✨ 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.