Turn-Based Combat · Version 0.5
Status Effects
Author timed combat states with deterministic duration, stacking, periodic effects, modifiers, resistance, immunity, and removal rules.
Status Effects describe temporary battle states such as poison, regeneration, guard breaks, buffs, debuffs, or other authored conditions. They are versioned project definitions and can be reused by multiple Abilities and Encounters.
Create a Status Effect
- Open the Status Effects panel in the RPG Database.
- Create a stable ID and display name.
- Choose its duration behavior and turn boundary.
- Choose what happens when the same Status is applied again.
- Add periodic effects or battle-only Stat modifiers as needed.
- Configure resistance, immunity, or a shared removal Condition when the design requires them.
- Optionally import an icon and configure an overhead animation loop.
- Save and resolve any reference or animation-grid warnings.
Duration and turn boundaries
Status timing is deterministic. Duration changes and periodic effects occur at authored turn boundaries rather than depending on rendering frames or window timing. This makes the same battle state reproducible after save and load.
Stacking policies
- Replace or refresh the existing application.
- Extend the remaining duration when supported by the selected policy.
- Keep separate stacks when the authored policy permits it.
- Refuse or ignore a repeated application when that is the intended rule.
Resistance and immunity
Resistance and immunity rules determine whether an Actor may receive the Status. These rules are validated against authored definitions. Immunity prevents application; resistance applies the authored resolution rule rather than creating an untracked runtime exception.
Removal Conditions
A Status may use the shared Condition system to remove itself when a specific battle state becomes true. Conditions remain pure checks. The Status system owns the actual removal and duration mutation.