02 — Potency & Auras¶
Goal:
Learn how to scale magnitude of effects (damage, healing, multipliers) separately from duration.
🎓 What This Scene Teaches¶
- Potency vs. Resistance: potency affects strength, resistance affects duration.
- Implementing
IStatusPotencyon receivers to influence how hard effects tick. - Implementing
IAdjustableMagnitudeon effects (Poison,Burn,Regen,Haste,Slow,Vulnerability) so they can retune live. - Using
RecomputePotencyForAll()to update active effects instantly.
⚠️ 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¶
- Enable or disable the Aura Potency on the target.
- Adjust multipliers (All, Poison, DOT, HOT, Magic).
- Apply sample statuses (Poison, Regen, etc.).
- Watch tick rates, damage, and healing adjust instantly without reapplying.
- Use Exact Id Override to target a specific effect by ID.
💡 Key Takeaway¶
Potency lets you create systems like “+30% poison damage taken” or “healing buffs are 50% stronger.”
It updates live, doesn’t need a re-apply, and stacks cleanly with resistance.
Panel: StatusPotencyAurasPanel
Scene Path: Assets/RevFramework/Runtime/Systems/StatusEffects/Samples/Scenes/02_PotencyAuras/