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RPG

What it is: a full RPG runtime module for persistent player profiles, local and networked combat actors, melee/ranged/aoe attacks, target selectors, attack presets for AI/skills/spells, evade, buffs, statuses, built-in input, and no-code integration. Scripts live in Scripts/Rpg/.

Contents:

Navigation: ← DocsEn


How to use

  1. Create BuffDefinition, StatusEffectDefinition, and RpgAttackDefinition assets from the Neoxider/RPG menu.
  2. Use RpgCharacter for the player, enemies, NPCs, pets, and scene-local actors.
  3. Enable persistence on RpgCharacter when runtime mutations should be saved.
  4. Configure resources with presets (HP, Mana, Stamina, Shield) or custom IDs (DarkMana, Rage, etc.).
  5. Use RpgAttackController for direct, area, and projectile attacks. Primary attack uses left mouse button by default.
  6. Use RpgEvadeController for dodge/i-frames and RpgProjectile for ranged payload delivery.
  7. Built-in input on attack/evade can be disabled for NPC and AI actors.
  8. Use RpgNoCodeAction and RpgConditionAdapter for inspector-driven flows.

Module scope

  • RpgCharacter manages resources, stats, level, XP, upgrade points, buffs, status effects, regen, profile persistence, and Mirror sync.
  • BuffDefinition defines temporary buffs with duration and stat modifiers.
  • StatusEffectDefinition defines status effects (poison, slow, DoT).
  • RpgCharacterProfileData is the serializable profile payload stored via SaveProvider.

Persistence

  • Profile is stored through SaveProvider, not the scene-local SaveManager.
  • Default save key is configurable on RpgCharacter.

Integration with Progression

  • Level in RpgCharacter can be driven directly with SetLevel, AddLevel, AddXp, or manual stat upgrades.
  • To sync with another progression system, call SetLevel(ProgressionManager.Instance.CurrentLevel) when progression changes.