Status Effects • Abstractions • Contracts¶
Defines metadata and classification contracts for status effects.
Purpose¶
Contracts describe how status effects are:
- categorised
- filtered
- identified for cleansing or UI
They provide descriptive data, not behaviour.
Usage Guidance¶
Status systems need consistent ways to:
- group effects (buff, debuff, DOT, etc.)
- cleanse or dispel effects
- drive UI and filtering logic
Instead of hardcoding this into controllers or effects, this folder exposes metadata contracts.
What Lives Here¶
StatusTag— categorisation flagsDispelType— cleanse bucketsIDispellable— marks effects as dispellableIStatusMetadata— exposes tags and dispel information
Important Notes¶
- These types do not remove or modify effects
- These types do not perform logic
- These types are read by other systems
Not for Production Use¶
Descriptive data; the behaviour it describes lives elsewhere
- This folder does not implement cleansing behaviour
- This folder does not contain effect logic
- This folder does not make controller decisions
Related Documentation¶
- Controller → filtering, cleansing, queries
- UI → icons, grouping, display
- Gameplay systems → optional logic based on tags
Mental Model¶
Contracts describe what an effect is, not what it does.