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Master Combat Core – Visual Node Graph Framework

Master Combat Core – Visual Node Graph Framework

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| Online Documentation | Full Roguelike Demo Download | Master Combat Core – Visual Node Graph Framework Master Combat Core is a powerful, data-driven combat framework designed to help developers build complex, scalable combat systems using an intuitive visual node graph. Instead of hard-coding combat logic, you design it visually: connect conditions, triggers, math, and actions to create flexible combat behaviors that are easy to understand, debug, and extend.The system is built with performance and architecture in mind, making it suitable for both small indie projects and large, complex games. Whether you are a beginner looking to build an advanced combat system quickly, or an experienced developer aiming to speed up iteration and maintain clean code, Master Combat Core is designed to fit naturally into your workflow. - Perfectly compatible with Master Inventory Engine Pro - Example Scenario Imagine you're designing a complex skill in a game like Diablo 4. Here's how the skill might work: Lucky Hit Chance: 14%. Unleash arcing lightning that deals 80% damage to enemies in front of you. Every 10 times Arc Lash swipes, it Stuns all enemies for 2 seconds With traditional coding, you'd need to write specialized code to handle these effects, track hits, and trigger conditions. Whenever you design a new skill, you will have to go back insert some new logic here and there. With Master Combat Core, all of these effects can be easily set up visually using visual nodes, Why this works: No need for complex if-else chains to check conditions Visual representation of skill logic that’s easy to modify, expand, and understand Easier iteration on gameplay mechanics without deep programming knowledge Performance eveything is fully optimized, no need to pay attention to optimizing whenever you add a new mechanic. Project Managing/Debugging it is much easier and cleaner to manage graph assets instead of complex code here and there. Compatibility very easy to integrate it with other systems and your own scripts, think the 'Graph Object' as a VFX asset, but instead of playing effect visually, it change stats and excute behavior in the backend. You can link it anywhere in your scripts, and play it to do its own job. Master Combat Core simplifies the process, allowing you to focus on design instead of low-level scripting. Designed with a Data-Driven Mindset At the core of the framework is a strict separation between data and behavior: Combat logic lives in Graph Objects (ScriptableObjects) Runtime execution uses lightweight Graph Instances Entities and attributes exist independently from scene objects No per-frame ticking or hidden update loops This means combat can be simulated, tested, and executed without relying on scene presence, while still integrating cleanly with GameObjects for presentation, animation, and effects. Visual Node Graph Combat Logic The visual graph editor allows you to build combat logic using: Condition Nodes (attribute checks, comparisons, raycasts, tags, etc.) Trigger Nodes (group conditions, caching, reset logic) Action Nodes (damage, effects, animations, stat changes, messages) Math & Variable Nodes (calculations, dynamic runtime values) Branch Nodes (logic flow control) Entity Nodes (Player, Dealer, Target, Instance entities) Graphs are fast to iterate, easy to debug with visual debugging tool, and fully reusable across characters, enemies, and effects. Flexible Entity & Attribute System Combat data is driven by a robust entity system: Centralized Entity Manager Upgrade scalingAttribute system with: Base values Time-based temporary modifiers Timestamp-based evaluation (no ticking) Attributes are evaluated only when accessed, making the system extremely efficient and safe to scale. Graph-Driven Damage & Effects Damage, buffs, and debuffs are all graph-based: Combat Damage Component for physics-based damage execution Over-Time Effect (DoT & Buff) Graphs Stackable effects, duration control, and expiration logic No hard-coded effect behavior Designers can create complex effects such as poison, freeze, lifesteal, critical hits, reflection, and invincibility entirely through graphs. High Performance by Design Master Combat Core is built for runtime efficiency: Resolve-once, execute-many architecture Direct node references at runtime Cached graph evaluation results No per-frame updates No string-based lookups during gameplay Even complex damage graphs execute efficiently and scale well with large numbers of entities. Extensible & Developer-Friendly The framework is designed to be extended: Developers can create custom node types Built-in tools generate base class and interface code Custom logic plugs directly into the graph editor Clean APIs for runtime control Advanced users can extend core behavior via custom root nodes and GraphInstance subclasses. Included Full Roguelike Demo The package includes a fully playable roguelike combat demo showcasing: AI-driven enemies with scalable difficulty Attribute-based leveling and progression Loot, buffs, debuffs, and weapon enchantments Graph-driven combat logic in real gameplay scenarios This demo serves as both a learning resource and a real-world example of how the system scales. Documentation & Community Comprehensive online documentation Step-by-step guides and examples A dedicated community forum (link provided separately) Designed to be easy to learn and powerful to master Who Is This For? Developers who want a visual combat system Teams aiming for fast iteration and clean architecture Designers who prefer working without writing gameplay code Advanced developers who need performance and extensibility Master Combat Core – Visual Node Graph Framework gives you the freedom to design advanced combat systems visually, without sacrificing performance, structure, or control. High-Performance Runtime Architecture Resolve-once, execute-many graph execution model Direct node references at runtime (no UID or string lookups) Cached node results within a single graph execution No reflection or dynamic dispatch during gameplay Passive, Query-Based Systems No per-frame updates No ticking logic for attributes or effects Time-based behavior calculated using timestamps Values are evaluated only when accessed Data-Oriented Design ScriptableObject-based data definitions Runtime data is copied into memory for safety Editor data remains untouched unless explicitly modified Supports save/load workflows cleanly Clean Separation of Data & Behavior Combat logic defined in Graph Objects Runtime execution handled by Graph Instances Entities exist independently from scene objects GameObjects act as presentation and interaction layers Fully Extensible Node System Custom node types via C# inheritance Auto-generated base class and interface templates Custom nodes appear automatically in the graph editor Extend behavior without modifying core framework code Efficient Attribute System Integer-based attribute IDs at runtime Timestamp-based temporary modifiers Support for Add / Multiply / Override operations Upgrade system for difficulty scaling and progression Robust Damage & Effect Pipeline Graph-driven damage execution Physics-based target detection Stackable Over-Time Effects (DoT & Buff) Configurable hit filtering and cooldowns Editor & Debug Friendly Visual graph debugging Clear node execution flow Inspector summaries for graph behavior Built-in tools for rapid iteration Scales with Project Size Suitable for small indie projects Designed to scale to complex combat systems Safe for large numbers of entities and effects Installation Guide - Perfectly compatible with Master Inventory Engine Pro -

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