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
About this file
Section titled “About this file”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 asleepThese 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.
Fields
Section titled “Fields”The file is one StatusData.
status.ron: the icons, in the order they are shown.
| Field | Type | What it is |
|---|---|---|
icons |
Vec<IconDef> |
IconDef
Section titled “IconDef”One icon in status.ron.
| Field | Type | What it is |
|---|---|---|
kind |
TagKind |
|
good |
Option<GoodDef> |
|
levels |
Vec<LevelDef> |
TagKind
Section titled “TagKind”What kind of status an icon is about.
| Value | What it means |
|---|---|
Health |
|
Hunger |
|
Thirst |
|
Tiredness |
|
Endurance |
|
Load |
|
Pain |
|
Bleeding |
|
Sick |
|
Queasy |
|
Asleep |
GoodDef
Section titled “GoodDef”An icon’s good state: shown dimmer while the value is below below.
| Field | Type | What it is |
|---|---|---|
below |
f32 |
|
label |
String |
|
tip |
String |
LevelDef
Section titled “LevelDef”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 file
Section titled “The file”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."), ], ), ],)