Combat & Progression

Build a Complete Roblox Combat System — No Code

Define behaviors, manage stats, equip gear, spawn entities and orchestrate defeat sequences.

01
Change behavior

Changes how the entity moves or fights. Turns any entity into a threat, a protector or a wanderer — Aggressive mode launches a full combat encounter.

Boss encounters, NPCs turning hostile, patrol-to-combat transitions, taming mechanics.

The entity switches behavior instantly. Protect mode guards the selected owned target while ignoring the owner side.
Available options
  • Behavior type Static, Move, Protect or Aggressive.
  • Protected target Player protects the owner; any other item protects the owner's matching world item.
  • Aggressive targets Item types this entity may attack. The owner and the owner's items are always excluded.
02
Modify stat

Changes a stat value (health, attack…). Heal, damage, buff or drain any statistic in a single action.

Health potions, durability loss, hunger management, experience gains, stat buffs.

The value changes immediately, clamped within the min/max range defined on the stat.
Available options
  • Mode Restore, Increase, Decrease or Set.
  • Stat Which stat to modify (vitality, hunger…).
  • Amount How much to change — flat number or percentage.
  • Target Defaults to the current actor. Use $event.target to damage a detected player or item.
03
Equip / Unequip

Toggles the item's equipped state. The engine manages slots, visual attachment and companion spawning automatically.

Weapons, armor, pets, accessories — any equippable item in your game.

Toggles the equip state. World items spawn followers, hand items attach to the character.
04
Despawn

Removes the entity from the world. All pending action chains are cleaned up automatically.

After defeating a boss, collecting a pickup, or when an NPC has finished its role.

The entity is destroyed and removed from the game world instantly.
05
Spawn (spawner)

Spawns entities in a loop. Control population limits and respawn timing to populate your world.

Resource nodes, enemy waves, collectible respawning, populating game zones.

Entities spawn up to the limit. In respawn mode, defeated entities are replaced after the interval.
Available options
  • Max active Maximum entities alive at the same time.
  • Interval (s) Seconds between each spawn.
  • Content list Which entities to spawn — picked randomly from the list.
06
Play an animation

Plays an animation on a resolved player, item or world model.

Sawing wood (player), boss intro pose (item character), NPC wave, item dance.

Plays the animation. Three outputs: OnStart (right away), OnEnd (when the animation finishes), OnEvent (each time the animation reaches a marker). Each branch runs in parallel — nothing blocks.
Available options
  • Who plays it? player, Entity, self, selected_target or $event.target.
  • Animation Pick the animation from Roblox Studio with the Kitsulab plugin.
07
Player attack

Enqueues a player attack input (combo queue). Used by HUD attack button or input bindings.

From the HUD attack button, or any UI graph that fires player combat input.

The combo queue processes the next swing using the player's equipped weapon attacks.