RevFramework: Health & Status Effects
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A modular combat-state package for Unity — health, damage, healing, shields, death flow, status effects, buffs, debuffs, DOTs, HOTs, auras, dispels, potency scaling, and teachable runtime panels.❤️ RevFramework — Health & Status EffectsIf something fails, it tells you why.That's the rule every RevFramework system is built around.Explicit APIs. Deterministic behaviour. Real failure codes. No hidden state. No guesswork.RevFramework gives you production-ready Health and Status Effects systems — with the documentation, testing, and debugging infrastructure to match.⚠️ Requires C# scripting knowledge. This is not a no-code tool or drag-and-drop combat kit.--------------------------------------------------------🧩 What You Actually GetTwo runtime systems built for developers who want to understand what their combat logic is doing:❤️ Health — damage pipelines, healing, shields, regeneration, death lifecycle, snapshots, authority-aware mutations🧪 Status Effects — buffs, debuffs, DOT/HOT, stack and refresh policies, dispel, immunity, aura and zone supportBoth systems work independently. Neither requires the other.Plus the infrastructure most assets skip:14 YouTube tutorialsPublic MkDocs documentation site — freely accessible before you buy. Read it before you decide.Interactive teachable panels that call real APIs and show live resultsFolder-level READMEs across the entire codebaseThe full documentation site is publicly accessible — no purchase required. Read it before you decide.📚 Documentationhttps://revandrab.github.io/RevFramework/SKUs/HealthStatusEffects/--------------------------------------------------------🔥 Why It's DifferentMost Unity combat assets give you behaviours and hope.RevFramework gives you systems and explanations.Every operation returns a result object with a success flag, a reason code, and an optional message. When something doesn't work, the system tells you exactly what happened and why.If damage fails, you know why. If a status doesn't apply, you see why. If something behaves oddly, you can trace it.There are no black boxes here.--------------------------------------------------------⚔️ Health SystemA deterministic damage and healing pipeline with explicit results at every step.Damage and healing pipelines with result-based operationsDamage and heal previews — non-mutating, safe to call from UIRegeneration systemsInvincibility and i-framesShields — rechargeable, damage reduction, temporary HP, overheal, and shield chainsDeath and revive lifecycle with before-death handlers and death event hooksDOT and HOT supportJSON snapshot save and restoreAuthority-aware mutations with clear rejection codesUI integration helpersAll shield systems participate in both real damage resolution and non-mutating preview systems.--------------------------------------------------------🧪 Status Effects SystemA rule-driven status pipeline that handles the complexity of buff and debuff interactions cleanly.Buffs and debuffsDOT and HOT effectsStack and refresh rules with Replace, Refresh, and Stack policiesDispel and cleanse systemsPotency and duration scalingImmunity and resistance seamsAura and zone supportRuntime status UI helpersMultiple time source supportAuthority-aware ticking and mutationCommon RPG-style effects included as reference implementations:Poison, Burn, Regen, Slow, Haste, Stun, Vulnerability, Shields, Thorns--------------------------------------------------------🎮 Built for Both 2D and 3DAll runtime systems are dimension-agnostic.No physics assumptionsNo controller requirementsNo camera dependenciesDamage pipelines, status effects, and combat state work the same regardless of genre or dimension.--------------------------------------------------------🌐 Multiplayer & NetworkingRevFramework is netcode-agnostic by design.Authority binders let you gate mutations through your own ownership and permission rules — whether that's NGO, Mirror, Photon, Fusion, or a custom solution.Replication, prediction, and rollback are yours to implement.We give you the rules — your netcode drives the simulation.--------------------------------------------------------🎓 Learning InfrastructureThis is where RevFramework is genuinely different from other assets.Teachable PanelsInteractive panels built directly into the framework. Each one:Calls real public APIs — no shortcuts, no internalsShows live results and reason codes in the sceneDemonstrates actual workflows you can copy directlyProves the public API works by being a hostile consumer of itIf the teachable panels compile and run correctly, the public API works. Not just documented — actually usable.DocumentationPublic MkDocs site — freely accessible before you buyEvery system has: Overview, Mental Model, Integration Surfaces, Public API, System Guarantees Matrix, Testing Philosophy, System Boundaries, and FAQFolder level READMEs explaining intent and reasoning, not just "this does this"Eight dedicated onboarding documents per systemVideos14 YouTube tutorials covering every teachable panel4 core onboarding videos covering scope, teachables, documentation, and modularityEach video shows real behaviour in a real scene--------------------------------------------------------🧪 Testing & ReliabilityRevFramework tests with 1600+ tests across the full framework.The goal was never coverage percentages.The goal was predictable architectural behaviour.Hostile Consumer TestsValidate the public API the way a real project would — through supported surfaces only, with no access to internals. If these pass, the contract holds.Internal Truth TestsLock down framework assumptions so future refactors don't silently change behaviour. Event ordering, rollback paths, authority rejection, restore semantics.PlayMode Smoke TestsCatch Unity lifecycle failures that EditMode tests can't reach.Test assemblies are not shipped with the framework. You get clean runtime, editor, sample, and teaching assemblies — no NUnit dependencies, no compile overhead.--------------------------------------------------------🧱 What's IncludedRuntime SystemsHealth SystemStatus Effects SystemLearning & DebuggingTeachable panelsDemo scenesReference UI examplesExample integrationsDocumentationFull MkDocs siteFolder-level READMEs14 YouTube tutorials--------------------------------------------------------🚫 What This Is NotNot a character controllerNot a full RPG templateNot a networking implementationNot a visual scripting frameworkNot a drag-and-drop combat kitNot a locked UI workflowRevFramework is a runtime framework for developers who write code.--------------------------------------------------------🎨 UIReference UI is included for Health and Status Effects.It shows you how to talk to the systems correctly.It is not your game UI.Build your own using Unity Canvas, UI Toolkit, or whatever fits your project. RevFramework puts no constraints on how you present its systems to players.--------------------------------------------------------🔗 Other RevFramework ModulesInventory, Pickups & CraftingCurrency & EconomyRevFramework Complete — all systems togetherAll modules share the same architecture, documentation standard, and testing philosophy. Each one works independently or integrates cleanly with the others.--------------------------------------------------------🧑💻 Who This Is ForRevFramework is for developers who:Are comfortable writing C#Want modular systems they can understand and extendPrefer explicit APIs over magic behaviourNeed to know why something failed, not just that it didValue documentation and debugging infrastructure as much as featuresIf you want a no-code solution or a beginner template, this is not the right package. That's not a criticism — it's just a different tool for a different job.--------------------------------------------------------🙋 Core PhilosophyEvery system. Every operation. Every failure.If something fails, it tells you why.That's not a feature. That's the foundation everything else is built on.If you value clarity, structure, and real engineering — this framework will feel like home.❤️ RevFramework — Health & Status EffectsMkDocs documentation siteFolder-level READMEsSample scenesTeachable panelsYouTube tutorials👉 You don’t have to buy this to understand it.🧪 Performance & StabilityDesigned for real gameplay load, not just demos:Low-GC hot paths for damage, healing, previews, and status tickingRuntime assemblies are editor-freeNo per-frame allocations in normal operationIncludes diagnostics smoke-test componentsExample diagnostic run (Unity Editor):1000 HealthSystem instances10,000 operations per frame0 bytes managed thread allocation~7–15 ms per 10,000 calls (GTX 1070-class machine)These are diagnostic samples, not fixed benchmarks — but they demonstrate systems built and tested for real load.🧱 What’s IncludedRuntime:Health systemStatus Effects systemEditor & Samples:Teachable panelsSample scenesReference UI🚫 What’s NOT IncludedNo character controllerNo full game templateNo networking implementationNo visual scripting toolsNo prefab-only workflowsThis is a runtime framework — not a starter kit.🎨 UIUI is reference-only:Health barsStatus iconsDebug overlays👉 No UI lock-in👉 Build your own🔗 Related ModulesInventory, Pickups & CraftingCurrency & EconomyRevFramework Complete🙋♂️ PhilosophyEvery system follows one rule:👉 If something fails, it tells you whyClear result objectsReason codesLogsDocumentationTeachable panelsNo hidden behaviour. No guesswork.🚫 Important NoticeRevFramework is designed for developers comfortable with C# scripting in Unity.If you’re looking for a no-code solution or drag-and-drop system,this is not the right package.If you value clarity, structure, and real engineering —this framework will feel like home.This asset was developed using AI-assisted workflows as part of an iterative human-led development process.AI was used to assist with coding, architecture exploration, debugging, and tooling workflows — while all systems, testing, validation, and production decisions remained manually directed and reviewed throughout development.




