status-effect-system

Community

Manage buffs, debuffs, and timed effects.

Authornlelouche
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill provides a robust system for managing buffs, debuffs, and other timed status effects on game entities, including stacking, tick-based damage/healing, and stat modifications.

Core Features & Use Cases

  • Buff/Debuff Management: Apply and remove positive and negative effects.
  • Stacking: Handle multiple applications of the same effect with configurable behaviors.
  • Timed Effects: Manage effects with durations, including permanent options.
  • Tick Effects: Implement damage-over-time (DoT) and heal-over-time (HoT) mechanics.
  • Stat Modifiers: Dynamically alter entity stats based on active effects.
  • VFX Integration: Supports spawning visual effects for active status effects.
  • Use Case: Implement a "Poison" debuff that deals damage over time, a "Haste" buff that increases movement speed, or a "Stun" effect that prevents actions for a set duration.

Quick Start

Apply the 'Poison' status effect with a duration of 10 seconds to the target entity.

Dependency Matrix

Required Modules

None required

Components

scriptsreferencesassets

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: status-effect-system
Download link: https://github.com/nlelouche/Unity-SkillForge/archive/main.zip#status-effect-system

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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