Status Authoring
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

Authoring order
- In List, select the status database, then create a status or duplicate the closest stack-and-behavior pattern
- In Inspector, complete Basic, Visual, Stack, and Behavior
- In Preview, inspect Display and Behavior Summary
- 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

Inspector area
Basic
| Field | What to configure |
|---|---|
| Name | Player-facing status name; a non-empty value also renames the sub-asset |
| Description | Explain what the status changes and whether the number is strength, duration, charges, or another quantity |
| Type | Buff or Debuff presentation classification |
| Tags | Labels 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

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
Stack
| Field | Runtime meaning |
|---|---|
| Stack Rule | Additive sums old and incoming stacks, Max keeps the larger value, Replace overwrites with the incoming value |
| Max Stacks | Positive values cap the result; negative values are unlimited; use -1 to state that intentionally; 1 creates an on/off status |
| Decay Rule | Never persists until removed; PerTurn removes one stack at the end of the holder's own turn |
| Show Stack Count | Shows 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

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

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

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

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

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

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