status-effect-system

Manage buffs, debuffs, stacking, timed durations, and tick-based effects for game entities.

71|11|Updated Jan 23, 2026
One-click install
npx skills add https://github.com/nlelouche/Unity-SkillForge --skill status-effect-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: status-effect-system
Source: https://github.com/nlelouche/Unity-SkillForge/tree/main/.agent/skills/02-gameplay/status-effect-system
Command: npx skills add https://github.com/nlelouche/Unity-SkillForge --skill status-effect-system

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

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.

Frequently Asked Questions about status-effect-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I manage buffs and debuffs in Unity using ScriptableObjects?

To manage buffs and debuffs in Unity, use ScriptableObjects for effect definitions and attach a handler component to entities. This allows dynamic application and removal of stat modifiers.

How does stacking work for timed status effects like damage-over-time?

Stacking for damage-over-time and other timed status effects is configurable, allowing multiple applications of the same effect on a single entity to behave according to custom rules.

Can I create heal-over-time and permanent status effects with this system?

Yes, you can create heal-over-time, tick-based damage, and permanent status effects. The system manages timed durations and provides event hooks for gameplay logic.

Does this Unity status effect system support visual effects integration?

Yes, the status effect system supports VFX integration, allowing you to spawn and manage visual effects for active buffs and debuffs on game entities.

What is the best way to dynamically alter entity stats with active status effects?

The best way to alter entity stats is by applying stat modifiers through active status effects, which dynamically adjust gameplay attributes based on the defined ScriptableObject rules.

Do I need a specific handler component to apply status effects to game entities?

Yes, you need a handler component attached to game entities to process status effects, alongside ScriptableObjects to define the effect behaviors and durations.