RevFramework — Status Effects • Implementations¶
Concrete runtime effect classes that execute gameplay behaviour.
This folder answers one question:
What does this status do when it is applied, ticking, refreshed, or removed?
Everything else (stacking, authority, timing, math) is coordinated by Core.
Purpose¶
This is the runtime behaviour layer of the Status Effects system.
Implementations:
- perform gameplay effects (damage, buffs, debuffs, control)
- react to lifecycle calls from
StatusEffectController - optionally integrate with other systems
- are expected to handle missing dependencies safely
Most implementations derive from TimedStatusEffect.
Usage Guidance¶
The system separates:
- behaviour → this folder
- execution → Core
- contracts → Abstractions
This keeps implementations:
- focused on behaviour
- easy to extend
- independent from system rules
What Lives Here¶
Damage / Over Time¶
PoisonStatus— damage-over-timeBurnStatus— fire DoT with optional spread
Buffs / Debuffs¶
SlowStatus— movement speed modifierHasteStatus— cooldown scalingVulnerabilityStatus— damage taken multiplier
Control / Utility¶
StunStatus— disables behaviours by type nameThornsStatus— exposes reflection metadata
Health-linked effects such as RegenStatus and ShieldStatus live in the integration layer.
Folder Overview¶
- Runtime behaviour implementations
- Lifecycle-driven execution via controller
- Integration points through interfaces and lookups
Important Notes¶
- Implementations do not control lifecycle, stacking, or authority
- New instances should be created per application
- Potency scaling is applied after construction
- Missing integrations are expected to fail safely
Diagnostics¶
Common pitfalls:
- Reusing effect instances
- Assuming implementations control execution timing
- Missing required components for integrations
Not for Production Use¶
Effect behaviour only; the controller coordinates it
- This folder does not define stacking rules
- This folder does not define authority logic
- This folder does not implement time sources
- This folder does not coordinate system behaviour
Related Documentation¶
- Definitions → authoring assets
- Core → lifecycle, stacking, authority
- Abstractions → contracts and extension seams
- Integration → system-specific behaviour
Mental Model¶
Implementations react to lifecycle events. The controller decides when and how they run.