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status.ron

The status icons: levels, labels and tips. Read by the game’s rules: a change here changes how the game plays, and a world remembers the content it was made with.

File: assets/data/status.ron

The status icons (Linear DCM-57): the small column of icons beside the weapon panel. There are no stat bars in normal play; an icon appears when its value passes a level here, changes as it passes the next, and goes when it drops back under the first.

One entry per icon, drawn in this order. levels: one to four, each at higher than the last; the icon shows the highest level whose at the value has reached. severity (1 to 4: the icon’s colour and border) is the level’s place in the list unless given. label and tip are what hovering shows, in one line (“Very thirsty: …”). good (optional) is a dimmer icon shown while the value is below below.

What each kind’s value is:

Health the share of full HP lost, 0 to 1
Hunger, Thirst, Tiredness the need, 0 (fine) to 1 (worst)
Endurance the share of endurance spent, 0 to 1; plus 1 while winded
Load the weight carried over the carry limit (1 = at the limit; a level is passed when over it)
Pain pain, 0 to about 1 (wounds, treatments' stings, a night on the floor, less painkillers)
Bleeding HP lost to bleeding per game hour
Sick 1 a wound is festering, 2 feverish, 3 turning
Queasy 1 with food poisoning
Asleep 1 while asleep

These are what the icons say, not what the game does: the effects themselves start where the world’s settings put them (the needs’ 0.35 / 0.6 / 0.85, pain’s 0.2 / 0.45 / 0.75, the load’s 100% / 130% / 160%), which the levels here are set to match.

The file is one StatusData.

status.ron: the icons, in the order they are shown.

Field Type What it is
icons Vec<IconDef>

One icon in status.ron.

Field Type What it is
kind TagKind
good Option<GoodDef>
levels Vec<LevelDef>

What kind of status an icon is about.

Value What it means
Health
Hunger
Thirst
Tiredness
Endurance
Load
Pain
Bleeding
Sick
Queasy
Asleep

An icon’s good state: shown dimmer while the value is below below.

Field Type What it is
below f32
label String
tip String

One level of an icon in status.ron.

Field Type What it is
at f32 The value at which this level starts.
label String
tip String
severity u8 1 to 4; 0 (left out): its place in the list.
The whole file as shipped
// The status icons (Linear DCM-57): the small column of icons beside the weapon panel. There are no
// stat bars in normal play; an icon appears when its value passes a level here, changes as it
// passes the next, and goes when it drops back under the first.
//
// One entry per icon, drawn in this order. `levels`: one to four, each `at` higher than the last;
// the icon shows the highest level whose `at` the value has reached. `severity` (1 to 4: the icon's
// colour and border) is the level's place in the list unless given. `label` and `tip` are what
// hovering shows, in one line ("Very thirsty: ..."). `good` (optional) is a dimmer icon shown while
// the value is below `below`.
//
// What each kind's value is:
// Health the share of full HP lost, 0 to 1
// Hunger, Thirst, Tiredness the need, 0 (fine) to 1 (worst)
// Endurance the share of endurance spent, 0 to 1; plus 1 while winded
// Load the weight carried over the carry limit (1 = at the limit; a level is passed when over it)
// Pain pain, 0 to about 1 (wounds, treatments' stings, a night on the floor, less painkillers)
// Bleeding HP lost to bleeding per game hour
// Sick 1 a wound is festering, 2 feverish, 3 turning
// Queasy 1 with food poisoning
// Asleep 1 while asleep
//
// These are what the icons say, not what the game does: the effects themselves start where the
// world's settings put them (the needs' 0.35 / 0.6 / 0.85, pain's 0.2 / 0.45 / 0.75, the load's
// 100% / 130% / 160%), which the levels here are set to match.
(
icons: [
(
kind: Health,
levels: [
(at: 0.1, label: "Hurt", tip: "you've lost some blood and skin. H for your wounds."),
(at: 0.35, label: "Wounded", tip: "a good part of your health is gone. See to your wounds (H) and rest."),
(at: 0.6, label: "Badly wounded", tip: "you can't take much more. Get away, treat your wounds (H), eat and sleep."),
(at: 0.8, label: "Near death", tip: "one more blow could be the last."),
],
),
(
kind: Bleeding,
levels: [
(at: 0.1, label: "Bleeding a little", tip: "a scratch is bleeding; it stops by itself, sooner dressed (H)."),
(at: 5.0, label: "Bleeding", tip: "losing health until it's dressed (H for your wounds)."),
(at: 12.0, label: "Bleeding badly", tip: "losing health fast until it's dressed (H for your wounds)."),
(at: 22.0, label: "Bleeding out", tip: "you'll be dead within hours. Dress your wounds now (H)."),
],
),
(
kind: Pain,
levels: [
(at: 0.2, label: "Sore", tip: "your swings are a little weaker."),
(at: 0.45, label: "Hurting", tip: "your swings are weaker."),
(at: 0.6, label: "In real pain", tip: "your swings are weaker. Painkillers would help."),
(at: 0.75, label: "Agony", tip: "your swings are much weaker."),
],
),
(
kind: Sick,
levels: [
(at: 1.0, label: "Sick", severity: 2, tip: "a wound is festering: it hurts, heals slowly and costs health. Clean dressings and antibiotics."),
(at: 2.0, label: "Feverish", severity: 3, tip: "losing health, nothing heals, slow to get your breath back."),
(at: 3.0, label: "Turning", severity: 4, tip: "losing health fast; your night sight is going."),
],
),
(
kind: Queasy,
levels: [
(at: 1.0, label: "Queasy", severity: 2, tip: "food poisoning: you can't keep food down and get thirsty fast."),
],
),
(
kind: Hunger,
good: Some((below: 0.05, label: "Well fed", tip: "nothing to worry about for a few hours.")),
levels: [
(at: 0.35, label: "Peckish", tip: "getting hungry. Nothing yet."),
(at: 0.6, label: "Hungry", tip: "health doesn't come back and you're slower to get your breath back. Eat something."),
(at: 0.75, label: "Famished", tip: "starving comes next. Eat something."),
(at: 0.85, label: "Starving", tip: "losing health; your swings are weaker. Eat now."),
],
),
(
kind: Thirst,
levels: [
(at: 0.35, label: "Dry", tip: "getting thirsty. Nothing yet."),
(at: 0.6, label: "Thirsty", tip: "you're slower to get your breath back. Drink something."),
(at: 0.75, label: "Very thirsty", tip: "parched comes next. Drink something."),
(at: 0.85, label: "Parched", tip: "losing health; no running. Drink now."),
],
),
(
kind: Tiredness,
good: Some((below: 0.05, label: "Rested", tip: "wide awake.")),
levels: [
(at: 0.35, label: "Drowsy", tip: "you could sleep. Nothing yet."),
(at: 0.6, label: "Tired", tip: "your swings are slower and you see a narrower cone. Sleep (B)."),
(at: 0.75, label: "Worn out", tip: "exhaustion comes next. Sleep (B)."),
(at: 0.85, label: "Exhausted", tip: "your swings are much slower and you walk slower. Sleep (B)."),
],
),
(
kind: Endurance,
levels: [
(at: 0.5, label: "Short of breath", severity: 1, tip: "your swings are weaker and slower until you get your breath back."),
(at: 1.0, label: "Winded", severity: 3, tip: "out of breath: no running until you get it back."),
],
),
(
kind: Load,
levels: [
(at: 1.0, label: "Burdened", tip: "a little over your limit: slower, and running tires you faster."),
(at: 1.3, label: "Heavy", tip: "well over your limit: slower still, no running, everything costs more effort."),
(at: 1.6, label: "Overloaded", tip: "far over your limit: very slow, no running or climbing."),
(at: 1.95, label: "Crushed", tip: "you can hardly pick anything else up. Drop something."),
],
),
(
kind: Asleep,
levels: [
(at: 1.0, label: "Asleep", tip: "resting, healing faster. Move or press B to get up."),
],
),
],
)