Sheet1.csv

canon/registries/T0_Status_Table [DRAFT v0.1]/Sheet1.csv

10 rows

status_idstatus_kindstatus_familycue_tagread_channelread_persistencepersistent_cue_tagpersistent_channelicon_classstack_displaystack_capbreak_event_refexpiry_tellcure_tellstatus_sfx_id_refcure_material_refsimmunity_tagapplies_to_allyduration_classmagnitude_refpower_sourcelifecyclesuperseded_bystring_statussource_refnotes
ST_001burndotGameplayCue.Combat.Status.Burnvfx_body;audiopersistentGameplayCue.Combat.Status.Burn.WhileActivebody_vfxdrainGameplayCue.Combat.Status.Burn.ExpiredGameplayCue.Combat.Status.Burn.CuredburnTRUEsustainedactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits; read_channel carries two members and never resolves to colour alone (the ratified colour-independent floor); stack_display / stack_cap land blank -- the §4.4 cap is a Phase-5M magnitude
ST_002poisondotGameplayCue.Combat.Status.Poisonvfx_body;audiopersistentGameplayCue.Combat.Status.Poison.WhileActivebody_vfxdrainGameplayCue.Combat.Status.Poison.ExpiredGameplayCue.Combat.Status.Poison.CuredpoisonTRUEsustainedactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits
ST_003septicdotGameplayCue.Combat.Status.Septicvfx_body;audiopersistentGameplayCue.Combat.Status.Septic.WhileActivebody_vfxdrainGameplayCue.Combat.Status.Septic.ExpiredGameplayCue.Combat.Status.Septic.CuredFL_0001septicTRUEuntil_curedactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits; the tamarind / Komodo-septic cure proof case -- FL_0001 Tamarind is the first authored cure material, so the herbalism-alchemy cure economy has one real join
ST_004scalddotGameplayCue.Combat.Status.Scaldvfx_body;audiopersistentGameplayCue.Combat.Status.Scald.WhileActivebody_vfxdrainGameplayCue.Combat.Status.Scald.ExpiredGameplayCue.Combat.Status.Scald.CuredscaldTRUEsustainedactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits
ST_005windburndotGameplayCue.Combat.Status.Windburnvfx_body;audiopersistentGameplayCue.Combat.Status.Windburn.WhileActivebody_vfxdrainGameplayCue.Combat.Status.Windburn.ExpiredGameplayCue.Combat.Status.Windburn.CuredwindburnTRUEsustainedactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits
ST_006life_hothotGameplayCue.Combat.Status.Lifevfx_body;audiopersistentGameplayCue.Combat.Status.Life.WhileActivebody_vfxrestoreGameplayCue.Combat.Status.Life.ExpiredGameplayCue.Combat.Status.Life.Curedlife_hotTRUEsustainedactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits; applies_to_ally TRUE -- ally-side statuses exist and must be readable
ST_007slowimpairGameplayCue.Combat.Status.Slowvfx_body;motionpersistentGameplayCue.Combat.Status.Slow.WhileActiveposturebindGameplayCue.Combat.Status.Slow.ExpiredGameplayCue.Combat.Status.Slow.CuredslowTRUEshortactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits
ST_008freezeimpairGameplayCue.Combat.Status.Freezevfx_body;motionpersistentGameplayCue.Combat.Status.Freeze.WhileActiveposturebindshatterGameplayCue.Combat.Status.Freeze.ExpiredGameplayCue.Combat.Status.Freeze.CuredfreezeTRUEshortactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits; break_event_ref carries §4.4's cap-triggered chill-to-shatter break; the cap magnitude itself is Phase-5M
ST_009paralyzeimpairGameplayCue.Combat.Status.Paralyzevfx_body;motionpersistentGameplayCue.Combat.Status.Paralyze.WhileActiveposturebindGameplayCue.Combat.Status.Paralyze.ExpiredGameplayCue.Combat.Status.Paralyze.CuredparalyzeTRUEshortactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits
ST_010staggerstaggerGameplayCue.Combat.Status.Staggermotion;audiobothGameplayCue.Combat.Status.Stagger.WhileActiveposturestaggerGameplayCue.Combat.Status.Stagger.ExpiredGameplayCue.Combat.Status.Stagger.CuredstaggerTRUEinstantactiveplaceholderSource/Humanity/Private/Combat/HumanityCombatTags.cpp L16-25 (the ten shipped status tags -- the verbatim seed); COMBAT_ENCOUNTER_SYSTEM §4.4; docs/proposals/DIFFICULTY_SYSTEM.md §Accessibility (the colour-independent read floor)examples_not_limits; the one seed at read_persistence=both -- a stagger reads as an event AND for its duration

Generated by harness/site/structure_site.py — the URL path is the repo path. review root