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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

  • 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

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 or baked-in assumptions; global state is limited to opt-in hooks (StatusFx, StatusUseEvents), each cleared on domain reload

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 — Health and Status Effects
  • 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

Tests

This SKU is covered by adversarial and behaviour-pinning tests — there is more test code in RevFramework than runtime code.

The suite is not bundled in the package (your Test Runner shouldn't fill with framework tests you didn't ask for), but it is a free download for owners. Useful if you extend the framework or want a regression net around your own changes.

See Testing for what it covers and how to get it.


Related Modules

Works seamlessly with:

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