Status Effects
How to work with GS_Play status effects — timed modifiers that alter entity stats or behavior.
Categories:
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.
GS_RPStats is under active development. The status effect infrastructure is functional, with additional stat management features planned.
Contents
How Status Effects Work
| Phase | What Happens |
|---|---|
| Application | A status effect is applied to an entity with a duration and configuration. |
| Active | The effect modifies the entity’s stats or triggers periodic side effects. |
| Stacking | If the same effect is applied again, stacking rules determine whether it refreshes, stacks count, or is rejected. |
| Expiration | When the duration expires, the effect is removed and any cleanup side effects fire. |
Glossary
| Term | Meaning |
|---|---|
| Status Effect | A timed or permanent modifier that alters entity stats or behavior |
| Stacking | Rules governing how repeated applications of the same effect interact |
| Side Effect | An 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:
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