. Open **Database → Pets & Mounts → Species, pick the species, open the Visuals** tab, and choose an animated sprite — the same picker the character and NPC editors use.

This matters more than it looks. A species with an empty Visuals tab still battles correctly, but it has nothing to draw: it shows as a plain marker in the real-time circle and as an empty platform on the turn-based stage. The battle works and looks broken. If your pets are invisible in battle, this is why.

  • Pets are stationary on the turn-based stage and face each other — the
player's pet is seen from behind, the opponent from the front.
  • Each battler is scaled to fit the stage, so species with different sheet sizes
all read at the same weight. Your Render Size still controls how large the pet looks following you in the world.
  • Wider formats are the same stage with more battlers: pets line up on their
side's platform in slot order and the spacing tightens so three still fit.

Battle scenes

A scene is the stage art behind a turn-based battle: background, midground, platforms for each side, a tint colour and opacity, and music.

A battle picks its scene in this order:

1. The scene set on the trainer's battle team. 2. The highest-priority scene whose match rules fit the zone or biome. 3. A built-in stage drawn by the engine.

That last step means you never get an empty screen — a world with no scenes authored still gets sky, ground and platforms. Author scenes to replace it.

Damage Formula

Pet battle damage uses a dedicated formula separate from the main combat system — damage scales with level, move power, and the attacking/defending pet's stats.

Type Effectiveness

A configurable type chart determines super-effective and not-very-effective matchups, just like Pokémon.

Pet Status Conditions

StatusEffect
PoisonLoses HP each turn
BurnLoses HP each turn, reduced attack
SleepCannot act for N turns
Paralyze25% chance to skip turn
FreezeCannot act, thaws after N turns
ConfusionMay hit self instead

Pet Stats

Each pet has 6 stats influenced by:

  • Base stats — defined by the species
  • IVs (Individual Values) — random 0–31 per stat, set at birth or tame
  • EVs (Effort Values) — earned through battles
  • Nature — personality that boosts one stat and reduces another
  • Level — scales stats as the pet levels up

Abilities

Each pet can learn up to 4 abilities with PP (Power Points). When PP runs out, the move can't be used until restored.

Breeding

Two compatible pets can breed to produce an egg:

  • IVs are inherited from parents
  • Species is determined by the mother
  • Abilities may be inherited or randomly picked
  • Eggs hatch after the player walks a configurable number of steps

Evolution

Pets can evolve at level thresholds into stronger forms with:

  • New visual appearance
  • Higher base stats
  • New learnable abilities
  • Possible type changes

Mounts

Pets above a configured size threshold can serve as mounts:

  • Configurable speed bonus
  • Terrain restrictions (water mounts, flying mounts)
  • Dismount on taking damage (optional)
  • Summoning animation and mount-up delay
Mounts get their own editor and their own artwork controls — see Mounts & Rider Fit for authoring one, and for lining the rider up with the saddle.