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¶
- Add a HealthSystem (+ optional rules)
- Add a StatusEffectController (if using statuses)
- Open the Health & Status Teachable Panels
- Apply hits, test rules, trigger DOTs/HOTs, edit potency & duration
- Follow the MkDocs documentation
- Integrate via DamageContext → ApplyDamage / ApplyStatus
🧱 Related Modules¶
Works seamlessly with:
- RevFramework: Inventory, Pickups & Crafting
- RevFramework: Currency & Economy
- RevFramework Complete