Your next-gen Game Creation Framework for Unity 6. Start developing RPGs, Survival games and more with Spark now!🎮Play the RPG Template DEMO📜Check the DOCUMENTATION💬Join our DISCORD🎞️Watch tutorials on YOUTUBE⚠️ Save $210 by buying the RPG TEMPLATE COMPLETE BUNDLE instead ⚠️🎮BUILD COMPLETE GAMES, NEVER WRITE CODESpark is a no-code game framework for Unity by Blink.🏆WHO ARE WE?A two-time Unity Award winner with 70,000+ users on our previous products.💥WHAT IS SPARK?Create full RPGs, survival games, and more using Spark’s custom editor. No scripting required. If you want custom mechanics, Spark’s plugin system and included C# source let you extend anything.WHAT IS INCLUDED IN THIS PLUGIN?Abilities:Create unlimited abilities for your game. Each ability is a fully self-contained database entry combining an activation type, an ability type, any number of target and caster effects, resource costs, cooldowns, animations, sounds, VFX, motion warp, rule checks, and a rich tooltip template with dynamic keyword substitution.Ability Types:Choose how an ability finds and hits its targets. Currently supported ability types:Self: applies all effects directly to the casterDirect Target: hits the caster's currently selected target, with configurable minimum and maximum range, optional facing angle enforcement, line of sight validation, and faction relationship filteringAction Target: auto-acquires the closest valid enemy within a configurable cone angle and range, with full support for third-person target lock overrideArea of Effect: hits all valid entities within a spherical radius centered on the caster, with Y-axis offset filtering and optional line of sight checksGround: shows a placement indicator on the ground controlled by the player, then hits all entities within a configurable radius at the confirmed position after an optional delayCone: hits all entities within a forward-facing angular cone volume, using precise collider closest-point detection for accurate edge casesRectangle: hits all entities within an oriented box defined by configurable length, width, height above, and height belowAura: repeatedly hits all nearby entities at a configurable interval for a total duration, with a VFX prefab that attaches and moves with the caster for the durationAction Projectile and Direct Target Projectile: fire physical projectile GameObjects that travel toward a targetDirect Target AoE: combines direct targeting with an area-of-effect explosion on the targetAny custom ability type can be added with a single C# class inheriting from AbilityTypeBase.Activation Types:Control how an ability is triggered and what happens before it executes:Instant: the ability executes immediately on input with no delayIncantation: the caster must complete a configurable cast time before the ability fires, with optional movement interruptionChannel: the caster locks into the ability for a fixed duration, blocking other abilities, with optional movement interruptionAny custom activation type can be added with a single C# class inheriting from ActivationTypeBase.Effect Types:Stack any number of effects per ability. Both target effects and separate caster effects are supported. Currently supported effect types:Damage: deals damage to the target's chosen stat using a base value, optional NCalc formula driven by any caster or target stat variables, damage type scaling from the stat system, status condition modifiers that add bonus damage based on stack counts of specific statuses on the target, hit animation trigger, VFX spawning via the Playables plugin, NPC stagger, and audioDamage Object: deals damage to destructible world objectsHealing: restores a chosen stat using base value, optional formula, healing type scaling, status condition modifiers, and audioApply Status: applies any configured status effect to the target with an optional duration overrideModify Stat: temporarily changes one or more stats on the target by flat add, subtract, multiply, or percentage while a status is active, then automatically reverts all changes when the status endsKnockback: pushes the target away from the caster with configurable distance, duration, and an animation curve controlling the movement over timeDispel: removes one or more dispellable status effects from the target, with optional count limit and tag-based filtering to only remove specific categoriesTrigger: executes any Spark Trigger sequence, allowing combat effects to connect to any other game systemAny custom effect type can be added with a single C# class inheriting from EffectTypeBase.Damage and Healing Types:Define your own damage and healing type categories (Physical, Fire, Holy, Poison, etc.) as database entries. Any stat can be configured to scale any damage or healing type by a flat amount or percentage, enabling a fully data-driven resistances and power system.Calculation Formulas:Build math expressions using the bundled NCalc library that can reference any stat from the caster or target at runtime. Assign a formula to any damage or healing effect to replace the flat base value with a fully dynamic calculation driven by character progression.Status Effects:Create unlimited status effects that can be applied by abilities:Configurable base duration, with 0 meaning permanent until manually removedStacking modes: Refresh (resets duration on reapplication) or Stack (accumulates up to a configurable maximum)Periodic ticks at evenly distributed intervals over the durationSeparate effect lists triggered on apply, on each tick, on natural expiry, and on early dispelA VFX prefab attached to the target for the duration of the statusStatus tags for categorization such as Buff, Debuff, Crowd Control, Damage over Time, and moreDispel configuration: mark a status as dispellable or immune to dispelImmunity grants: while this status is active, the target becomes immune to any listed status tagsApply and remove rules: set or clear any Rule flags on the target entity when the status is applied or removedStats:Define unlimited stats for your entities. Two stat types are supported out of the box:Resource Stats: stats with a current value and a maximum, such as Health, Mana, or Stamina, with configurable minimum maximum and optional initialization of current to maximumValue Stats: single numeric values with optional minimum and maximum clamping, such as Attack Power, Defense, or SpeedStats can grant bonuses to other stats through configurable scaling configurations, building an interconnected attribute system without any code.Combos:Define combo sequences as database entries that chain multiple abilities together. Each combo has a configurable timeout window after each hit, and a reset-on-miss option that cancels the combo if the player provides an incorrect input. Combos share the same cooldown and input slot system as standalone abilities.Ability State Machine:Every ability runs through a three-phase state machine with individually configurable durations:Startup: the windup phase before the ability becomes activeActive: the window during which effects are applied and VFX landRecovery: the cooldown phase before the next action can beginMotion Warp can be enabled per ability to automatically move the caster toward a nearby target during the startup phase using a configurable animation curve, max range, stop distance, and search angle, with optional root motion fallback when no warp target is found.UI:Ready to use UI that will:Display a Nameplate above each entity showing health and resource bars, entity name, and a real-time status effect icon listShow an Incantation Bar during cast time abilities displaying progress and the ability being castShow a Channel Bar during channeled abilities displaying the remaining channel durationDisplay configurable Stat Bars for any stat, bindable to any resource stat current and maximum valuesShow an Ability Bar where players can drag and drop abilities and combos into configurable slots, with persistent layout saved between sessionsDisplay a Target UI panel showing the current target's name, level, health, and status effects, updated in real time as the target changesShow a Revive UI when the player diesTrigger Integration:Usable anywhere Spark Triggers are supported:Apply any effect to a target via a trigger actionExtensions:The Combat plugin ships with four optional extensions that activate automatically when paired plugins are installed:Character Stats Extension: links a character's level and class progression to specific stat entries, allowing stats to grow automatically with character advancementItem Abilities Extension: allows item database entries to grant abilities to the entity that holds them, displayed in the ability tooltip with full item contextItem Stats Extension: applies and removes stat bonuses defined on equipment entries when items are equipped and unequipped, with full tooltip integration showing bonus values per itemWeapon Auto Attack Extension: drives automatic attack abilities from the currently equipped weapon entry, connecting the Equipment plugin's weapon slot to the combat state machine





