How to code passive effects on characters

Hi all!
I’m developing kind of a RTS game where the focus is on the characters you control and not in the combat like others RTS do.
In my game, every character that you have has a passive that makes them unique. That passive could be beneficial for collecting materials or combating or group related things.
My question is what would be the best/optimal way to code that passives?
I was thinking in making an Actor Component with the passives as an Enum and code different blueprints that would be child of that component but I don’t think that it would be the smartest move, I’m kind of lost in this one.
I appreciate any suggestions that you guys may have. Also if you need any other detail of how the game works just ask.


To code passive effects on characters in a game, you would typically follow these general steps:

Character Representation: Define a data structure or class to represent a character in your game. This structure should include properties such as health, attributes, status effects, and any other relevant information.

Passive Effect System: Design and implement a system to handle passive effects. This system should allow you to attach, activate, and manage passive effects on characters. It could involve using classes, components, or systems depending on your game architecture.

Define Passive Effects: Create a set of passive effects that can be applied to characters. Examples could include increased defense, health regeneration, or bonus damage. Each passive effect should have properties such as duration, magnitude, and conditions for activation.

Attach Passive Effects: When creating or initializing a character, attach the desired passive effects to them. This can be done by adding the passive effect objects to the character's data structure or by utilizing the passive effect system you've implemented.

Apply Passive Effects: During gameplay, regularly update the passive effects on each character. This may involve checking conditions for activation, adjusting character attributes or states, and managing the duration or expiration of the effects.

Interaction with Active Abilities: Consider how passive effects interact with active abilities or actions in your game. For example, some passive effects may enhance certain abilities, while others may modify character behavior or trigger specific actions.

Testing and Balancing: Test your passive effects thoroughly to ensure they work as intended. Balance their impact on gameplay, making sure they enhance the character's abilities without causing excessive imbalance or making the game too easy or difficult.

It’s important to note that the implementation details will vary depending on the programming language, game engine, or framework you are using. The above steps provide a general guideline for incorporating passive effects into character coding, but the specifics will depend on your game’s design and architecture.