2D and 3D tactical combat
Square grids, generation, pathfinding, movement costs, occupancy, facing, paths, ranges, and overlays.
- 2D
- 3D
- Pathfinding
- Movement
RPG Combat Toolkit · Version 1.0
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
These are deliberately separated from technical infrastructure such as current-actor tracking, service registration, and internal state handling.
Square grids, generation, pathfinding, movement costs, occupancy, facing, paths, ranges, and overlays.
Target filters, range, line of sight, areas of effect, conditions, healing, damage, statuses, projectiles, AI, and visuals.
Melee and ranged attacks, action points, opportunity attacks, triggered reactions, ready actions, delay, and weapon-set swaps.
Backpack, equipment slots, weapon sets, two-handed safeguards, health, statuses, stats, dice, and NodeGraph formulas.
Combat HUD, actions, abilities, initiative, party, statuses, combat log, inventory, equipment, tooltips, and three demos.
Scene setup, actor and grid tools, validation, tooltip installation, NodeGraph authoring, source code, AI seams, and snapshot adapters.
Primary gameplay capabilities
These categories describe what the framework visibly enables in an actual tactical RPG or CRPG encounter.
The spatial layer used by actors, movement, ranges, and targeting.
Author spells, skills, healing, damage, effects, and projectiles from reusable modules.
Stock attack flow plus interrupting and prepared tactical responses.
The supporting rules that decide when selected gameplay actions can execute.
Combat-ready item ownership with default drag-and-drop presentation.
An optional authored-stat system with visual calculation graphs.
Runtime state changes, restrictions, health implementations, and turn economy data.
Working customer-facing presentation
The default presentation is replaceable, but it allows a buyer to test and demonstrate the runtime before building a bespoke UI.
Editor workflow and diagnostics
These tools are included so the framework is usable as a product rather than merely exposing runtime classes.
Advanced integration and architecture
AI, persistence, actor composition, and internal extension seams matter to implementers, but they should not obscure what the toolkit does for a buyer.
Package contents, examples, and support
RPG Combat Toolkit
The product page shows the supplied demos, inventory/equipment UI, 2D workflow, Scene Setup Wizard, and NodeGraph authoring tool.