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Apply Status

Burning, freezing, boosted, immobilised — all of it is one instruction with two modes

tick 0
Unit Bind0
type
Jump -> 31
if
Apply Status2
cleareffectunitduration
Set3
=
Sensor4
=
in
Sensor5
=
in
@counter0number
burnednullnull
healthnullnull
limitnullnull
ubind @dagger
status false @status-burning @unit 10

The 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”.

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.

tick 0
Unit Bind0
type
Sensor1
=
in
Unit Control2
typexy
Jump -> 73
if
Apply Status4
cleareffectunitduration
Sensor5
=
in
End6
Sensor7
=
in
End8
@counter0number
ynullnull
heldXnullnull
freeXnullnull

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 0

Duration is not needed for clearing — the effect goes away entirely.

Unofficial fan project, not affiliated with Anuke. Mindustry sprites, fonts and translations © Anuke, used under GPL-3.0; Fira Code under OFL-1.1. Site code is GPL-3.0.