> ## 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.

# Effect System

> UMAS includes a lightweight effect framework inspired by GAS, but simpler.

UMAS includes a lightweight effect framework inspired by GAS, but simpler.

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## **Types of Effects**

Effects can:

* Add value
* Subtract value
* Multiply value
* Override value
* Apply timed buffs/debuffs
* Apply periodic modifications
* Modify regen
* Apply custom calculations

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## **EffectDefinition**

Defined in data assets.

Key fields:

* Magnitude
* Duration
* Period (optional)
* Tags
* Calculation type (flat / scaling / custom)
* Stacking rules
* Modifier operations

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## **ActiveEffect**

Runtime representation of an applied effect.

Stores:

* Remaining time
* Periodic timer
* Cached magnitude
* Instigator
* Stacks
* Flags for removal or refresh

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## **EffectManagerComponent**

Nested inside the AttributeManager.

Handles:

* Applying effects
* Removing effects
* Ticking periodic effects
* Resolving modifier contributions
* Triggering attribute updates

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## **CalculationDefinition**

Optional advanced object.

Handles:

* Advanced math
* Dynamic magnitude
* Attribute-based scaling
* Conditional effects

Example:\
“Deal bonus damage equal to 20% of Strength.”

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## **Designer Notes**

* Most users will use flat + percentage modifiers only.
* Effects excel at buffs, debuffs, food/drink bonuses, poison, regen, etc.

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## **Developer Notes**

* Effect system is generic. Can target any attribute.
* Follows a clean chain-of-responsibility architecture.
* Modifiers apply in correct order for deterministic outcomes.
