RevFramework Status Effects — Basics & Core Flow
This video introduces the core Status Effects pipeline in RevFramework. We start with a minimal scene and walk through how statuses are built, applied, tracked, and expired using the real runtime system — no shortcuts, no mock logic. Covered: StatusEffectController (the runtime host) Status Registry (building effects from ids) Applying statuses through the public API Duration, magnitude, and source context Event lifecycle (Applied, Refreshed, Removed, Expired) Active status tracking and time progression Stacking behaviour (replace, refresh, stack) Preflight validation (id checks, immunity checks) Key idea: Status Effects are data-driven and runtime-controlled. They are built through the registry, applied through the controller, and driven entirely by real system rules. This scene focuses on the pipeline, not gameplay. That means some effects (like haste or poison) may not visibly do anything unless the relevant gameplay systems (movement, health, cooldowns) are also present. If a status appears in the Active list and is ticking down — it’s working.
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