Apply Status
Burning, freezing, boosted, immobilised — all of it is one instruction with two modes
ubind @daggerstatus false @status-burning @unit 10The dagger catches fire and burns for ten seconds. Watch its health: of 150 about 50 is
left at the end. Burning takes 0.167 per tick — 10.02 a second, almost exactly a hundred
over ten.
| Field | What is in it |
|---|---|
| first | false — apply, true — clear |
| second | the effect: @status-burning, @status-overdrive, … |
| third | the unit it hits |
| fourth | how many seconds to hold it |
The first field is easy to read backwards: it is not “apply?” but “clear?”. In the game’s blocks it is labelled exactly that — “apply” or “clear”.
What there is
Section titled “What there is”There are twenty-odd effects in the game, and they do very different things:
| Effect | What it does |
|---|---|
@status-burning |
burns: 10.02 health a second |
@status-melting |
melts: 18 a second, and slows down as well |
@status-unmoving |
immobilises completely |
@status-fast |
speeds up by a bit over half again |
@status-disarmed |
stops it shooting |
The full list with numbers is in the reference: «Status effects». It also shows what the game never lists anywhere: exactly how much each one takes, and what and by how much it changes speed, health, damage and reload.
These are content constants, like @copper or @dagger — written by name, not as a string.
Zero seconds and clearing
Section titled “Zero seconds and clearing”Two daggers here, and both are told to go right. The world processor puts @status-unmoving on
the upper one — and it stays on tile three, however much it is commanded. The lower one calmly
walks to tile eighteen.
The effect is cleared with the first field:
status true @status-unmoving @unit 0Duration is not needed for clearing — the effect goes away entirely.
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