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RevFramework: Health & Status Effects

RevFramework: Health & Status Effects delivers the two core pillars of any combat system:

  • Health System — damage, healing, rules, shields, regen, combat state, death pipeline
  • Status Effect System — DOTs, HOTs, CC, buffs, debuffs, stacking, potency, duration, auras

Both systems are fully SOLID, adapter-friendly, prefab-free, and designed for C# developers who want clarity, control, and predictable behaviour in their runtime gameplay layer.

💬 If you can’t code, don’t buy this.
This SKU is a developer toolkit — not a drag-and-drop combat template.


🧩 System Decoupling Note

  • Health and Status Effects are fully independent systems.
  • You may use Health without Status Effects, or Status Effects without Health.
  • When used together, they integrate via clean adapters — not hard dependencies.
  • Removing either system does not break the other.

🌐 Multiplayer & Authority Note

Health & Status Effects are authority-aware and netcode-agnostic.
They contain no networking, replication, or transport logic.
In multiplayer projects, they are intended to be called from an authoritative context that you provide.


🧩 What’s Included

Health System

A modern, rule-driven HP engine with:

  • Deterministic damage & healing flows
  • Previews (PreviewDamage) with full rule evaluation
  • DamageContext with tags, multipliers, true damage, friendly fire flags
  • Rule stack (Armor, Affinity, Crit, Execute, Reflect, Lifesteal, TeamRule, Clamps…)
  • Invincibility frames
  • Regeneration (tick-based or smooth)
  • Combat state tracking
  • Death pipelines (FX, time slow, screen shake, destroy-on-death)
  • Shield ecosystem (Capacity, Rechargeable, Reduction, Overheal, ShieldChain)
  • Authority safety (opt-in)
  • Fully commented, adapter-safe API surface

Status Effect System

A complete, modular status framework with:

  • Full controller lifecycle (Apply → Tick → Refresh → Remove → Expire)
  • Clean stacking rules (Replace, Refresh, Stack + per-source rules + caps)
  • Built-in effects: Poison, Burn (with spread), Regen, Slow, Haste, Vulnerability, Shield, Stun, Thorns
  • StatusRegistry + typed IDs (StatusId) for building effects cleanly
  • Potency & duration math (IStatusPotency, IStatusResistance)
  • Immunity & dispel (IStatusImmunity, IDispellable, Cleanse/Dispel APIs)
  • Auras (potency zones, resistance demos, exact-ID tuning)
  • Snapshots & time control (Scaled/Unscaled/Paused/Custom)
  • UI hooks (Buff bars, icons, timers)
  • No singletons, global state, or baked-in assumptions

🎓 Teachable Panels (Interactive Learning)

This SKU ships with extensive Teachable Panels — Editor tools that let you drive the real API:

  • Apply damage, test rules, watch reduction & multipliers
  • Tune crits, executes, attacker buffs
  • Preview DOT/HOT tick bars
  • Evaluate shields (capacity, overheal, rechargeable, chained)
  • Test cleanse, dispel, immunity, and resistance
  • Adjust time modes and snapshot/restore status state
  • Apply auras & potency modifiers live
  • Inspect active status lists, timers, contexts, and stacking behaviour

These panels are not mockups — they call the actual runtime systems, giving you human-readable feedback and confidence before writing any UI.


🧠 Why This SKU Matters

  • Clean architecture — battle-tested rule pipeline and status controller
  • Predictable behaviour — result-driven damage flow & explicit stacking rules
  • Adapter-driven — Health and Status integrate cleanly, but remain fully independent
  • No prefabs — all systems are runtime logic, not UI kits
  • Thorough documentation — READMEs → MkDocs → Videos → Teachables
  • Core combat layer — works for any action, RPG, roguelike, or survival game
  • Extensible — build your own effects, rules, shields, UI, auras, and FX

This isn’t a monolithic combat system —
It’s the foundation you build your combat system on.


📘 Documentation & Learning

This SKU ships with:

  • Folder-level READMEs (autogenerated into MkDocs)
  • Teachable Panels (Status, Health, Shields, Rules, Auras, Snapshots…)
  • Multiple sample scenes
  • Matching YouTube tutorials
  • Fully commented codebase
  • Optional adapters for Items, Abilities, Movement, and more

🧑‍💻 Who This Is For

  • Developers comfortable with C#
  • Indie teams seeking maintainable combat architecture
  • Studios wanting modular combat foundations
  • Programmers who need predictable runtime behaviour
  • Teams avoiding bloated combat kits or visual-scripting monsters

🚀 Getting Started

  1. Add a HealthSystem (+ optional rules)
  2. Add a StatusEffectController (if using statuses)
  3. Open the Health & Status Teachable Panels
  4. Apply hits, test rules, trigger DOTs/HOTs, edit potency & duration
  5. Follow the MkDocs documentation
  6. Integrate via DamageContext → ApplyDamage / ApplyStatus

🧱 Related Modules

Works seamlessly with:

  • RevFramework: Inventory, Pickups & Crafting
  • RevFramework: Currency & Economy
  • RevFramework Complete