Documentation / Tile Tick Core RPG

Inventory, Equipment & Items

OSRS inspired RPG systems for Unity: skills, XP, combat, inventory, equipment, loot, NPCs, interactions, and tile aware action flow.

Items are ScriptableObjects. Inventory stores item stacks, equipment applies wearable items, and item use services route direct use or item on item actions.

Item definitions

DefinitionUse
LootItemDefinitionBase item identity, display name, icon, stackable flag, and optional world drop prefab override.
EquippableItemDefinitionWearable or wieldable item data, equipment slot, weapon class, animation class, and combat bonuses.
GatheringToolDefinitionEquippable tool with gathering tool type, required level, tool power, success bonus, XP bonus, and speed multiplier.
ConsumableItemDefinitionConsumable item behavior such as healing and cooldown timing.
BuryableItemDefinitionPrayer style XP item support.
CookableItemDefinitionRaw to cooked item data for cooking.

Editor workflow

For most projects, use the Item Database window and Item Creation Wizard first. Manual Create menu workflows still work, but the database view is faster for browsing, validating, and building larger item sets.

Create a basic item

  1. Right click in the Project window.
  2. Choose Create > TileTick > Loot > Item Definition.
  3. Set Item Id, display name, icon, and stackable behavior.
  4. Use the item in loot tables, inventory starter items, or ground loot prefabs.

Item use flow

InventoryUIController asks ItemUseService to use an item. If the item cannot be used directly, it becomes the selected use item and can be used on another inventory item or world object.

Equipment flow

Equippable items are routed to UnitEquipment. Equipment changes can refresh equipment UI, combat bonuses, and animation parameters.