Overview
Over-Time Effects (DoT, buffs, debuffs) define time-based behaviors applied to entities during gameplay, such as damage over time, temporary stat boosts, or persistent status effects.
This system separates effect definitions, runtime state, and execution logic, making it flexible, performant, and easy to extend.
Core Components
-
OverTimeEffectObject
Manages all over-time effect definitions and global tick settings. -
OverTimeEffect
Defines how a single effect behaves, including duration, stacking rules, visuals, and logic. -
OverTimeEffectData
Runtime data representing an active effect applied to an entity.
Design Philosophy
Over-time effects are data-driven and graph-controlled (When Master Combat Core is installed).
When Master Combat Core is installed:
Behavior is defined visually using a Graph Object, while runtime execution remains efficient and deterministic.
Stacking Logic Examples
- Poison: damage per tick = stack count
- Frost: slow increases per stack, freeze at 3 stacks
- Berserker: animation speed stacks independently
Integration with Combat Graph
(When Master Combat Core is installed).
OTE can be:
- Applied on hit
- Applied conditionally
- Applied/Removed/Refreshed by another OTE
- Removed or refreshed dynamically
Design Tip
Use OTEs to create emergent combat behavior without hardcoding logic.