00 — Status Basics & Stacking¶
Goal:
Learn how to apply, refresh, and stack status effects, and how to inspect and manipulate them in code.
🎓 What This Scene Teaches¶
- Applying status effects (Poison, Regen, Burn, Slow, Haste, Vulnerability, Shield, Stun, Thorns).
- Understanding stacking rules —
Replace,Refresh, andStack— and how each behaves. - Using source context (
StatusContext) withSourceIdand slot indexing. - Setting stack caps and enabling per-source policies.
- Performing live potency recomputes with
RecomputePotencyForAll(). - Inspecting active effects, extending timers, and removing instances manually.
⚠️ Authority Note
This scene runs with Require Authority disabled by default.
Status mutations are allowed locally for demonstration purposes.Enabling an authority binder alone will not block status mutations unless
Require Authority is enabled on theStatusEffectController— this is intentional.Authority is opt-in on
StatusEffectController.
https://revandrab.github.io/RevFramework/authority/#status-effects-opt-in-authority-gameplay-modifiers
🧩 How to Use¶
- Pick a status ID from the toolbar.
- Enter a duration and magnitude value.
- Click Apply or Refresh.
- Adjust Stack Policy (cap, per-source) and re-apply.
- Watch the Active list update in real time.
- Use +2s or Remove to interact with active effects.
💡 Key Takeaway¶
This scene demonstrates the core runtime loop of the Status Effects system:
how effects are applied, refreshed, stacked, and queried through StatusEffectController.
Use these patterns in your own game logic whenever you need to manage buffs, debuffs, or timed modifiers.
Panel: StatusBasicsPanel
Scene Path: Assets/RevFramework/Runtime/Systems/StatusEffects/Samples/Scenes/00_StatusBasics/