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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.

  • The ability system is four things you already have — 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
  • The loot table that never mentions loot — 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
  • An objective that counts what already happened — “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
  • 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
  • Who killed it — The killer is already recorded on every hit — read it inside Died and kill credit is a subscription rather than a plumbing job through your own damage calls
    Health · Subtle
  • 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.