canon/registries/T0_Status_Table [DRAFT v0.1]/Sheet1.csv
10 rows
| status_id | status_kind | status_family | cue_tag | read_channel | read_persistence | persistent_cue_tag | persistent_channel | icon_class | stack_display | stack_cap | break_event_ref | expiry_tell | cure_tell | status_sfx_id_ref | cure_material_refs | immunity_tag | applies_to_ally | duration_class | magnitude_ref | power_source | lifecycle | superseded_by | string_status | source_ref | notes |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ST_001 | burn | dot | GameplayCue.Combat.Status.Burn | vfx_body;audio | persistent | GameplayCue.Combat.Status.Burn.WhileActive | body_vfx | drain | GameplayCue.Combat.Status.Burn.Expired | GameplayCue.Combat.Status.Burn.Cured | burn | TRUE | sustained | active | placeholder | Source/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_002 | poison | dot | GameplayCue.Combat.Status.Poison | vfx_body;audio | persistent | GameplayCue.Combat.Status.Poison.WhileActive | body_vfx | drain | GameplayCue.Combat.Status.Poison.Expired | GameplayCue.Combat.Status.Poison.Cured | poison | TRUE | sustained | active | placeholder | Source/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_003 | septic | dot | GameplayCue.Combat.Status.Septic | vfx_body;audio | persistent | GameplayCue.Combat.Status.Septic.WhileActive | body_vfx | drain | GameplayCue.Combat.Status.Septic.Expired | GameplayCue.Combat.Status.Septic.Cured | FL_0001 | septic | TRUE | until_cured | active | placeholder | Source/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_004 | scald | dot | GameplayCue.Combat.Status.Scald | vfx_body;audio | persistent | GameplayCue.Combat.Status.Scald.WhileActive | body_vfx | drain | GameplayCue.Combat.Status.Scald.Expired | GameplayCue.Combat.Status.Scald.Cured | scald | TRUE | sustained | active | placeholder | Source/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_005 | windburn | dot | GameplayCue.Combat.Status.Windburn | vfx_body;audio | persistent | GameplayCue.Combat.Status.Windburn.WhileActive | body_vfx | drain | GameplayCue.Combat.Status.Windburn.Expired | GameplayCue.Combat.Status.Windburn.Cured | windburn | TRUE | sustained | active | placeholder | Source/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_006 | life_hot | hot | GameplayCue.Combat.Status.Life | vfx_body;audio | persistent | GameplayCue.Combat.Status.Life.WhileActive | body_vfx | restore | GameplayCue.Combat.Status.Life.Expired | GameplayCue.Combat.Status.Life.Cured | life_hot | TRUE | sustained | active | placeholder | Source/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_007 | slow | impair | GameplayCue.Combat.Status.Slow | vfx_body;motion | persistent | GameplayCue.Combat.Status.Slow.WhileActive | posture | bind | GameplayCue.Combat.Status.Slow.Expired | GameplayCue.Combat.Status.Slow.Cured | slow | TRUE | short | active | placeholder | Source/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_008 | freeze | impair | GameplayCue.Combat.Status.Freeze | vfx_body;motion | persistent | GameplayCue.Combat.Status.Freeze.WhileActive | posture | bind | shatter | GameplayCue.Combat.Status.Freeze.Expired | GameplayCue.Combat.Status.Freeze.Cured | freeze | TRUE | short | active | placeholder | Source/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_009 | paralyze | impair | GameplayCue.Combat.Status.Paralyze | vfx_body;motion | persistent | GameplayCue.Combat.Status.Paralyze.WhileActive | posture | bind | GameplayCue.Combat.Status.Paralyze.Expired | GameplayCue.Combat.Status.Paralyze.Cured | paralyze | TRUE | short | active | placeholder | Source/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_010 | stagger | stagger | GameplayCue.Combat.Status.Stagger | motion;audio | both | GameplayCue.Combat.Status.Stagger.WhileActive | posture | stagger | GameplayCue.Combat.Status.Stagger.Expired | GameplayCue.Combat.Status.Stagger.Cured | stagger | TRUE | instant | active | placeholder | Source/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 |