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Feedback

Power's core ships no presentation: Feedback Processors are a base class you implement. General Expansions ships three ready-made families that react to processed Effects:

FamilyShowsOn
Text Spawnerfloating numbers / words (-12, Crit! 40, Dodged)screen space, above the target
Vfxa prefab (a hit spark, a heal glow, a shield flash)the target, or one of its body parts
Animationan Animator trigger (a hit reaction, a stagger, a block)the target's ActorExtension_Animator

Every family picks what to show by the target Stat and the Effect's Result Attributes — and the value-carrying variants also by the sign of the applied value. So damage to Health and healing to Health can show different numbers, and a crit, a shielded hit and a dodge each get their own style.

Two kinds of asset​

Each family comes in the same two kinds:

KindClassesGoes in
UnsignedBSFeedback_TextSpawner, BSFeedback_Vfx, BSFeedback_Animation (+ AS…, MAS…)the Process Definition entry's general Feedback Processors list. Chooses by target Stat + Result Attributes. Works for any Processor, including ones without a feedback slot (Set, Linker, Remover).
Value-carryingBSFeedback_TextSpawner_Float / _Int, BSFeedback_Vfx_Float / _Int, BSFeedback_Animation_Float / _Int (+ AS…, MAS…)the Feedback Processors list of the Processor itself (Process_Standard_*, Process_Add_Int / _Float). Also knows the applied value and its sign.

Validation reports a value-carrying feedback placed in the general list.

How a case is chosen​

The value-carrying variants share one table layout: target Stat → sign (Positive / Negative) → Result Attributes → what to show, with a Fallback per sign for combinations that have no entry. The unsigned variants skip the sign.

Entries are looked up by the exact combination

The table is keyed by the combined Result Attribute value. Critical, Shielded and Critical | Shielded are three different entries, each configured on its own. A combination with no entry uses the Fallback of that sign. When you add a mechanic that tags hits, add an entry for every combination it can produce.

Blocked Effects still run Feedback, so a missed or immune hit can show its own text, VFX or animation.