Statuses
Statuses: Overview
Statuses are a core part of how Flagstone's mechanics are tracked, and could be conceived of as tags which may be applied with a rank and timer. Statuses may be applied to any targetable object, in general, however the targeted object must be capable of being affected by the status. For example, the Hobbled status would not affect a wagon or a snake because they have no legs. As such, statuses are what make an ability stand out in a given situation.
While there are a wide variety of status effects, the generally come in one of a few flavors:
- Positional - Positional Status affects are applied based on a characters positional state in the environment at the moment. Positional status effects are transient and change as the character's position changes. Examples are 'Jumping' or 'Prone'.
- Action - Action statuses are transient statuses that apply only as long as a character is performing an action. These reference either a base action keyword, or a specific methodology, and are used for declaring held actions or determining character status during inter-action conflicts such as parrying.
- Condition - Condition statuses are those that have an independent duration or a corrective trigger associated. For example, poisoned, damaged, and fatigued are conditions.
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