Gameplay Effect Fragment
The Gameplay Effect fragment allows an inventory item to apply a Gameplay Effect to its owner under specific conditions. It integrates with GAS and supports multiple strategies for evaluating the effect's level.
This fragment enables flexible activation conditions and level evaluation logic. It is especially useful for items that grant temporary or passive attribute modifications, buffs, or debuffs based on context.
Once the item is removed, or conditions are no longer met, the Gameplay Effect will be removed.
Fragment Tags
This fragment does not add any traits to the item, but Gameplay Effects can add multiple tags to its owner.
Properties
This fragment has the following properties.
Name | Description |
|---|---|
| If |
| If |
| The tag query used to validate the container. |
| If |
| The tag query used to validate the item. |
| If |
| The tag query used to validate the owner. |
| Determines how the effect level is calculated. |
| Direct float value used when |
| Curve used to evaluate level from the Level Fragment when |
| Determines how the Gameplay Effect integrates with a Stack Fragment, allowing the effect to be applied only once, or have a stack that matches the item's. |
Operations
This fragment exposes the following operations.
Function | Description |
|---|---|
| Applies the effect if conditions pass during activation. |
| Removes the effect during deactivation. |
| Evaluates conditions to determine if the effect should apply. |
| Returns the effect level based on the selected |
| Removes and reapplies the effect in response to relevant events. |
| Listens to item events such as container change or level change. |
| Retrieves the level from the Level Fragment, or returns a fallback value. |
| Retrieves the effect level from the |
Integrations
This fragment integrates with the following fragments:
Level Fragment: Required when
LevelModeis set toLevelFragmentorCurve.Container Placement Fragment: Used to validate container conditions, if enabled.
Any Fragment: Item tag queries can evaluate any other fragment that contributes tags to the item.
Memory
The Gameplay Effect fragment does not have a memory. However, if the effect is successfully applied, the resulting Gameplay Effect Handle is stored in the list of active handles within the item instance.
Event Payload
This fragment does not define its own event or payload structure. However, events may be triggered indirectly through:
Gameplay Effects activation events.
Modified Gameplay Tags as a result from the Gameplay Effect being applied.
Ability Activations, due to passive abilities being granted and activated.