> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kai-yan.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Status Component

> Turn a changing condition into a range, changes, and player feedback.

## What it controls

A status component represents something that changes over time: alertness, trust, injury, or time pressure. In **Letter from Mist Harbor**, **Tide Countdown** rises as the player spends time in the post office.

<Frame caption="Chinese UI screenshot: status component fields">
  <img src="https://mintcdn.com/xunmee/xz89jIGCcm9drMNN/images/creator/editor-status-fields.png?fit=max&auto=format&n=xz89jIGCcm9drMNN&q=85&s=759c83519e9d7bce3640a45e7517894d" alt="Status panel with range, initial value, change rules, visibility, and change notice" width="1900" height="871" data-path="images/creator/editor-status-fields.png" />
</Frame>

## Values and changes

| Field              | What to write                                | Example                                                              | Player sees the result                      |
| ------------------ | -------------------------------------------- | -------------------------------------------------------------------- | ------------------------------------------- |
| Component name     | A name both writer and player can understand | `Tide Countdown`                                                     | Visible in the bound character details      |
| Range              | Minimum and maximum                          | `0–100`                                                              | The range itself is not shown               |
| Initial value      | The starting value                           | `20`                                                                 | Current value can show as `20` when visible |
| Range reactions    | What different ranges mean in the scene      | `0–40: time remains; 41–70: tide sounds closer; 71–100: leave soon.` | Behavior and story results reflect it       |
| Increase           | Amount added                                 | `15`                                                                 | The displayed value rises when visible      |
| Increase condition | A concrete event that raises it              | `The player stays one turn without checking the register.`           | A change can trigger a notice               |
| Decrease           | Amount removed                               | `10`                                                                 | The displayed value falls when visible      |
| Decrease condition | A concrete event that lowers it              | `The player finds the old-pier clue and leaves immediately.`         | A change can trigger a notice               |

## Visibility and binding

| Field             | Example                                               | Player-facing result                           |
| ----------------- | ----------------------------------------------------- | ---------------------------------------------- |
| Visible to player | `Yes`                                                 | The player can see the name and current value  |
| Change notice     | `The tide crosses the threshold; you have less time.` | A short message appears with the change        |
| Bound character   | `Player character`                                    | The status appears in that character’s details |

Write conditions as facts the test can reproduce, not “when the mood is tense.” A hidden status can still change reactions, but the player will not see its number.

## Check it

Set a clear range, initial value, positive and negative conditions, reactions, visibility, notice, and character binding. Test the initial display and at least one change in both directions.
