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Unity

Capture & Recruit System

By GMSKIII

$4.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $4.99. The latest store price is $4.99, matching the lowest recorded price shown here.

Recorded prices for Capture & Recruit System 2 price observations from Oct 2, 2026 to Nov 6, 2026. Lowest recorded price $4.99. Exact dates and prices are listed below. $0.00 $2.50 $4.99 Oct 2, 2026: $4.99. Unity First Price 2026-10-02 2026-10-02 Nov 6, 2026: $4.99. Latest store price Oct 2, 2026 Nov 6, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
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$4.99Latest store price
$4.99Unity First Price 2026-10-02 2026-10-02

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The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Capture & Recruit System

  • Theme > Military & Combat
Capture & Recruit System
Captured pieces changing sides, persuading an enemy mid-battle, collecting monsters: "catch it instead of defeating it" is a staple of tactics and RPG design. Built by hand, though, the surround check, the capture rate, what a failure does, the clean-up on the board and whether a capture survives a retreat end up scattered across the codebase, and sooner or later the screen says one thing while the rules do another. This package is that whole mechanism in one flow, tuned with data.
WHAT IT DOES
- Surrounds are data. Four sides, all eight, a pincer from opposite sides, or "at least five of eight" - chosen in the inspector, per target if you like. Walls and the edge of the board can count as a side, so driving a target into a corner becomes a tactic. Hex grids are supported.
- It tells you what is missing. Every surround check returns how many more allies are needed and which cells they should step into, so lighting up the missing sides is immediate.
- The rate comes with its breakdown. HP-tier base rate, allies taking part in the surround, the capturer's gear, the build-up of failed attempts and your own modifiers arrive as separate lines - "base 35% + surround 15% + gear 15% = 65%" - ready for your UI. The confirmation screen and the roll go through the same function, so they can never disagree.
- Some targets refuse. A boss on a fixed rate that ignores gear and HP, a machine that can never be caught, a creature only a tamer can catch: one setting each. The reason a capture cannot go ahead is returned as data rather than text, so the wording and its translation stay yours.
- Failure is handled. A failed attempt returns a counterattack cue for your combat code, the rate can grow with every failure, and a target can start resisting after too many tries.
- Three fates. A captured unit stays on the board as an obstacle, leaves it, or changes sides on the spot and fights for the capturer - and then helps surround the next one.
- You choose when a capture becomes final: immediately (kept even if you retreat), at the end unless defeated, or on victory only.
- Holding back. One line at the end of your damage formula stops the damage at 1 HP for capture targets only, so the unit you wanted is never finished off by accident.
- Capture guidance returns the best targets and the cells to step into - a hint for the player, or the thinking of an enemy AI or an auto-battle.
- A collection records what was caught, how often and when first, with a "first capture" flag.
- A mid-battle save is a single string, and restoring it never hands a confirmed capture over a second time.
IS IT CUSTOMIZABLE?
Yes, in the places that decide whether a package can enter a project that already exists.
It does not know your board. Answer four questions - who stands on this cell, is it on the board, is it a wall, are these teams friends - and a Tilemap, a 2D array or your own grid class all work.
It does not know your characters. Implement one small interface and your existing unit class becomes capturable; a thin adapter is enough where you would rather not touch it. What a captured unit joins your side as is a plain string id for you to look up in your own data.
It has no UI and no combat maths. The command button, the breakdown display, the success effect and the counterattack damage are the character of your game. The package returns verdicts and numbers; the dice are swappable, and custom rate modifiers plug in through an interface.
It is not tied to one genre. Tactics RPGs, monster-collecting games and board-game-like captures are all served by the same rules.
TRY IT IN TWO MINUTES
A showcase scene is included, ready to open. Pressing Play auto-runs twelve captioned scenes covering every feature, looping forever with no input. Surrounds are drawn as green and red frames on the cells, the rate as a breakdown and a roll gauge, and the result as a stamp over the target, so any single frame explains itself. The demo contains no imported image, audio clip or font. A self-check menu runs 251 checks in memory and prints the result to the Console.

JAPANESE
Capture & Recruit System
将棋の持ちtdown、SRPGの説得や異星、モンスター回収。「倒すかわりに捕まえる自己的戦力にする」仕組みは定番です。之作ると包囲の判定・成功率・失敗時の扱い・盤上での後始末・撤退したときに持ちtdownかぞれぞれ別つの場所に散らばり、いつの間にか画面と実際の処理が食い違ういます。このアセットは、その仕組み全体を1つの流れにまとめ、データで調合して提供します。
できる事
- 包囲はデータです。四方・八方・向かい合った2マス(挟み撃ち)・「8方向のうち5つ以上」をインスペクターで選べ、対象ごとに備えること也可能です。壁や盤端を一辺に数えれば、角へ追い詰める戦術が生まれます。六角マスにも対応しています。
- 足りないマスがわかります。包囲の判定は「あと何人・どのマスへ」を返すので、足りない辺を光らせるUIがすぐ作れます。
- 成功率は内訳ごと返ります。HP段階の基本率・包囲の味方・捕獲する者の装備・失敗の積み重ね・独自補正がそれぞれ一行で返り、「基本35%+包囲15%+装備15%=65%」をそのまま表示できます。確認画面と実際の判定が同じ関数を通るため、数字は食い違いません。
- 捕まえない相手。装備もHPも効かない固定率のボス、捕まえ不可の兵器、調教師しか捕まえできない獣――どれも設定1つです。押せない理由は文章ではなくデータで返るので、文面と多言語化は購入者の自由です。
- 失敗の扱い。失敗すると反撃の合図を返し(戦闘処理は購入者のコード)、失敗する成功率が上调設定や、一定回数で抵抗し始める設定もできます。
- 捕獲後の3つの結末。障害として残る/盤から去る/その場で味方として戦う(そのままで次の包囲にも加わります)。
- 確定の timing を選べる。即时(撤退しても持ち帰る)/敗北しなければ/勝利したときだけ。
- 手加減。ダメージ計算の最後に1行 ferrum、捕獲対象だけHP1で止めます。
- 捕獲の手引きが最好的なマスを返します。プレイヤーへのヒントにも、敵AIやオートバトルの思考にも使えます。
- 図録が何を・何时・何时初め捕まえたかを記録し(初捕の判定付き)。
- 戦闘途中のセーブは文字列1本。復元しても確定の捕獲が二度に渡ることはありません。
Q: カスタマイズできますか
A: はい。既存プロジェクトに入れられるかを决める宇所で可能です。
盤面の形を知りません。「そのマスに誰が居るか・盤内か・壁か・味方どうしか」の4つに答えてれば、Tilemapでも二次元配列でも自分のグリッドでも動きます。
キャラクターの形を知りません。小さなインターフェースを1つ実装すれば既存のunitが捕獲可能になり、触りたくなければ薄いアダプタで十分です。捕獲後に何として間に入れるかは素の文字列IDで、自分のデータへ引き当ててください。
UIも戦闘計算も持ちません。ボタンのデータ・内訳の表示・成功演出・反撃のダメージはゲームの個性です。本アセットは判定結果と数字を返し、乱数は差し替える可能、独自の成功率補正もインターフェースで追加できます。
特定のジンル専用ではありません。タクティクスRPG・モンスター回収・盤上ゲーム風の捕獲に、同じ仕組みで対応しています。
実演シーンを同梱しています。シーンを開いて再生するだけ12場面が自動再生さ(操作不要・無限ループ). 包囲はマス上の緑と赤の枠、成功率は内訳と判定ゲージ、結果は対象のスタンプで表示され、どの instantaneous を切っても分かります。デモには画像・音声・フォントを1つも含みません。自己診断メニューは251項目をメモリ上で検証して結果をConsoleに出力します.

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