RPG Combat Toolkit · Version 1.0

Complete feature list, ordered by buyer value.

The page starts with the systems most likely to determine whether the asset fits a project: tactical grids and movement, modular abilities, reactions, character systems, working UI, and editor tooling. Lower-level architecture and turn bookkeeping remain documented, but they no longer lead the story.

Start here

The six capabilities that define the purchase.

These are deliberately separated from technical infrastructure such as current-actor tracking, service registration, and internal state handling.

01

2D and 3D tactical combat

Square grids, generation, pathfinding, movement costs, occupancy, facing, paths, ranges, and overlays.

  • 2D
  • 3D
  • Pathfinding
  • Movement
02

Modular abilities and effects

Target filters, range, line of sight, areas of effect, conditions, healing, damage, statuses, projectiles, AI, and visuals.

  • AoE
  • LOS
  • Effects
  • Projectiles
03

Tactical attacks and reactions

Melee and ranged attacks, action points, opportunity attacks, triggered reactions, ready actions, delay, and weapon-set swaps.

  • Attacks
  • AP
  • Reactions
  • Ready
04

Inventory, equipment, and character rules

Backpack, equipment slots, weapon sets, two-handed safeguards, health, statuses, stats, dice, and NodeGraph formulas.

  • Inventory
  • Equipment
  • Stats
  • NodeGraph
05

Working UI and demonstrations

Combat HUD, actions, abilities, initiative, party, statuses, combat log, inventory, equipment, tooltips, and three demos.

  • UGUI
  • Combat HUD
  • Inventory UI
  • 3 demos
06

Editor tools and extensibility

Scene setup, actor and grid tools, validation, tooltip installation, NodeGraph authoring, source code, AI seams, and snapshot adapters.

  • Wizard
  • Validator
  • Source
  • Snapshots

Primary gameplay capabilities

The systems customers interact with first.

These categories describe what the framework visibly enables in an actual tactical RPG or CRPG encounter.

01

2D/3D grids, cells, pathfinding, and movement

The spatial layer used by actors, movement, ranges, and targeting.

  • Dedicated 2D and 3D square-grid implementations
  • Configurable grid width and height
  • Cell prefabs, tile prefabs, and cell-connection assets
  • Grid generation and grid-editor utilities
  • Cell and grid-object occupancy tracking
  • Movement and pathfinding components per actor
  • Breadth-first and Dijkstra pathfinding implementations
  • Movement-cost-aware cell connections
  • Path reconstruction and no-path handling
  • Movement range previews and overlays
  • Facing/orientation updates during movement
  • Grid-object snapshot support
02

Modular abilities and area targeting

Author spells, skills, healing, damage, effects, and projectiles from reusable modules.

  • Modular ability definitions and runtime ability instances
  • Ability-definition collections and registrars
  • Self, friendly, hostile, and filtered target contexts
  • Range and line-of-sight condition modules
  • Single-target and area-of-effect targeting
  • 2D and 3D area/zone implementations
  • Health-value change modules for damage or healing
  • Status/effect application through the effect system
  • Projectile and animation integration
  • Ability reaction component
  • Player preview and final-cast validation using the same runtime rules
  • AI ability evaluation service
  • 2D and 3D ability visualizers
  • Ability tooltip content
03

Attacks, projectiles, opportunity attacks, and reactions

Stock attack flow plus interrupting and prepared tactical responses.

  • Melee and ranged targeting workflows
  • Attack component and attack-aiming state
  • Target availability and actor-authorisation checks
  • Range and line-of-sight integration
  • 2D and 3D projectile implementations
  • Opportunity-attack processing
  • Triggered reactions through reaction components
  • Threat-zone selection for prepared responses
  • Readied attacks and readied abilities
  • Reaction queues and interruption of normal action flow
  • Targeting cancellation with UI Cancel, Escape, or right click
04

Turn economy, action execution, and action points

The supporting rules that decide when selected gameplay actions can execute.

  • Round progression and current-actor ownership
  • Player-controlled and AI-controlled turn processing
  • Action queues executed through the turn flow
  • Action definitions separated from runtime actions and action data
  • Availability and validation rules before execution
  • Configurable action-point costs
  • Support for actors that cannot currently act
  • End Turn safeguards for ownership and queued actions
  • Delay Turn workflow
  • Ready Action workflow
  • Swap Weapon Set combat action
  • Round and turn banners/counters in the default presentation
05

Inventory, equipment, items, and weapon sets

Combat-ready item ownership with default drag-and-drop presentation.

  • Actor inventory component and backpack slots
  • Equipment component and equipment slots
  • Main-hand and off-hand weapon handling
  • Two-handed weapon safeguards
  • Automatic off-hand re-enabling when a two-handed weapon is removed
  • Multiple weapon sets per actor
  • Weapon-set assignment and combat-time swapping
  • Item catalogs and item-definition resolution
  • Drag-and-drop inventory/equipment UI
  • Transfer validation and rejected-transfer cleanup
  • Inventory, equipment, and weapon-set snapshot support
  • Stock persistence preflight before clearing live item state
06

Statistics, NodeGraph formulas, modifiers, and dice

An optional authored-stat system with visual calculation graphs.

  • Actor stat definitions and actor stat collections
  • Base and derived/stat-computed values
  • Stat modifiers and rule interactions
  • Visual NodeGraph editor
  • Actor Value and Actor Stat nodes
  • Constant and arithmetic nodes
  • Compare nodes and If/Then/Else branching
  • Range Mapper nodes for table-style mappings
  • Actor-method call nodes for project-specific rule inputs
  • Result nodes and live graph-value previews
  • Dice utilities with modifiers and validation
  • Exact stat-identifier resolution and recursion guards
07

Effects, statuses, health, and action-point state

Runtime state changes, restrictions, health implementations, and turn economy data.

  • Effect manager with active-effect ownership
  • Timed effects and turn/round ticking
  • Status definitions and status components
  • Status rules that can prevent movement, attacks, or actions
  • Effect and status persistence adapters
  • Basic and stat-based health implementations
  • Health modifiers and health-value changes
  • Health factories for actor setup
  • Action-point component and snapshot adapter
  • Default action-point views and costs
  • Actor overlays and health-bar presentation

Working customer-facing presentation

A functional UGUI combat and inventory interface is included.

The default presentation is replaceable, but it allows a buyer to test and demonstrate the runtime before building a bespoke UI.

08

Combat HUD and information panels

  • Selected actor and hostile target panels
  • Party panel and member widgets
  • Initiative/turn queue and queue entries
  • Round and turn displays
  • Status panels and status icons
  • Action-point views
  • Weapon-set panel and active weapon-set view
  • Combat log with bounded history and manual-scroll preservation
  • Cursor information label
  • Floating combat text and round/turn banners
09

Action, ability, reaction, and turn controls

  • Actions panel and quick-action buttons
  • Abilities panel and ability buttons
  • Ready Action panel and buttons
  • Delay Turn and End Turn controls
  • Weapon-set controls
  • Availability checks before execution
  • Visible summaries for unavailable actions/abilities
  • Optional tooltips explaining disabled controls
  • Configurable empty states instead of blank panels
  • Control-state recovery after reactions and actor changes
10

Inventory, equipment, and modal interaction

  • Inventory window
  • Backpack panel and slots
  • Equipment panel and slots
  • Weapon-set panel, rows, and slots
  • Inventory toggle control
  • Drag preview and drag context
  • Inventory/equipment tooltips
  • Escape/right-click cancellation
  • Responsive panel placement
  • Keyboard/controller navigation capture and restoration
  • Modal focus management
11

Tooltip system and input focus

  • Default tooltip prefab and one-click Canvas installer
  • TMP prerequisite detection
  • Validation for duplicate or incomplete tooltip systems
  • Pointer hover tooltips
  • Keyboard/controller focus tooltips
  • Live availability content
  • Tooltip layering above runtime-created modal panels
  • Pointer-exit and focus-change cleanup
  • Fast Enter Play Mode lifecycle recovery
12

Visual feedback, projectiles, and overlays

  • Movement and attack range overlays
  • Ability area previews in 2D and 3D
  • Ranged-path preview controller
  • Actor highlight component
  • Actor overlays and health bars
  • 2D sprite-outline demonstration
  • Valid/invalid targeting feedback
  • Projectile presentation in 2D and 3D
13

Animation, audio, camera, and environment helpers

  • Replaceable animation-driver interface
  • Animator-based stock animation driver
  • Optional animation-override calls for equipment changes
  • Actor voice component and voice profiles
  • Voice highlighting/binding support
  • Footstep controller and weapon sound effects
  • 2D and 3D camera prefabs used by scene setup
  • Camera movement, zoom, and 3D rotation controls
  • See-through-wall/obstacle behaviour
  • Conflict-safe demo layer setup and AudioListener safeguards

Editor workflow and diagnostics

Tools for setup, authoring, and validation.

These tools are included so the framework is usable as a product rather than merely exposing runtime classes.

14

Scene Setup Wizard

  • Load supplied 2D defaults or 3D defaults
  • Choose and create the scene camera
  • Create/configure Turn Manager and TBCS Manager
  • Create cursor and EventSystem/InputSystemUIInputModule where required
  • Configure grid dimensions, connection costs, cell/tile prefabs, and grid mode
  • Configure Bootstrap settings, weapon provider, action factory, and health factory
  • Add optional range and ranged-path previews
  • Preserve customer content and actor spawn definitions when rebuilding supported scene infrastructure
  • One-step Undo and rollback on setup failure
15

Current Scene Validator

  • Missing and duplicate Bootstrap, manager, and grid checks
  • Required Bootstrap reference checks
  • Turn Manager settings and manager-link checks
  • Actor/spawner source and opposing-faction validation
  • EventSystem and InputSystemUIInputModule validation
  • Input System project-setting validation
  • TMP Essential Resources validation
  • URP presentation warning
  • Tooltip infrastructure and reference validation
  • Concise dialog plus copyable Console report
16

Additional authoring and setup tools

  • Actor creation wizard
  • Grid menu items and grid-generation utilities
  • Grid editor utilities
  • Spawner inspector guidance and available-cell refresh
  • Default tooltip installer
  • Demo scene Build Settings setup
  • Demo layer preflight that avoids overwriting customer layers
  • Quick Start menu command
  • Import-time TMP setup reminder
  • NodeGraph formula editor
  • Voice-profile editor
  • Undo-aware and reversible operations where applicable

Advanced integration and architecture

Important systems, documented after the visible product capabilities.

AI, persistence, actor composition, and internal extension seams matter to implementers, but they should not obscure what the toolkit does for a buyer.

17

AI and actor behaviours

  • Actor behaviour component
  • Player-controlled and AI-controlled turn paths
  • AI movement queueing
  • AI attack selection/execution hooks
  • Modular AI ability service
  • Ability range, condition, and target validation reused by AI
  • Status-aware movement and attack denial
  • Closest-hostile and direction helpers
  • Optional reaction-queue capability for custom behaviours
  • Replaceable behaviour/service interfaces for project-specific AI
18

Combat snapshot and restore layer

  • Combat Snapshot Facade for registered sources and restorers
  • Versioned subsystem chunks and stable adapter keys
  • Stable IDs for participating actors and grid objects
  • Adapters for combat progression, actors, grid objects, health, action points, effects/statuses, inventory/equipment, and parties
  • All-or-empty capture path through TryCaptureAll
  • Deterministic restore order
  • Validation of malformed, duplicate, or unsupported chunks
Scope boundary: this is not file IO, save-slot management, campaign persistence, or a global transaction. Earlier restored chunks are not rolled back if a later chunk fails.
19

Actors, components, factions, states, and extension seams

  • Modular actor component model with optional capabilities
  • Friendly and hostile faction ownership used by targeting and combat-end logic
  • Current and selected actor tracking
  • Actor state machine with waiting, movement, aiming, casting, and dead-state workflows
  • Facing and direction helpers
  • Grid-object occupancy and actor placement
  • Actor spawning from configured prefab entries and spawn zones
  • Death handling and turn-flow integration
  • Shared contracts, providers, factories, registrars, catalogs, adapters, and focused assemblies

Package contents, examples, and support

Learning material and customer-facing release assets.

20

Demo Menu and three combat demos

  • Demo Menu with guarded scene loading
  • Demo 1: 3D dungeon/party combat presentation
  • Demo 2: alternative 3D desert/action-point presentation
  • Demo 3: retro 2D combat presentation
  • Help / Controls panel in each combat demo
  • Pause, resume, restart, and return-to-menu controls
  • Loading overlay preventing duplicate scene selections
  • Controller focus restoration and consistent Canvas scaling
  • Demo Build Settings and layer setup command
21

Documentation

  • Quick Start PDF
  • User Manual PDF
  • Cookbook PDF
  • FAQ PDF
  • Troubleshooting PDF
  • Appendices PDF
  • Customer-facing README
  • Changelog
  • Known Issues and Limitations
  • Third-Party Notices and bundled license files
22

Compatibility, source, and support

  • Unity 6.0 LTS minimum
  • Release matrix targeting Unity 6000.0, 6000.3, and 6000.5
  • Source code supplied and organized into focused assemblies
  • Unity Input System required
  • Default UGUI/TextMesh Pro presentation
  • URP-authored demos and presentation assets
  • Included IL2CPP linker-preservation rules for stock reflected types
  • Official email support page, response target, request checklist, and defined support scope
!

Not included or not claimed by version 1.0

  • Unity 2022 compatibility
  • Unity 6.6 or newer compatibility claim
  • Built-in RP or HDRP conversion of supplied presentation assets
  • Complete runtime UI Toolkit replacement
  • File IO, save slots, or campaign save management
  • Global transactional rollback across every snapshot subsystem
  • Networking or multiplayer synchronization
  • Custom third-party integrations
  • Bespoke game-development or consulting services

RPG Combat Toolkit

Return to the screenshots and concrete examples.

The product page shows the supplied demos, inventory/equipment UI, 2D workflow, Scene Setup Wizard, and NodeGraph authoring tool.