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¶
- Update the Matrix of Runes spreadsheet first, then reconcile
CurrentRuneType.md. - Declare the tag in
RuneSystem/Effects/RuneStatusTags.hand define it inRuneStatusTags.cpp, next to the existingStatus.*tags. - Use the tag in the noun's Rules (From or To Status) and, when it is the starting state, its Default Status.
- Add a State Looks row for the new state on the noun's puzzle Blueprint.
- 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 itsURuneableObjectComponent. - 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
GrowedandGrowed & Dead; the level docs and this catalog useGrownandDead Grown. The naming must be reconciled in the spreadsheet. - Character has only
FaintandAwakein the matrix, but the scope list requiresDead. - 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
Lodgedyet (CT-004); add it withLodged + 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¶
- Matrix of Runes — current rune type and verb-noun-status matrix.
- Game Macro Readme (Sept 14) — rune activation, Mind Palace, Mind Drawing, and combination rules.
- Level: 3000/3001 Cascade Town Entrance — Repair + Tile bridge, Water crossing, and status persistence examples.
- Level: 3010 Town in Sunlight — rune status usage in the sunlight town.
- Level: 3020 Garden — status-heavy environment puzzle requirements.
- Level: Town in Shadow (Lightworks) — shadow-state status requirements.
- Level: 1102 Mural Room — mural and environmental status requirements.
- Level: 24/40 Empty Space — empty space status requirements.
Related pages¶
- Current rune type matrix
- Puzzle rules and behaviors
- Rune system core
- Environmental runes and drawn runes
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
Lodgedand the temporaryLodged + Risetilt (CT-004). - 2026-10-07 — Gabriel Li —
Status.Normalstands alone; the lit Light isOpenand the broken Mirror isBroken. - 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.