❤️ RevFramework — Health & Status Effects
If 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.
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🧩 What You Actually Get
Two 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 support
Both systems work independently. Neither requires the other.
Plus the infrastructure most assets skip:
- 14 YouTube tutorials
- Public MkDocs documentation site — freely accessible before you buy. Read it before you decide.
- Interactive teachable panels that call real APIs and show live results
- Folder-level READMEs across the entire codebase
The full documentation site is publicly accessible — no purchase required. Read it before you decide.
📚 Documentation
https://revandrab.github.io/RevFramework/SKUs/HealthStatusEffects/
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🔥 Why It's Different
Most 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.
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⚔️ Health System
A deterministic damage and healing pipeline with explicit results at every step.
- Damage and healing pipelines with result-based operations
- Damage and heal previews — non-mutating, safe to call from UI
- Regeneration systems
- Invincibility and i-frames
- Shields — rechargeable, damage reduction, temporary HP, overheal, and shield chains
- Death and revive lifecycle with before-death handlers and death event hooks
- DOT and HOT support
- JSON snapshot save and restore
- Authority-aware mutations with clear rejection codes
- UI integration helpers
All shield systems participate in both real damage resolution and non-mutating preview systems.
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🧪 Status Effects System
A rule-driven status pipeline that handles the complexity of buff and debuff interactions cleanly.
- Buffs and debuffs
- DOT and HOT effects
- Stack and refresh rules with Replace, Refresh, and Stack policies
- Dispel and cleanse systems
- Potency and duration scaling
- Immunity and resistance seams
- Aura and zone support
- Runtime status UI helpers
- Multiple time source support
- Authority-aware ticking and mutation
Common RPG-style effects included as reference implementations:
Poison, Burn, Regen, Slow, Haste, Stun, Vulnerability, Shields, Thorns
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🎮 Built for Both 2D and 3D
All runtime systems are dimension-agnostic.
- No physics assumptions
- No controller requirements
- No camera dependencies
Damage pipelines, status effects, and combat state work the same regardless of genre or dimension.
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🌐 Multiplayer & Networking
RevFramework 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 — you
Description sourced from the Unity Asset Store listing.