rpg

Implement Unity RPG systems with ScriptableObjects, events, and cached calculations.

3|Updated Jun 27, 2026
One-click install
npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill rpg-omerzeyveli
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: rpg
Source: https://github.com/OmerZeyveli/kinglet-unity/tree/main/.claude/skills/genre/rpg
Command: npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill rpg-omerzeyveli

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides practical architecture patterns for building RPG systems in Unity without reinventing stat progression, quests, skill trees, and combat logic.

Core Features & Use Cases

  • Stat Systems: Implement base values, flat modifiers, additive percentage bonuses, multiplicative bonuses, caching, and modifier removal.
  • Progression and Quests: Design level and XP curves, level-up events, quest objectives, progress tracking, rewards, and prerequisites.
  • Skills and Combat: Structure skill trees, respec workflows, real-time ability systems, status effects, turn order, action queues, and command-based combat.
  • Use Case: Apply these patterns when creating a Unity RPG character system with equipment modifiers, quest progression, unlockable abilities, and either action-based or turn-based combat.

Quick Start

Use the RPG skill to design and implement a Unity RPG progression system with stats, XP, quests, a skill tree, and combat abilities.

Frequently Asked Questions about rpg

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I structure Unity RPG stat systems with equipment modifiers and percentage bonuses?

Unity RPG stat systems use ScriptableObjects to define base stats, flat modifiers, additive percentage bonuses, and multiplicative bonuses. Cached calculations handle modifier removal efficiently, ensuring combat stats update correctly when equipment changes.

What's the best way to implement a leveling and experience curve in Unity?

Leveling and experience curves in Unity RPG systems use configurable level-up events and XP thresholds. Progression tracking triggers events on level-up, allowing quest rewards and stat increases to apply automatically.

How do I build a skill tree and respec system for a Unity RPG?

Skill trees in Unity RPG architecture use ScriptableObjects for ability definitions and unlock prerequisites. Respec workflows handle ability point refunds and reallocation, while tracking skill states for real-time action combat or turn-based systems.

Can I use this approach for both real-time action combat and turn-based workflows?

Yes, the architecture supports real-time action combat with status effects and action queues, and turn-based combat with command-based actions and turn order. Both use Unity-compatible C# patterns and events.

How do quest systems handle objectives, prerequisites, and rewards in Unity?

Quest systems use ScriptableObjects to define objectives, prerequisites, and rewards. Progress tracking monitors completion conditions, triggering events for quest completion and subsequent reward distribution.

Do I need ScriptableObjects to build RPG combat and progression systems in Unity?

Yes, ScriptableObjects are required for Unity RPG architecture patterns. They define stats, quests, and skill data, while C# events and cached calculations handle runtime combat logic and progression updates.