> For the complete documentation index, see [llms.txt](https://roogame.gitbook.io/roogame/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://roogame.gitbook.io/roogame/ultimate-stats-framework/creating-your-status-effect-system.md).

# Creating Your Status Effect System

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Gameplay effects can become difficult to manage as a project grows. Buffs, Debuffs, shields, damage-over-time effects, healing-over-time effects, crowd control, and temporary stat changes can quickly become scattered across Blueprints and C++ code, making them difficult to stack, refresh, remove, and debug.

The Roo Status Effect System keeps these effects in reusable Status Effect Data Assets. A Status Effect can define stacks, duration, tick intervals, and actions that run when the effect is added, updated, or removed. This allows designers to create consistent gameplay effects without duplicating logic across characters, skills, items, and enemies.

This chapter shows you how to create a temporary attack Buff, a poison damage-over-time Debuff, and a stackable Status Effect.

After completing the chapter, you will be able to create these common gameplay effects in as little as one minute.

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><a href="/roogame/ultimate-stats-framework/creating-your-status-effect-system/quick-start.md"><strong>Quick Start</strong></a></td><td>Create, configure, and apply your first Status Effect in just a few minutes.</td><td></td></tr><tr><td><a href="/roogame/ultimate-stats-framework/creating-your-status-effect-system/core-concepts.md"><strong>Core Concepts</strong></a></td><td>Understand Status Effect types, stacks, duration modes, expiration rules, tick behavior, and actions.</td><td></td></tr><tr><td><a href="/roogame/ultimate-stats-framework/creating-your-status-effect-system/api-reference.md"><strong>API Reference</strong></a></td><td>Explore the functions and events available for applying, removing, querying, and responding to Status Effects.</td><td></td></tr><tr><td><a href="/roogame/ultimate-stats-framework/creating-your-status-effect-system/examples.md"><strong>Examples</strong></a></td><td>Learn from practical configurations such as Bleeding, Poison, Burning, Regeneration, Haste, Slow, and Stunned.</td><td></td></tr></tbody></table>
