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GS_Stats

RPG statistics and status effect systems for GS_Play — timed and permanent modifiers that alter entity stats and drive reactive gameplay behavior.

GS_Stats provides the statistical and modifier infrastructure for RPG-style character systems. It handles the application, tracking, and expiry of status effects — the layer between raw gameplay events and the numerical state of a character.

For architecture details, component properties, and extending the system in C++, see the GS_Stats API.


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Apply timed or permanent modifiers to entity stats with stacking and expiryStatus EffectsAPI

Installation

GS_Stats requires GS_Core. Add both gems to your project.

For a full guided walkthrough, follow the Simple Project Setup guide.

 

Quick Installation Summary

  1. Enable the GS_Stats gem in your project configuration.
  2. Define status effect data assets for your game’s modifiers.
  3. Place status effect components on entities that need to receive modifiers.

Status Effects

Status Effects are the primary mechanism for applying timed or permanent modifiers to entities. Each effect defines what it changes, how long it lasts, whether it stacks, and what happens on expiry. The system handles the full lifecycle: application, duration tracking, stack management, and cleanup. Effects are data-driven — designers author new types in the Asset Editor without touching code.

Status Effects API


See Also

For the full API, component properties, and C++ extension guide:


Get GS_Stats

GS_Stats — Explore this gem on the product page and add it to your project.

1 - Status Effects

How to work with GS_Play status effects — timed modifiers that alter entity stats or behavior.

Status Effects are timed or permanent modifiers that alter entity stats or behavior. They support stacking, expiration, and side-effect triggering — enabling standard RPG mechanics like poison damage over time, temporary buffs, and debuff stacking.

For component properties and the status effect data model, see the Framework API reference.

 

Contents


How Status Effects Work

PhaseWhat Happens
ApplicationA status effect is applied to an entity with a duration and configuration.
ActiveThe effect modifies the entity’s stats or triggers periodic side effects.
StackingIf the same effect is applied again, stacking rules determine whether it refreshes, stacks count, or is rejected.
ExpirationWhen the duration expires, the effect is removed and any cleanup side effects fire.

Glossary

TermMeaning
Status EffectA timed or permanent modifier that alters entity stats or behavior
StackingRules governing how repeated applications of the same effect interact
Side EffectAn action triggered when a status effect is applied, ticks, or expires

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:


Get GS_Stats

GS_Stats — Explore this gem on the product page and add it to your project.