Main runtime areas
| Combat | Combat resolution, styles, formulas, ammo, magic, projectiles, death, and hit presentation. |
|---|---|
| Inventory and Equipment | Item storage, item use, equipment slots, bonuses, and UI bindings. |
| Skills | Skill levels, XP, action attempts, gathering, production, and related UI. |
| Interaction | Context actions, world objects, item use, hover behavior, and command routing. |
| NPCs and Loot | NPC definitions, AI, combat choices, death, drop tables, and ground items. |
| Dialogue, Shops, and Chat | Conversation data, dialogue flow, rewards, shop transactions, and chatbox display. |
| SaveSystem | Save slots, storage, serialization, validation, migrations, identities, participants, and modules. |
| Banking | Bank state, sessions, access, tabs, transfers, UI, and save integration. |
| Quests | Definitions, prerequisites, objectives, actions, runtime progress, world state, UI, and saving. |
| Prayers and Modifiers | Prayer definitions, activation, drain, overheads, conflicts, and reusable gameplay modifiers. |
| UI and Minimap | HUD values, minimap sources, marker definitions, marker agents, and panel routing. |
High value entry points
CoreRpgHubWindowfor content workflowRPGUnitand the player setup components for character compositionCombatFormulaServicefor combat mathQuestServicefor quest state and progressBankServicefor bank operationsSaveCoordinatorfor save and load requestsPrayerControllerfor active prayer stateRunEnergyControllerfor run state and energy
Before changing a system: Follow the event flow and interfaces first. Many parts are intentionally separated so game state, presentation, persistence, and editor tooling do not become one hard to replace class.