Identifiers
Identifiers — the named numbers Power uses for Stats, Containers, Environments, attributes and more, where they live and how to manage them.
How Stat Values Are Evaluated
Several elements contribute to a stat's final value.
Effect Process Flow
When an Effect is sent in Power, it does not modify a Stat directly.
Source Seperated Stats
You can find a video tutorial for Source Separated Stats ▶ here.
Signature Seperated Stats
You can find a video tutorial for Signature Seperated Stats ▶ here.
Relative Stat Seperation
You can find a video tutorial ▶ here.
Using Conditional Modifier in Processors
Some Processors expose UseConditionalModifier options. These allow a Stat used by the Processor to be modified dynamically according to the current context before the Processor continues its execution.
Which Actor Resolves a Relation
A relation (a Relative Stat Key on a Stat, such as CounterEffect_Receiving → ReceivingHealthCounterEffects) names another Stat by its Stat Key. A key is only an address: it is looked up in one Actor's Stat Repository. Which Actor that is depends on the Processor that reads the relation — not on the relation's name.
Effect Attributes and Result Attributes
Power uses two families of flags while an Effect is processed:
Rules on Shared Stats
Some Environments are on every Actor. The usual one is Default: it holds Health, Dead, TeamNo, and the SigSep lists those Stats read their rules from — the Counter Effects, Reflectors and Modifiers that run when Health changes.
Child Actors
An Actor can be initialized with a parent Actor. Its own Repository stays small — only what belongs to the child — and everything it doesn't have is looked up on the parent.
Log Filtering
To enable Power's debug logs, the POWER_DEBUG scripting define symbol must be added to your project's Scripting Define Symbols.
Saving and Loading Stats
Power can capture the Stats of known Actors and give them back when those Actors are created again — a checkpoint, a save slot, a persistent player between scenes.