Ordering & resolution

Poison window

poison-window · an adoption of Timed window, version 1

Tests included

Use in your game

Opens the authoring tool with these answers and settings already filled in. You still add your game's own rules and tuning.

What is in the ZIP

The ZIP holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this ZIP. If you keep your design as files, put them in contracts/.

The contract behind it

Covers named time windows such as invulnerability, cooldowns, status effects, and restart locks. It says what happens when a window opens again, pauses, ends early, or expires. What opens each window, and how long it lasts, stays with your game.

Read the full Timed window contract →

Questions

The supplied answer is marked on each question. Pick other answers to see what changes. Nothing is saved here: the ZIP and the authoring tool use the supplied answers.

Numbersno numbers

This contract has no numbers to set.

Rulesno rules

A rule is a check between the numbers. Validation reports a rule that fails.

This contract has no rules between its numbers.

Lists1 list

Each list holds the rows this adoption supplies. A list can be empty.

Windows

windows

IdOpens atDurationDuration unitClockWhile suspendedOn retriggerRetrigger capEnds earlyEarly end
poison02-mechanics.md#poisoncombat.poison_duration_turnsturns02-mechanics.md#turn-clockextend-to-capcombat.poison_duration_cap_turnsdeclared-ending02-mechanics.md#poison-removal
Test inputsscope and seeds

Some tests need a scope or seeds from the adoption before they can run.

declared-window-set

Declared window set

Scope
the poison window named in Ash Circuit's Fixed combat rules
Acceptance tests4 tests apply

The contract comes with 7 tests. A test that runs once per row is counted once for each row. Tests that do not apply to these answers are still listed, with the reason.

declared-window-set

the declared window list matches the game

generalonce

Applies to poison-window.

The window list in poison-window is complete for the poison window named in Ash Circuit's Fixed combat rules: every window in scope has one row, no window has two rows, and no row names something outside the scope.

Test steps and diagnostics
Scope

the poison window named in Ash Circuit's Fixed combat rules

Holds

every timed window in scope has exactly one row in poison-window, and every row in poison-window names a timed window in scope

opens-and-expires · poison

poison opens and expires on its declared clock

scenarioper windows row

Applies to the poison row.

poison opens on the occurrence defined at 02-mechanics.md#poison, reads its turns duration from combat.poison_duration_turns, and closes after that much progress on the clock defined at 02-mechanics.md#turn-clock.

Test steps and diagnostics
Given

the poison window closed, with its opening defined at 02-mechanics.md#poison, its duration at combat.poison_duration_turns in turns, and its clock at 02-mechanics.md#turn-clock

When
  • the opening defined at 02-mechanics.md#poison occurs once, with no repeat trigger and no declared early ending
Then
  • poison becomes open when that occurrence happens
  • a change to the value or calculation at combat.poison_duration_turns after that moment does not move this copy's endpoint; the copy still closes after the duration read at opening
  • it is still open when the clock at 02-mechanics.md#turn-clock has advanced by exactly that duration
  • it is closed at the first observable step after the clock has advanced beyond that duration
Diagnostics
  • poison-window-poison-open-close-trace
  • poison-window-poison-clock-trace

retrigger-behavior

Row.id handles a repeat trigger in the declared way

generalper windows row

Does not apply to poison-window: no row in windows matches on-retrigger ignore or new duration or keep longer or stack.

retrigger-extends-to-cap · poison

poison extends on a repeat trigger without passing its cap

generalper windows row

Applies to the poison row.

Repeat triggers extend poison without passing the cap at combat.poison_duration_cap_turns. The worked cases leave twelve units when four remain and ten are added under a cap of twelve, and nine when four remain and five are added, fixing both the addition and the cap.

Test steps and diagnostics
Scope

repeat triggers of poison while one copy is open

Holds

a repeat trigger adds the newly granted duration to the remaining time without passing the cap at combat.poison_duration_cap_turns; the arithmetic gives twelve units when four remain, ten are added, and the cap is twelve, and gives nine units when four remain, five are added, and the cap is twelve

Diagnostics
  • poison-window-poison-trigger-trace
  • poison-window-poison-remaining-time-trace

expiry-is-the-only-ending

Row.id cannot end early

generalper windows row

Does not apply to poison-window: no row in windows matches ends-early expiry only.

declared-ending-closes · poison

poison closes at its declared early ending

scenarioper windows row

Applies to the poison row.

Every open poison copy on the entity the ending happens to closes when the event or condition defined at 02-mechanics.md#poison-removal occurs, unless the cited prose names more. Remaining duration does not delay an affected copy's ending.

Test steps and diagnostics
Given

one or more poison copies open with time remaining, with their early ending defined at 02-mechanics.md#poison-removal

When
  • one early-ending event or condition defined at 02-mechanics.md#poison-removal occurs
Then
  • every open poison copy on the entity the ending happens to closes at that occurrence, unless the prose at 02-mechanics.md#poison-removal names more
  • no remaining duration keeps any affected copy open
Diagnostics
  • poison-window-poison-early-ending-trace

suspension-behavior

Row.id treats suspended play in the declared way

scenarioper windows row

Does not apply to poison-window: no row in windows matches duration-unit seconds or frames or ticks.

JSONthe adoption as one file

The adoption file as supplied. Answers you try on this page are not written into it; to change an adoption, open it in the authoring tool.

{
  "contract": "timed-window",
  "version": 1,
  "origin": "https://opengdd.org/contracts/timed-window-1",
  "summary": "Covers named time windows such as invulnerability, cooldowns, status effects, and restart locks. It says what happens when a window opens again, pauses, ends early, or expires. What opens each window, and how long it lasts, stays with your game.",
  "mechanism": [
    "Each row declares one timed window. The row cites the game's own Fixed material for what opens it, its duration, and the clock that advances it; the contract owns none of those game-specific rules or numbers. An opening is an event of the entity the window is given to. Each entity that the game's rules give the window gets its own instance, opened, advanced, and closed by that entity's own events, unless the adoption's Fixed prose explicitly names the window as shared. This per-entity reading is binding for every sentence and generated check that speaks of open copies. The validator cannot check this; a reviewer does.",
    "When the cited opening occurs, the duration is read once and the window opens for that duration; later changes to the cited number or calculation do not move an open copy's endpoint. A fixed duration cites its tuning number; a duration computed from game state cites the Fixed prose that defines the calculation. A window includes its named last moment: it is still open exactly when the cited clock has advanced by that duration, and closed at any point after that, unless its row says it can end early.",
    "A row's on-retrigger answer applies when its opening occurs again while that window is open. ignore leaves the open copy unchanged. new-duration replaces its remaining time with the newly granted duration. keep-longer keeps whichever is longer: the remaining time or the newly granted duration. extend-to-cap adds the newly granted duration to the time remaining, but never leaves more than the row's cited cap. The same open copy continues under ignore, new-duration, keep-longer, and extend-to-cap, and its history shows one opening; only stack creates a new copy. stack opens another independent copy and leaves every open copy unchanged. A game whose extension has a largest permitted duration names that duration as its cap; a game that permits no largest duration states the exception in its own prose and adopts this contract as promised rather than checked. A game whose stacking has a largest number of open copies states that limit in its own prose and adopts this row as promised rather than checked; this contract does not count copies.",
    "Under expiry-only, nothing closes any open copy before its duration ends; a retrigger's own rewrite of an open copy's remaining time is not an early closure. Under declared-ending, the event or condition cited by the row closes every open copy on the entity the ending happens to, unless the cited prose names more; this covers copies being used, cancelled, dispelled, or otherwise ended by the game.",
    "stops means the row's clock does not advance while ordinary play is suspended. keeps-running means it does. The cited clock definition decides what ordinary play being suspended means; this contract does not define pause or catch-up behavior.",
    "The answers belong to each window row, not to the game as a whole. If one apparent window follows different repeat-trigger rules for different opening causes, this version does not model those causes separately; the game must name them as separate windows or state the exception in its own prose."
  ],
  "questions": {},
  "declares": {
    "rows": {
      "windows": {
        "description": "List every named window. An empty list is a claim its author must defend. A cap uses the window's unit and cannot be shorter than its normal duration. The duration unit must match the clock. A real-time window cannot use turns to avoid the suspension choice. The validator cannot check this; a reviewer does.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "The window's stable name as your game writes it. A poison effect might be named poison."
          },
          "opens-at": {
            "type": "citation",
            "required": true,
            "description": "Where your fixed game prose says what opens the window. A poison window might open when a poisoned attack lands."
          },
          "duration": {
            "type": "citation",
            "required": true,
            "description": "Where your game states how long the window lasts. Cite a number for a fixed duration, or fixed prose for a duration calculated from game state. The value is read when the window opens. For example, poison may read its turn count when the hit lands."
          },
          "duration-unit": {
            "type": "string",
            "required": true,
            "options": [
              "seconds",
              "frames",
              "ticks",
              "turns"
            ],
            "description": "The unit used by the duration and its clock. Seconds measure real time. Frames count updates. Ticks count clock steps. Turns count game turns. A poison effect might use turns."
          },
          "clock": {
            "type": "citation",
            "required": true,
            "description": "Where your fixed game prose names the clock that closes this window. A poison effect may use the turn clock."
          },
          "while-suspended": {
            "type": "string",
            "when": {
              "row": {
                "duration-unit": [
                  "seconds",
                  "frames",
                  "ticks"
                ]
              }
            },
            "options": [
              "stops",
              "keeps-running"
            ],
            "description": "For a window whose clock runs with play — seconds, frames, or ticks — whether that clock pauses with ordinary play. If it stops, an invulnerability window keeps all its remaining time during a pause. If it keeps running, the window can expire before play resumes."
          },
          "on-retrigger": {
            "type": "string",
            "required": true,
            "options": [
              "ignore",
              "new-duration",
              "keep-longer",
              "extend-to-cap",
              "stack"
            ],
            "description": "What a new opening does while this window is already open. Ignore leaves the poison window unchanged. New duration replaces its remaining time with the duration from the new poison hit. Keep longer uses whichever time is longer. Extend to cap adds time without passing its cap. Stack opens another independent poison copy. Only stacking creates a new copy. Every other choice continues the current copy and keeps one opening in its history."
          },
          "retrigger-cap": {
            "type": "citation",
            "when": {
              "row": {
                "on-retrigger": [
                  "extend-to-cap"
                ]
              }
            },
            "description": "Where your game states the largest amount of time that can remain after an extension. A poison effect may cap all extensions at its maximum duration. Add this only when repeat openings extend up to a cap. Use the same unit as the duration."
          },
          "ends-early": {
            "type": "string",
            "required": true,
            "options": [
              "expiry-only",
              "declared-ending"
            ],
            "description": "Whether the window can close before its duration ends. Expiry only keeps a poison effect open until time runs out. A declared ending lets a cure close every open poison copy on the entity it cures, unless the cited prose names more."
          },
          "early-end": {
            "type": "citation",
            "when": {
              "row": {
                "ends-early": [
                  "declared-ending"
                ]
              }
            },
            "description": "Where your fixed game prose names every event or condition that ends this window early. This includes using or cancelling it. For poison, this may be an antidote or cleansing the target. Add this only when the window can end early."
          }
        }
      }
    }
  },
  "pack": "sha256:0b00f8a7b2f1f165dbffc65ea394d7fad1cb9fdf6dc123b74bf78c675ad138ed",
  "answers": {},
  "values": {},
  "rows": {
    "windows": [
      {
        "id": "poison",
        "opens-at": "02-mechanics.md#poison",
        "duration": "combat.poison_duration_turns",
        "duration-unit": "turns",
        "clock": "02-mechanics.md#turn-clock",
        "on-retrigger": "extend-to-cap",
        "retrigger-cap": "combat.poison_duration_cap_turns",
        "ends-early": "declared-ending",
        "early-end": "02-mechanics.md#poison-removal"
      }
    ]
  },
  "verification": {
    "declared-window-set": {
      "scope": "the poison window named in Ash Circuit's Fixed combat rules"
    }
  }
}