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Status Authoring

Guide

Define what one stack means, how stacks merge or decay, and which battle timings the status reacts to

Open the Game Card Editor and choose Status; A status asset combines player-facing identity, stack rules, and an optional FlowGraph that reacts to battle events and hooks

Workbench Status mode with the status list, Inspector, and preview

Authoring order

  1. In List, select the status database, then create a status or duplicate the closest stack-and-behavior pattern
  2. In Inspector, complete Basic, Visual, Stack, and Behavior
  3. In Preview, inspect Display and Behavior Summary
  4. Finish with Used By to find cards, statuses, and enemies that apply or query this status

List area

List

Choose the database, then use +, , and duplicate to manage statuses; search filters names; Type switches between Buff and Debuff; Tags narrows project labels; each row shows the icon, name, type, Stack Rule, and Decay Rule

The complete Status List frame with database controls, Type and Tag filters, and status rows

Inspector area

Basic

FieldWhat to configure
NamePlayer-facing status name; a non-empty value also renames the sub-asset
DescriptionExplain what the status changes and whether the number is strength, duration, charges, or another quantity
TypeBuff or Debuff presentation classification
TagsLabels for filtering, targeting, and custom logic

Type does not choose a target and does not make a status beneficial or harmful by itself; the graph and hooks determine the actual result

The complete Status Basic frame with Name, Description, Type, and Tags

Visual

Assign Icon for the status badge, hover UI, lists, and Display preview; choose a silhouette that remains readable at the small size used beside a unit

The complete Status Visual frame with the status Icon

Stack

FieldRuntime meaning
Stack RuleAdditive sums old and incoming stacks, Max keeps the larger value, Replace overwrites with the incoming value
Max StacksPositive values cap the result; negative values are unlimited; use -1 to state that intentionally; 1 creates an on/off status
Decay RuleNever persists until removed; PerTurn removes one stack at the end of the holder's own turn
Show Stack CountShows the number on the badge; turn it off for permanent flags where a number would imply countdown or strength

At runtime, Max Stacks = 0 is also uncapped because only positive values apply a cap; Workbench warns about 0, so use -1 for an intentional unlimited status and reserve positive values for real caps; if one stack means remaining turns, PerTurn fits naturally; if one stack means damage strength, automatic decay may or may not match the design

The complete Status Stack frame with merge, cap, decay, and count display rules

Behavior

Click Edit FlowGraph to react to entries and hooks; the chips below the button list the graph's current entry points; typical status graphs perform one or more of these jobs:

  • React at turn start or turn end
  • Modify incoming or outgoing values through hooks
  • Respond when the status is received, changes stacks, expires, or is removed
  • Play status presentation effects

The complete Status Behavior frame with the FlowGraph button and entry chips

For stack-scaled behavior, read the current amount from Status Info inside the graph; do not copy the authored Max Stacks value into effect math; max Stacks is a cap, not the holder's live stack count

The Strength status FlowGraph opened from Status mode

Preview area

Display

Display combines Icon, Name, Type, Description, Stack Rule, Decay Rule, and Max Stacks into the compact data your status UI needs; it lets you check whether the icon, text, and stack semantics communicate one consistent mechanic

The complete Status Display frame with identity and stack-rule chips

Behavior Summary

Behavior Summary lists every entry and hook path found in the status graph; multiple rows are expected for a status that modifies damage and also reacts to apply, expire, or remove timings; missing rows usually mean the graph lacks the event the description promises

The complete Status Behavior Summary frame with hook and lifecycle entries

Used By

Used By scans authored behavior graphs for direct references to the selected status; results can include cards, other statuses, and enemies, with the matching behavior context shown on each row; click a result to open the owner and inspect how it applies, removes, or reads the status

The complete Status Used By frame with card, status, and enemy references

Applying statuses

Use Change Status to add, remove, or set stacks on resolved units; hook nodes can alter an incoming application before it lands; at runtime, read the holder's live stack count from battle state or graph context; the GameStatus asset describes the status type, not one unit's current instance

Validation and final check

An empty name is an error; A missing description or icon, Max Stacks = 0, an empty Behavior graph, and graph problems are warnings

Before moving on, confirm one stack has a precise meaning, the description states it, Stack settings preserve it, Display communicates it, Behavior Summary contains every promised timing, and Used By lists only expected references