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RevFramework Health — Crits, Execute Rules, Buffs & Shields

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May 1, 2026
5:44

Learn how advanced damage behaviour interacts inside the RevFramework Health pipeline. In the previous Health rules scene, we covered the clean foundation: tags, armor, affinity, preview, and apply. This video goes one step further and shows how crits, execute thresholds, attacker-side buffs, and capacity shields all work together through the same damage flow. This is not about one flat damage calculation — it’s about how separate combat mechanics combine without being hardwired together. We cover: How CritRule adds chance-based damage spikes Why preview cannot guarantee random crit outcomes How expected average damage helps explain crit behaviour How ExecuteThresholdRule changes the damage route at low health Bypassing shields and armor during execute-style hits How attacker-side buffs use DamageContext.Multiplier Why attacker buffs are not victim-side rules How CapacityShield absorbs damage before health is touched Shield capacity, flat reduction, percent reduction, and recharge Preview vs real applied damage How HealthSystem coordinates rules, buffs, shields, and results Key idea: Damage is a pipeline, not a single calculation. The attacker can scale it. Rules can modify it. Shields can absorb it. Execute logic can reroute it. Each piece stays separate, but the HealthSystem brings them together through one consistent flow. RevFramework is designed for developers comfortable with C# scripting in Unity. If you’re looking for a no-code solution, this isn’t the right tool. #Unity #GameDev #RevFramework

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RevFramework Health — Crits, Execute Rules, Buffs & Shields | NatokHD