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Stats and effects

For Add/Set/Link/Limit/Convert, Target is a stat id. The inspector offers the selected content's stat catalog; a valid id outside that catalog remains editable. List operations use free-form entry ids with a List key. A nonempty Handler selects a registered custom effect implementation.

Method Meaning
Add Add Amount within the selected permanent/temporary fold
Set Replace the preceding scalar fold in that layer
Tally Accumulate a keyed value in a named list
Append Append a key/value entry; duplicates are retained
AppendUnique Keep an id while at least one provider remains
Link Read Source, divide by Unit, multiply by Amount, then transform/round/clamp output
Convert Explicitly consume a source budget and create output at a boundary
Limit Set a fixed, captured or following minimum/maximum

Evaluated methods require valid explicit values. In particular, Unit must be positive; Convert also needs a valid Conversion Fraction. With Linear enabled, the input interval starts at Input Min + Buffer and maps to the output interval, with optional inversion. Whole Bundles truncates the number of complete units; other rounding modes apply their specified output rounding.

For internal stat sources, Read Layer selects Permanent, With Temporary or Final. External Source uses a case-sensitive adapter key instead. Common run keys include currency, items, weapons, free_weapon_slots, item:<id>, weapon_family:<family>, weapon_kind:<enum name> and set:<id>. Unique/duplicate and tier queries also exist on RunStatSource. Combat adds its own sources through SimStatSource; use the supported key list in that adapter when adding a new dependency.

Provider labels such as character:<id> and grant:<id> identify contributions in Build Lab. A Link's Input Source selects a dependency through an adapter key.

Lifetime Waves expires relative to acquisition/start wave; zero disables wave expiry. Lifetime Ticks advances only during combat. Wave-scoped timed effects restart for a new wave, while Run-scoped ones retain remaining ticks. Temporary controls the evaluation layer; lifetime controls removal. A captured limit keeps its saved capture, even if its source later changes.

Entry point and reference fields

Entry point: Assets/Create/Survivor Roguelite Maker/Stat Catalog

Field / API Purpose
Target Stat id or list-entry id
Source / ExternalSource Stat dependency or external key
ReadLayer Permanent / WithTemporary / Final
Unit / Rounding Bundle size and output rules
LimitMode Fixed / Captured / Following
LifetimeWaves / LifetimeTicks Expiry boundaries

Figure

Item inspector with Link effect source and scaling fields.

Item inspector with Link effect source and scaling fields.

Check your result

Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.

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