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Rune status catalog

A runeable object carries two pieces of resolution data: its noun identity and its current Status.* gameplay tag set. The runeable object resolves a rule from that noun, its exact current state, and the command verb. The same noun with a different status can resolve to a different effect.

Status tags

Every state has its own tag, including default states, and a combined state is a tag combination such as Broken + Open. Each noun's rules name the exact states in their From and To fields, and its Default Status is the state a placed object starts in.

Status.Normal names a state on its own and never combines with another tag: a noun uses it when its default state has no word of its own, and any other state replaces it. A broken Mirror is Broken, and a lit Light is Open.

The tags live in Source/Rephrased/RuneSystem/Effects/RuneStatusTags.cpp:

Status.Normal, Status.Broken, Status.Open, Status.Closed, Status.Bud, Status.Grown, Status.Dead, Status.Ignited, Status.Extinguished, Status.Dirty, Status.Frozen, Status.Blowing, Status.Stopped, Status.Daytime, Status.Nighttime, Status.Windy, Status.Faint, Status.Awake, Status.Lodged.

Full design status catalog

This catalog merges the current rune type matrix with the statuses required by the level docs.

Noun Status Meaning
Column Normal Intact column.
Column Broken Damaged column; Repair restores it.
Column Lodged Column the water carried off and jammed somewhere; only the world sets it.
Wall Normal Intact wall.
Wall Broken Damaged wall; Repair restores it.
Stair Normal Intact stair.
Stair Broken Damaged stair; Repair restores it.
Tile Normal Intact tile.
Tile Broken Damaged tile; Repair restores it.
Box Normal Intact box.
Box Broken Damaged box; Repair restores it.
Door Closed Door is shut and passable only after being opened or destroyed.
Door Open Door is open and can be closed, broken, or frozen.
Door Broken & Closed Broken door that is shut; Repair restores it to Closed.
Door Broken & Open Broken door that is open; Repair restores it to Open.
Book Closed Book is shut.
Book Opened Book is open. The matrix spells this status Open.
Book Broken & Closed Broken book that is shut; Repair restores it to Closed.
Book Broken & Opened Broken book that is open; Repair restores it to Open.
Tree Bud Young tree at the growth-ready stage.
Tree Grown Fully grown tree. The matrix spells this status Growed.
Tree Dead Bud Dead young tree. The matrix spells this status Bud & Dead.
Tree Dead Grown Dead grown tree. The matrix spells this status Growed & Dead.
Water Normal Flowing, traversable only after Open or Freeze.
Water Dirty Flowing water that needs Repair to become clean.
Water Frozen Frozen water; the matrix spells this status Normal & Frozen (Ice).
Water Dirty & Frozen Dirty frozen water; the matrix spells this status Dirty & Frozen (Ice).
Fire Ignited Fire is burning.
Fire Extinguished Fire is out and can be lit again.
Light Normal Light source is lit.
Light Broken Light source is broken; Repair restores it.
Mirror Normal Clean, intact mirror.
Mirror Dirty Cleanable mirror.
Mirror Broken Broken clean mirror; the matrix spells this status Normal & Broken.
Mirror Dirty & Broken Dirty broken mirror.
Wind Blowing Wind is active.
Wind Stopped Wind is inactive.
Sky Daytime Daytime sky rotation state.
Sky Night Night sky rotation state.
Sky Daytime & Wind Daytime sky with wind present.
Sky Night & Wind Night sky with wind present.
Character Faint Character is unconscious; Repair revives them.
Character Awake Character is conscious; no current matrix effect is defined.
Character Dead Character is dead. This status is required by scope but is not defined in the current matrix.
Fake World Normal The fake world is intact; Repair restarts it.
True World Normal The true world is intact; Repair restarts it.

Verb behaviours by noun group

Each group ends with how the noun's rules cover it in the editor.

Character

  • Faint + Repair: revive the character.
  • Awake: no matrix effect defined.
  • Dead: to build.

In the editor: DA_Character starts Faint; Faint + Repair leads to Awake. The Dead state is awaiting design.

Column

  • Normal + Rotate: rotate the column by an angle.
  • Normal + Open: move the column aside.
  • Normal + Destroy: break the column.
  • Normal + Rise: raise the column for a while.
  • Normal + Freeze: stop movement and rotation.
  • Broken + Repair: repair the column.
  • Broken + Rotate: rotate the column.
  • Broken + Freeze: stop movement and rotation.
  • Lodged + Rise: tilt the lodged column for a while.

In the editor: DA_Column rules cover every cell above; both Rise rules are temporary. Lodged is an Additional State: a UPuzzleStatusLinkComponent sets it when a grown tree pushes the column off its ledge, and the placed column's Follow Path performances carry it into place and tilt it.

Wall

  • Normal + Rotate: rotate the wall by an angle.
  • Normal + Open: break the wall.
  • Normal + Destroy: break the wall.
  • Normal + Rise: raise the wall for a while.
  • Normal + Freeze: stop movement and rotation.
  • Broken + Repair: repair the wall.
  • Broken + Rotate: rotate the wall.
  • Broken + Freeze: stop movement and rotation.

In the editor: DA_Wall rules cover every cell above; Rise is a temporary rule.

Stair

  • Normal + Rotate: rotate the stair.
  • Normal + Open: make the stair move out from a wall.
  • Normal + Destroy: break the stair.
  • Normal + Rise: raise the stair for a while.
  • Normal + Freeze: stop movement and rotation.
  • Broken + Repair: repair the stair.
  • Broken + Rotate: rotate the stair.
  • Broken + Freeze: stop movement and rotation.

In the editor: DA_Stair rules cover every cell above, plus an Open state that keeps the extended steps across saves.

Tile

  • Normal + Rotate: rotate the tile.
  • Normal + Open: break the tile.
  • Normal + Destroy: break the tile.
  • Normal + Rise: raise the tile for a while.
  • Normal + Freeze: stop movement and rotation.
  • Broken + Repair: repair the tile.
  • Broken + Rotate: rotate the tile.
  • Broken + Freeze: stop movement and rotation.

In the editor: DA_Tile rules cover every cell above; Rise is a temporary rule.

Box

  • Normal + Rotate: rotate the box.
  • Normal + Open: open the box.
  • Normal + Destroy: break the box.
  • Normal + Rise: raise the box for a while.
  • Normal + Freeze: stop movement and rotation.
  • Broken + Repair: repair the box.
  • Broken + Rotate: rotate the box.
  • Broken + Freeze: stop movement and rotation.

In the editor: DA_Box rules cover every cell above. Open keeps the state and swaps the mesh through a performance with the Swap Mesh behavior.

Door

  • Closed + Rotate: open the door.
  • Closed + Open: open the door.
  • Closed + Destroy: break the door.
  • Closed + Freeze: stop movement and rotation.
  • Open + Rotate: close the door.
  • Open + Open: break the door.
  • Open + Destroy: break the door.
  • Open + Freeze: stop movement and rotation.
  • Broken & Closed + Repair: repair to Closed.
  • Broken & Closed + Freeze: stop movement and rotation.
  • Broken & Open + Repair: repair to Open.
  • Broken & Open + Freeze: stop movement and rotation.

In the editor: DA_Door starts Closed and its rules cover every cell above. Rotate and Open on a closed Door share one performance.

Book

  • Closed + Rotate: open the book.
  • Closed + Open: open the book.
  • Closed + Destroy: break the book.
  • Closed + Rise: raise the book for a while.
  • Closed + Freeze: stop movement and rotation.
  • Opened + Rotate: close the book.
  • Opened + Open: break the book.
  • Opened + Destroy: break the book.
  • Opened + Rise: raise the book for a while.
  • Opened + Freeze: stop movement and rotation.
  • Broken & Closed + Repair: repair to Closed.
  • Broken & Closed + Freeze: stop movement and rotation.
  • Broken & Opened + Repair: repair to Opened.
  • Broken & Opened + Freeze: stop movement and rotation.

In the editor: DA_Book starts Closed and its rules cover every cell above.

Tree

Status.LightDependent marks trees that participate in artificial-light detection. The shared sensor only toggles Status.Shaded on Bud + LightDependent; an ordinary Bud is unaffected. Keep the participation tag through growth, death, revival, and checkpoints. A grown tree never retracts when light is lost. LightSources remains an optional filter, not an enable switch. This applies to both the shared tree and its BP_Tree_Path presentation child.

DA_Tree includes the ordinary rules with LightDependent on both ends, plus the environment-only Bud + LightDependent + Shaded state with no Grow or Open rule. The shared Tree and Tree_Path Blueprints include matching looks and performances. To disable the requirement on a bud, set its Status to just Bud, removing both LightDependent and Shaded. To enable it, use Bud + LightDependent; the sensor determines Shaded on BeginPlay. Existing intentionally light-gated trees must receive the participation tag; merely removing Shaded does not opt a marked tree out. Legacy Bud + Shaded is retained as a listed, blocked state but does not participate in automatic light updates.

  • Bud + Open: grow the tree.
  • Bud + Destroy: cause the tree to die.
  • Bud + Grow: grow the tree.
  • Bud + Freeze: stop movement and rotation.
  • Grown + Destroy: cause the tree to die.
  • Grown + Freeze: stop movement and rotation.
  • Dead Bud + Grow: revive to Bud.
  • Dead Bud + Freeze: stop movement and rotation.
  • Dead Grown + Grow: revive to Grown.
  • Dead Grown + Freeze: stop movement and rotation.

In the editor: DA_Tree starts Bud and its rules cover every cell above. Grown is the tag for the matrix's Growed.

Water

  • Normal + Open: open a way in the water.
  • Normal + Freeze: freeze the water and stop movement.
  • Dirty + Repair: purify the water.
  • Dirty + Open: open a way in the water.
  • Dirty + Freeze: freeze the water and stop movement.
  • Frozen + Open: defrost the water.
  • Frozen + Destroy: defrost the water.
  • Frozen + Freeze: stop movement and rotation.
  • Dirty & Frozen + Repair: purify the dirty frozen water.
  • Dirty & Frozen + Open: defrost the water.
  • Dirty & Frozen + Destroy: defrost the water.
  • Dirty & Frozen + Freeze: stop movement and rotation.

In the editor: DA_Water rules cover every cell above; Freeze adds Frozen.

Fire

  • Ignited + Destroy: extinguish the fire.
  • Ignited + Freeze: extinguish the fire and stop movement.
  • Extinguished + Repair: light the fire.
  • Extinguished + Open: light the fire.
  • Extinguished + Freeze: stop movement and rotation.

In the editor: DA_Fire starts Ignited and its rules cover every cell above.

Light

  • Normal + Rotate: rotate the light source.
  • Normal + Open: light the light source.
  • Normal + Destroy: break and turn off the light source.
  • Normal + Freeze: stop lighting, movement, and rotation.
  • Broken + Repair: repair the light source.
  • Broken + Rotate: rotate the light source.
  • Broken + Freeze: stop movement and rotation.

In the editor: DA_Light rules cover every cell above, plus a lit state (Open) that Open switches on and Freeze switches off.

Mirror

  • Normal + Rotate: rotate the mirror.
  • Normal + Open: break the mirror.
  • Normal + Destroy: break the mirror.
  • Normal + Rise: raise the mirror.
  • Normal + Freeze: stop movement and rotation.
  • Dirty + Repair: clean the mirror.
  • Dirty + Rotate: rotate the mirror.
  • Dirty + Open: break the mirror.
  • Dirty + Destroy: break the mirror.
  • Dirty + Rise: raise the mirror.
  • Dirty + Freeze: stop movement and rotation.
  • Broken + Repair: restore the broken mirror.
  • Broken + Rotate: rotate the mirror.
  • Broken + Freeze: stop movement and rotation.
  • Dirty & Broken + Repair: restore the dirty broken mirror.
  • Dirty & Broken + Freeze: stop movement and rotation.

In the editor: DA_Mirror rules cover every cell above.

Wind

  • Blowing + Rotate: rotate the wind direction.
  • The matrix lists Rotate, Destroy, Rise, Freeze, Repair, and Open as covered verbs for Wind.
  • Stopped: no current matrix effect is detailed.

In the editor: DA_Wind starts Blowing. Rise is accepted and keeps the state until stronger wind has a design.

Sky

  • Daytime + Rotate: night begins.
  • The matrix lists Rotate, Repair, Open, Destroy, and Freeze as covered verbs for Sky.
  • Night and with-wind variants: the matrix counts four Sky statuses but does not detail every transition in the current tab.

In the editor: DA_Sky starts Daytime; Rotate switches between day and night, keeping Windy.

Fake World

  • Normal + Repair: restart the fake world for the normal ending.

In the editor: DA_FakeWorld accepts Repair; the restart is awaiting the ending hookup.

True World

  • Normal + Repair: restart the true world for the true ending.

In the editor: DA_TrueWorld accepts Repair; the restart is awaiting the ending hookup.

Authoring a new status tag

  1. Update the Matrix of Runes spreadsheet first, then reconcile CurrentRuneType.md.
  2. Declare the tag in RuneSystem/Effects/RuneStatusTags.h and define it in RuneStatusTags.cpp, next to the existing Status.* tags.
  3. Use the tag in the noun's Rules (From or To Status) and, when it is the starting state, its Default Status.
  4. Add a State Looks row for the new state on the noun's puzzle Blueprint.
  5. Add the new status to the catalog table on this page.

In PIE, verify all of the following:

  • The runeable object reports the new Status.* tag on its URuneableObjectComponent.
  • The intended verb solves only from the expected noun and status pair.
  • The rule changes the status tag and the puzzle shows the new state's look.
  • A second, different verb then resolves from the newly applied status.
  • Leaving rune range deactivates the rune and does not leave a stale status change.

Open questions

  • The matrix uses Growed and Growed & Dead; the level docs and this catalog use Grown and Dead Grown. The naming must be reconciled in the spreadsheet.
  • Character has only Faint and Awake in the matrix, but the scope list requires Dead.
  • The matrix counts four Sky statuses but details only Daytime + Rotate. The with-wind variants need full effect definitions.
  • Wind has covered verbs in the matrix but no detailed status-to-verb table beyond Blowing + Rotate.
  • The matrix has no row for Column Lodged yet (CT-004); add it with Lodged + Rise.
  • Level docs disagree on persistence. Repair + Tile on the broken bridge is written as a permanent route, while Freeze + Water is written as sustained only while the rune combination is in range. The matrix does not state which status transitions persist after the rune is deactivated.

Sources

Change history

  • 2026-10-20 — Sriya — Added explicit LightDependent participation and authoring instructions for ordinary and spline-path trees.
  • 2026-10-18 — Ricky Lu — Added Column Lodged and the temporary Lodged + Rise tilt (CT-004).
  • 2026-10-07 — Gabriel Li — Status.Normal stands alone; the lit Light is Open and the broken Mirror is Broken.
  • 2026-10-02 — Gabriel Li — The runeable object resolves the noun's rule, and the Box swap is a performance with the Swap Mesh behavior (CORE-011).
  • 2026-09-29 — Gabriel Li — Listed the status tags and how each noun's rules cover the catalog (CORE-009).
  • 2026-09-17 — Gabriel Li — Created the rune status catalog and aligned status naming with the Matrix of Runes and current level docs.