
説明
Showcase Trailer | Demo (Animations not Included) | Documentation | Roadmap [Join the Discord!]
ARPG Combat is a Robust, Multiplayer ready, data-driven, flexible combat system based on Game Animation Sample Project, fully integrated with Motion Matching, advanced features and high-qualtiy game-ready assets. Includes Parry, Advanced AI, Dodging, Close combat, Combat Effects with Dynamic Hit Reaction System, Common UI Widgets and various combat mechanics that will help you design your own combat system from scratch or use premade fully ready combat template. Each component and function can be migrated in seconds. No References to Other Logic and Components.THIS IS SEPARATE PRODUCT FROM TEMPLATE
Features:
Multiplayer Support
Lyra-like Advanced Locomotion with Mask Layer-blending, Montage Slots and Runtime Overlay Change
Close Combat
Rotation Component (Rotate to Target, To Attack Direction, To Movement Input)
Complex Overlay System for GASP
Advanced Character Attributes and Stats System
Attributes and Stats separated values (Dexterity, Intelligence, Strength are Attributes)
Gameplay tag based
Load attributes based on Class
Migrate Attributes List within Data Tables
Atttributes affect Stats (Dexterity->Attack speed), Stats cannot exceed limits.
Weapon Collision and Damage System (Limb based collision, Calculate Damage based on Armor, Block resistance, Critical Multiplier, Accuracy, Armor penetration.)
Melee Combat System
Quadruped AI
Companion AI
Ragdoll and Dissolve VFX
Game-ready Common UI based HUD and bars
Weapon Switch logic
Counter Attack
Falling Attack
Soulslike AI
AI Group Monitoring (AI monitor how many AIs is near player, how many currently is attacking. Can be more passive or aggressive based on AI count to prevent spam attacks)
AI Alert Others (when one AI detects Enemy, it Alerts other ones in Radius)
AI can Dodge, Block (with Defense Chance), Heal (with Cooldown), Parry Attacks, Deflect, Patrol, Strafe, Approach Target and more.
AI uses range-based type attacks - Close Range, Mid Range, High Range. So it will not try to attack you if you're too far or will throw a bomb
AI Rare attacks
Parry System (Flexible Parry window, Multiplayer Ready, Parried actor can be Riposte)
Perfect Block
Surface Hit Reaction
Deflect
8-way Directional Dodging/Rolling/Steps
Advanced Data-Driven Hit Reaction System (hit reactions based on attack power, attack category, attack type, hit location, hit bone name, damage type and etc. ) Defense break (If Stamina is low), Knockdowns, knockbacks, ragdoll hit reactions(does not included in demo project yet).
Environment Impact Sounds & VFX system (Data driven, Surface check)
Combat Effects Manager (Blood system, Block VFX and Sparks, Block/Not blocked/Parry sounds and effects, Damage Text Numbers)
Two-handed Stance (If weapon cannot be equipped in two-hand uses Focuses Stance)
Dual Sword
Targeting System
Multiplayer ready (Target actor only in viewport, precise result based on multiple methods like Most Centered Actor)
Bone-based map with multiple lock-on positions (can target legs, head, arms)
Obstacle detection and Target Lost Distance
Switch Targets and Autofind new
Make any Actor Targetable
Input Buffer
State Manager
Status Effects
Soft Targeting (rotate towards actor on Attack)
Team Relations (Neutral, Friendly, Hostile)
Status Regeneration
AI Spawner Mechanic
360 sounds, 980 Animations(With GASP), 7 niagara VFX
Plugins Required:
Pose Search
Chooser
Motion Warping
Animation Warping
Animation Locomotion Library
Common UI





