read the documentation here
github.com/SalmanShhh/C3Addon_statforge/blob/main/Guide.md
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Example usecases!
- Auto-battler / Roguelite (Slay the Spire / Balatro style):
Status effects like Poison, Strength, and Vulnerable are buffs. Each hit calls `Increment stack counter` on a `"poison_stacks"` stat. A threshold rule fires `activate` on a `"poison_damage_buff"` the moment stacks reach 3. A second rule at 6 upgrades to a stronger variant. `Remove all buffs with tag` clears all status effects at round end without tracking individual IDs.
- Action RPG (Diablo / Path of Exile style):
Items, gems, and skill nodes each call `Add buff (full options)` with `source` set to the item's ID (e.g. `"sword_of_fire"`). When the item is unequipped, a single `Remove all buffs from source` call strips every modifier that item contributed - no tag pre-planning required. Flasks use `Add timed buff`. A Buff Link ties a flask buff to a secondary cooldown marker: when the flask expires, the cooldown buff activates automatically.
- Rhythm game (Beat Saber style):
Each note hit calls `Increment stack counter` on `"combo"`. Threshold rules activate multiplier buffs at combo milestones (10, 25, 50) with `Set rule can repeat` off, so each fires exactly once per run. Missing a note calls `Reset stack counter`, triggering `drop_below` rules that deactivate all milestone buffs instantly. `LastChangedStatTotal` inside `On stat changed` feeds the HUD multiplier display without polling.