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

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