> ## Documentation Index
> Fetch the complete documentation index at: https://docs.warpathstudios.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Advanced Topics

> This page dives into systems only advanced users or plugin developers typically use.

This page dives into systems only advanced users or plugin developers typically use.

***

## **1. Regeneration System**

Each attribute can have:

* Regen rate
* Regen delay
* Regen “tick” period

UMAS handles:

* Pausing regen during effects
* Modifying regen via link definitions
* Regeneration clamping
* Triggering attribute change events on tick

***

## **2. Dynamic Modifiers**

Modifiers can be applied:

* Temporarily (effects)
* Permanently (equipment)
* Conditionally (if Stamina \< 20)
* Over time (weight system, hunger system)

UMAS stores modifiers separately, evaluating them in order:

1. Additive
2. Multiplicative
3. Override
4. Clamps

***

## **3. Runtime Attribute Registration**

You can add attributes dynamically in C++:

```
Attr->RegisterAttributeRuntime("HeatResistance", DefinitionStruct);
```

Useful for:

* Modding
* Equipment adding stats on the fly
* Boss-specific attributes created at runtime

***

## **4. Advanced Effect Authoring**

Custom effects can:

* Query other attributes
* Scale with source instigator stats
* Execute custom C++ calculations
* Stack or refresh
* Expire based on conditions

***

## **5. Performance Notes**

UMAS is optimized for:

* High attribute counts (100+)
* Large NPC populations
* MMO-style replication volumes

It uses:

* Packed structures
* Attribute batching
* Dirty-value replication

***

## **6. Debug Tools**

UMAS includes:

* Console commands to inspect attribute states
* Debug printing for effects
* PIE-only warnings for invalid handles
* Optional verbose logs for progression/link debugging
