<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Rpstats on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/rpstats/</link><description>Recent content in Rpstats on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/rpstats/index.xml" rel="self" type="application/rss+xml"/><item><title>Status Effects</title><link>https://gsplay.genomestudios.ca/docs/the_basics/stats/status_effects/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/stats/status_effects/</guid><description>&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;For component properties and the status effect data model, see the &lt;a href="../../../framework/rpstats/statuseffect/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;


&lt;div class="alert alert-info" role="alert"&gt;


 GS_RPStats is under active development. The status effect infrastructure is functional, with additional stat management features planned.

&lt;/div&gt;

&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#how-it-works"&gt;How Status Effects Work&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="how-it-works"&gt;How Status Effects Work&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Phase&lt;/th&gt;
 &lt;th&gt;What Happens&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Application&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;A status effect is applied to an entity with a duration and configuration.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Active&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;The effect modifies the entity&amp;rsquo;s stats or triggers periodic side effects.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Stacking&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;If the same effect is applied again, stacking rules determine whether it refreshes, stacks count, or is rejected.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;&lt;strong&gt;Expiration&lt;/strong&gt;&lt;/td&gt;
 &lt;td&gt;When the duration expires, the effect is removed and any cleanup side effects fire.&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;hr&gt;
&lt;h2 id="glossary"&gt;Glossary&lt;/h2&gt;
&lt;table&gt;
 &lt;thead&gt;
 &lt;tr&gt;
 &lt;th&gt;Term&lt;/th&gt;
 &lt;th&gt;Meaning&lt;/th&gt;
 &lt;/tr&gt;
 &lt;/thead&gt;
 &lt;tbody&gt;
 &lt;tr&gt;
 &lt;td&gt;Status Effect&lt;/td&gt;
 &lt;td&gt;A timed or permanent modifier that alters entity stats or behavior&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Stacking&lt;/td&gt;
 &lt;td&gt;Rules governing how repeated applications of the same effect interact&lt;/td&gt;
 &lt;/tr&gt;
 &lt;tr&gt;
 &lt;td&gt;Side Effect&lt;/td&gt;
 &lt;td&gt;An action triggered when a status effect is applied, ticks, or expires&lt;/td&gt;
 &lt;/tr&gt;
 &lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;For full definitions, see the &lt;a href="../../../get_started/glossary/"&gt;Glossary&lt;/a&gt;.&lt;/p&gt;</description></item></channel></rss>