Current sales News My Tracked Assets Login
Reaction Assist System preview
Unity

Reaction Assist 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 Reaction Assist 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.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$4.99Latest store price
$4.99Unity First Price 2026-10-02 2026-10-02

Sale and bundle history

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 Reaction Assist System

  • Tools, Systems & Learning > Game Templates & Systems
  • Theme > Military & Combat
Reaction & Assist System for SRPG
In most tactics games the unit being attacked is a spectator. This module gives it a say, and pulls the units standing around it into the fight.
One exchange runs as: attack -> the defender's reaction -> allies joining in -> a guard stepping in front -> the counterattack. That whole flow is what you get.
WHAT IT DOES
- Reactions: the defender chooses to counter, defend or dodge. Defending cuts the damage, dodging lowers the attacker's hit chance, countering strikes back.
- Reactions are data, not an enum. A reaction is one ScriptableObject with three numbers (incoming-damage multiplier, hit-chance modifier, whether it counters), so "parry" or "reflect" is added without writing code. Give different units different reaction sets and "heavy infantry cannot dodge" becomes a data decision.
- Support attacks and counter assists: up to four nearby allies join in, on either side of the fight.
- Guarding: an ally slides in front and takes the blow, with the defend reaction applied to it. It stays out for the follow-up blows and only then returns home - send it back right after the main attack and those blows sail straight past into the unit it was protecting.
- A selection you can back out of: reaction, counter option, counter assists, guard. Stepping back is one call, and any stage that was skipped for having no choices is skipped on the way back too, so cancelling never strands the player on an empty screen.
- A forecast before you commit: who strikes whom, at what chance, ready to feed a confirmation panel or an AI's cost/benefit check. The numbers shown and the numbers rolled come from the same code, so they cannot drift apart.
- AI composition: guard, reaction, counter option and counter assists are composed automatically into the very same shape a hand-picked selection produces, so enemies, allied NPCs and auto-battle all travel one code path.
IS IT CUSTOMIZABLE?
Yes - in the two places that usually matter.
Combat formula: implement IExchangeHitResolver and none of the asset's math runs. You borrow only the flow of reactions, guarding and assists, and keep the damage calculation you already wrote.
Presentation: the asset ships no presentation at all. Every beat of the exchange arrives as an attack that has not been settled yet; call Commit() on the frame your animation lands and the damage settles exactly there. Cameras, motions and effects stay entirely yours.
IS IT TIED TO ONE GENRE?
It is built for square-grid tactics games. It touches your units only through one interface, knows nothing about your board implementation, reads no input, and imposes no UI - so it drops into an existing project rather than asking you to build around it.
TRY IT IN TWO MINUTES
A showcase scene is included. One menu click builds it; pressing Play auto-runs fourteen captioned scenes covering every feature, looping forever with no input. The demo contains no imported image, audio clip or font: every shape is generated in code. A self-check menu runs 102 checks in memory and prints the result to the Console.

JAPANESE
Reaction & Assist System for SRPG
多くのタクティクスゲームでは、攻撃されるunitは見ているだけです。このモジュールは受け手に選択并与え、周囲に立っているunitを戦闘に巻き込みます。
1回の交戦は「攻撃 → 受け手のリアクション → 間の加勢 → 守り → 反撃」という流れで進みます。その一連をまるで引き受けます。
できる事
- リアクション: 受け手が反撃・防御・回避から選びます。防御は被ダメージを減らし、回避は相手の命中率を下げ、反撃は殴り返します.
- リアクションは列挙型ではなくデータです。ScriptableObject 1つに3つの数字(被ダメージ倍率・命中率補正・反撃の有無)を入れるだけなので、「パリィ」や「反射」をコードを書かずに追加できます。unitごとに異なる一覧を持てば「重装兵は回避できない」もデータで表現できます.
- 支援攻撃/支援反撃: 周囲の間が最大4名まで加勢し、攻撃側にでも防衛側にでも付きません.
- 守り: 間が前に滑り込み、防御リアクションが適用された状態で身代わりになります。継続支援攻撃も受け-stopってから持ち場に戻ります(主攻撃の直後に戻ると、後続の攻撃が守った相手へ素通りします).
- 手れる選択: リアクション → 反撃手段 → 支援反撃 → 守り手。各行で選択肢がなければ飛ばされた段階は手れるときも飛ばされるため、キャンセルで質問されません.
- 交戦前の予測: 誰が誰を何%で殴るかを返します。確認パネルにも AI の損得計算にも使えて、表示と実判定が同じ計算から来ているため食い違いません.
- AI 自動編成: 守り手・リアクション・反撃手段・支援反撃を自動で决め、手動選択とまっったく同じ形に落とし込みます.
Q: カスタマイズできますか
A: はい、必要な2箇所を差し替えてられます.
戦闘計算: IExchangeHitResolver を実装れば本アセットの計算は一列使われません。既存のダメージ計算をそのまま使い、リアクション・守り・連携の進行だけを借用する形になります.
演出: 本アセットは演出を一切持ちません。各手は「まだ確定していない攻撃」として渡され、アニメーションの着フレームで Commit() を呼べばそこのでダメージが確定します。カメラもモーションもエフェクトも全部自有です.
Q: 特定ジンル専用ですか
A: 四角形グリッドのタクティクス向けに作られています。unitには1つのインターフェース越しにしか触れず、盤面の実装を知らず、入力を読みず、UIを強制しません。既存プロジェクトに後から差し込む形です.
実演シーンを同梱しています。メニュー1 클릭で構築し、再生するだけ14場面が自動再生さ(操作不要・無限ループ). デモには画像・音声・フォントを1つも含まず、図形はすべてコード生成です. 自己診断メニューは102項目をメモリ上で検証して結果を Console に出力します.

Unity price last checked .

Prices and availability may change.