Chapter 17 — Items and Status Effects
Part IV — Authoring Games
Gameplay modifiers.
- Consumables — single-use items with immediate effects
- Equipment — persistent items that modify stats or grant abilities
- Key items — narrative objects that unlock interactions or zones
Status Effects
Section titled “Status Effects”Status effects are timed conditions applied to entities.
Properties
Section titled “Properties”| Property | Description |
|---|---|
| id | Unique identifier |
| duration | Number of ticks before expiration |
| effect | What happens each tick |
| stackable | Whether multiple instances can coexist |
Example
Section titled “Example”id: bleedingduration: 3 tickseffect: -2 hp per tickstackable: falseHow Statuses Interact with the Simulation
Section titled “How Statuses Interact with the Simulation”Status effects produce events each tick (status.tick, status.expired). Other modules can listen for these events. For example, the cognition module might update an entity’s morale when a debilitating status is applied, or the environment module might react to a status that produces noise or light.