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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.