When to use
Load this when attributes, modifiers, or derived numbers live on an actor. Combat applies them via bevy-combat-system.
ECS shape
- Components: base attributes, a modifier list, and current health on the actor.
- Resources: the level curve is one resource for the whole run (bevy-data-resources).
- Systems: recompute max health when
Attributeschange. AnIncomingHitorXpGainis a component removed after it is applied..chain()so a vitality gain runs before the health sync. - Messages: one-shot facts (hit, pickup, quest advance) go through bevy-events-messaging.
[dependencies]
bevy = "0.20"
serde = { version = "1", features = ["derive"] }
ron = "0.10"
Attributes and modifiers live on the actor. Derived attack is a function, not a second source of truth.
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
enum ModKind {
Add,
Mul,
}
struct Modifier {
kind: ModKind,
amount: f32,
}
#[derive(Component)]
struct ModifierList(Vec<Modifier>);
fn derived_attack(attrs: &Attributes, mods: &ModifierList) -> f32 {
let mut value = attrs.strength as f32;
let mut scale = 1.0;
for modifier in &mods.0 {
match modifier.kind {
ModKind::Add => value += modifier.amount,
ModKind::Mul => scale *= modifier.amount,
}
}
(value * scale).max(0.0)
}
Health max follows vitality. The system runs only when Attributes changed, so idle frames do not recompute.
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed<Attributes>>) {
for (attrs, mut health) in &mut actors {
health.max = (20 + attrs.vitality * 5).max(1);
health.current = health.current.min(health.max);
}
}
#[derive(Component, Clone, Copy)]
struct IncomingHit(i32);
fn apply_hits(mut commands: Commands, mut actors: Query<(Entity, &mut Health, &IncomingHit)>) {
for (entity, mut health, hit) in &mut actors {
health.current = (health.current - hit.0).max(0);
commands.entity(entity).remove::<IncomingHit>();
}
}
The curve is data. Load it once into a resource. Awarding experience mutates the actor component and reads that table.
use serde::Deserialize;
#[derive(Deserialize, Resource, Clone, Copy)]
struct LevelCurve {
base_xp: u32,
growth: f32,
}
#[derive(Component)]
struct Progression {
level: u32,
xp: u32,
}
fn load_curve() -> LevelCurve {
let text = "(base_xp: 100, growth: 1.15)";
ron::from_str(text).expect("level curve")
}
fn xp_to_advance(curve: &LevelCurve, level: u32) -> u32 {
let scaled = curve.base_xp as f32 * curve.growth.powi(level as i32);
scaled.clamp(1.0, 1_000_000.0) as u32
}
#[derive(Component, Clone, Copy)]
struct Attributes {
strength: i32,
vitality: i32,
}
#[derive(Component)]
struct Health {
current: i32,
max: i32,
}
fn sync_health(mut actors: Query<(&Attributes, &mut Health), Changed<Attributes>>) {
for (attrs, mut health) in &mut actors {
health.max = (20 + attrs.vitality * 5).max(1);
health.current = health.current.min(health.max);
}
}
#[derive(Component, Clone, Copy)]
struct XpGain(u32);
fn grant_xp(
mut commands: Commands,
curve: Res<LevelCurve>,
mut actors: Query<(Entity, &mut Progression, &mut Attributes, &XpGain)>,
) {
for (entity, mut progress, mut attrs, gain) in &mut actors {
progress.xp += gain.0;
let need = xp_to_advance(&curve, progress.level);
if progress.xp >= need {
progress.xp -= need;
progress.level += 1;
attrs.vitality += 1;
}
commands.entity(entity).remove::<XpGain>();
}
}
pub struct StatsPlugin;
impl Plugin for StatsPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(load_curve())
.add_systems(Update, (grant_xp, sync_health).chain());
}
}
Choose the owner
| Need | Owner |
|---|---|
| Attributes | Attributes on the actor. |
| Modifier | ModifierList of additive and multiplicative rows. |
| Level | Progression plus a LevelCurve resource loaded from RON. |
Scope
- Attribute, modifier, and level data are components and one curve resource, as in the systems above.
- Combat resolution that spends the derived attack value belongs on bevy-combat-system.
Expert Knowledge Delta
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
Who owns state
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component |
One system via Query |
Update or FixedMain |
| One value for the whole app | Resource |
One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands |
The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() |
The chained systems only | Same schedule |
| Plugin boundary | Plugin |
build registers systems and resources |
Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
Decision
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query |
A value that is not a component |
| App-wide config or clock | Resource |
Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock |
Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup |
Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging |
A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
NEVER
-
Do not pin
/0.20.0/in docs URLs. WHY: links stay onlatest; the 0.20 target is stated once in prose. -
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless
.chain()orders them. -
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
-
No Godot node, resource, or signal types for this mechanic. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
-
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Reference
The library pin on bevy-master stays 0.20.0.
Official Documentation
- Assets - Official asset catalog.
- Examples - Example tree on the
latestbranch. - ECS -
Component, systems,Query,Startup,Update, and.chain(). - Plugins -
Plugin,DefaultPlugins,MinimalPlugins, andadd_plugins.
Related Skills
Prerequisites
- bevy-master - Hub and schedules.
- bevy-ecs-composition - Components and systems.
- bevy-combat-system - Consumes derived attack and health.
- bevy-data-resources - Tables and definitions.
- bevy-events-messaging - One-shot facts.
Complements
- bevy-state-machines - Mode flags.
- godot-rpg-stats - Equivalent Godot skill.
Downstream / consumers
- None yet.
Master
- bevy-master - Bevy router.