Attributes — Integrations¶
Cross-system glue for the Attributes system. Each folder compiles only when both systems are installed.
| Folder | Compiles when | Provides |
|---|---|---|
CraftingIntegration | REV_ATTRIBUTES_PRESENT + REV_CRAFTING_PRESENT | ICraftingLevelSource answered from an attribute, so recipes gate by a value Attributes holds |
Every adapter is optional, and this is the direction the whole system is built around: attributes supply, other systems consume through seams they already publish. Crafting is unchanged by this folder existing — it discovers a level source on the owner's chain exactly as it always has, and a project with Crafting and no Attributes keeps gating by whatever level source it already had.
The adapters are where an attribute becomes a stat. Which attribute maps onto which seam, and how, is configured on the adapter component — visibly, per scene — rather than decided by the framework.
Further adapters for the Health and Status Effects seams (IAttackerDamageModifier, IHealingModifier, IDamageAffinity, IStatusPotency, IStatusResistance) follow the same shape and are planned, not shipped.