Dialog system for NPC conversations, branching choices, portrait animation, and typewriter text. Use when the user mentions dialog systems, NPC dialog, branching dialog, or dialog choices.
原文语言:英语
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Dialog system for NPC conversations, branching choices, portrait animation, and typewriter text. Use when the user mentions dialog systems, NPC dialog, branching dialog, or dialog choices.
原文语言:英语
Enemy AI system with state-machine-driven behavior such as idle, chase, attack, and related states. Use when the user mentions enemy AI, monster behavior, chasing, or patrol enemies.
原文语言:英语
Combat collision system based on HitBox and HurtBox. Use when the user mentions attack detection, damage systems, combat collisions, HitBox, or HurtBox.
原文语言:英语
Inventory system for item slots, inventory UI, and item add/remove operations. Use when the user mentions inventory, inventory UI, or item management.
原文语言:英语
Item system for item definitions, effect systems, and pickup logic. Use when the user mentions items, pickups, loot, or drop objects.
原文语言:英语
Level transition system for scene changes, transition animation, and player placement management. Use when the user mentions scene transitions, level transitions, portals, or transition animation.
原文语言:英语
NPC behavior system for patrols, wandering, and player interaction. Use when the user mentions NPC behavior, patrol NPCs, wandering, or NPC movement.
原文语言:英语
Player HUD system for health bars and heart-based HP display. Use when the user mentions health bars, HUD, HP display, or heart-based health.
原文语言:英语
Save system with JSON-based game saves, player data, item data, and persistence. Use when the user mentions save, load, save system, or saving the game.
原文语言:英语
Generic state machine system for managing character states such as players, enemies, and NPCs. Use when the user mentions "state machine", "State Machine", "character states", or "AI behavior".
原文语言:英语