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:
- RpgCharacter — universal character component for players, NPCs, mobs, pets, and destructibles.
- RpgCharacterTemplate — SO template for resources, stats, effects, and progression.
- RpgProgressionDefinition — level growth mode: all-stats, manual upgrades, or hybrid.
- RpgAttackController — unified melee/ranged/aoe attack entry point.
- RpgAttackDefinition — ScriptableObject attack payload.
- RpgAttackPreset — AI/skills/spells preset with targeting rules.
- RpgProjectile — projectile runtime for ranged attacks.
- RpgTargetSelector — reusable target selector for AI/ability logic.
- RpgEvadeController — evade and invulnerability.
- RpgNoCodeAction — UnityEvent bridge for no-code flows.
- RpgConditionAdapter — RPG checks for
NeoCondition. - RpgResourceBinding / RpgStatBinding — reactive resource/stat binding for UI and NoCode; text and progress output should use generic
Neo.NoCode. - RpgStatsDamageableBridge — legacy
AttackSystembridge (IDamageable/IHealable->RpgCharacter).
Navigation: ← DocsEn
- Create
BuffDefinition,StatusEffectDefinition, andRpgAttackDefinitionassets from theNeoxider/RPGmenu. - Use
RpgCharacterfor the player, enemies, NPCs, pets, and scene-local actors. - Enable persistence on
RpgCharacterwhen runtime mutations should be saved. - Configure resources with presets (
HP,Mana,Stamina,Shield) or custom IDs (DarkMana,Rage, etc.). - Use
RpgAttackControllerfor direct, area, and projectile attacks. Primary attack uses left mouse button by default. - Use
RpgEvadeControllerfor dodge/i-frames andRpgProjectilefor ranged payload delivery. - Built-in input on attack/evade can be disabled for NPC and AI actors.
- Use
RpgNoCodeActionandRpgConditionAdapterfor inspector-driven flows.
RpgCharactermanages resources, stats, level, XP, upgrade points, buffs, status effects, regen, profile persistence, and Mirror sync.BuffDefinitiondefines temporary buffs with duration and stat modifiers.StatusEffectDefinitiondefines status effects (poison, slow, DoT).RpgCharacterProfileDatais the serializable profile payload stored viaSaveProvider.
- Profile is stored through
SaveProvider, not the scene-localSaveManager. - Default save key is configurable on
RpgCharacter.
- Level in
RpgCharactercan be driven directly withSetLevel,AddLevel,AddXp, or manual stat upgrades. - To sync with another progression system, call
SetLevel(ProgressionManager.Instance.CurrentLevel)when progression changes.