Systems You Own¶
Recognisable gameplay systems RevFramework deliberately does not hold -- a quest objective, a faction standing, an ability, a spawn director. Each is complete game code, built from mechanisms that do ship, and each can be deleted without the framework noticing. They are recipes rather than systems because in none of these cases was a framework system the simplest appropriate solution.
- Ability system from Health and Status Effects — four parts you already own — Charging before you know whether the spell landed is how a boss’s immunity bills the player for nothing — the ordering that prevents it, and the one comparison that answers it
Health, Status Effects · Subtle - Faction reputation from attributes — standing, and what standing means — Faction reputation is one attribute id per faction and a table of names you wrote — the game writes no save code, and the range you configured in the inspector does not apply to a faction created in code
Attributes, Save · Composite - Kill attribution from the health component — who killed it — The killer is already recorded on every hit — read it inside
Diedand kill credit is a subscription rather than a plumbing job through your own damage calls
Health · Subtle - Quest objectives that count inventory changes — “Hold ten herbs” is a subscription and a latch — but InventoryDelta is a SLOT delta, so a tidy-up, a swap and a drag into a chest all look like a haul
Inventory, Save · Subtle - Weighted random tables for anything — spawns, barks, weather — The drop-table roller never resolves the id it awards — so the same seeded, cycle-guarded picker chooses your encounters too, and hands you a string. Turning it into a spawn is still yours
Loot · Subtle
Related¶
- The whole Cookbook — all 46 recipes, the full table, and what the systems and shape columns mean.
- Generated from
Cookbook/recipes.json. Edit that rather than this page.