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✨ Status Effects — Sample Scenes

The Status Effects Samples provide runnable scenes that demonstrate how the system behaves using real controller flows and public APIs.

These scenes are designed to:

  • Validate core behaviour (apply, stack, remove, recompute)
  • Demonstrate integration patterns
  • Provide copyable usage examples

👉 They are not production systems and can be safely removed from builds.


🧠 What You’ll Learn

Across these scenes, you’ll see how the Status system handles:

  • Effect application, stacking, and lifecycle via StatusEffectController
  • Cleanse, dispel, immunity, and resistance interactions
  • Potency scaling and aura-style modifiers
  • Snapshot capture and restore
  • Time control (scaled, unscaled, paused, custom)

All examples use public APIs only — no hidden logic or internal access.


🎬 Scenes

Scene Description
00 • Status Basics Core lifecycle: apply, refresh, stack, remove, inspect.
01 • Cleanse / Dispel / Immunity Defensive systems: cleanse, dispel, immunity, resistance.
02 • Potency & Auras Runtime magnitude scaling via potency and aura-style modifiers.
03 • Snapshots & Time Snapshot capture/restore and time control behaviour (no authority).

⚠️ Notes

  • Some effects (e.g. Regen, Shield) depend on optional integrations such as Health.
  • Snapshots restore logical state, not exact instance structure — stacking rules may affect results.
  • Authority is not demonstrated in all scenes — check individual scene READMEs for details.

💡 Key Idea

Each scene focuses on a single concept, but all behaviour flows through the same system:

👉 StatusEffectController

Learn the patterns once, and reuse them across buffs, debuffs, DOTs, HOTs, and gameplay modifiers in your own systems.