NIFE v6 (Life Update) Notes
Posted: Posted February 14th, 2018 by Xhin
This is a planned version of NIFE that I've been doing some planning on. I shifted away some nonessential plugins from v5 here as well, but v6 kind of has its own theme beyond that.
The basic idea of v6 is making things more randomized so players don't necessarily get a fixed experience. This also makes games easier to create for Hosts. In addition, there are features designed to make game worlds feel more like homesteading or pioneering, so you can get a much richer open world and continuous type of experience with NIFE.
Below, I'll outline v6's features:
Sorcery / Tech plugin -- I've covered this elsewhere. Basically it lets you make machines that can have targets, so you can have a machine that lets you pick a mine in the room and restock it for example. The Tech portion of this is a machine that does this, while the Sorcery system instead treats it as a spell that decreases some stat like Mana. Sorcery spells can also be categorized better.
This is a plugin that introduces vessels such as bottles and room fixtures that are pools of liquid that the vessels can be dipped into. Once dipped, the vessel becomes a different item. You can dump out vessel contents as well.
One example is a pool that has a Mana potion in it. You dip a bottle in and now you have a potion. When you drink it, it turns back into an empty bottle.
Vessels can additionally be room fixtures. In this case, they have some specified amount of liquid they hold. Vessel items can as well, and you can freely move liquids around in this way. Events can fire when a vessel fixture is filled or emptied, when it overflows, and when you interact with it in general. This allows for some new puzzles.
Vessels can be limited to the kinds of liquids they can pick up. For example, maybe a bottle can't pick up lava, you need a bucket for that.
These are room fixtures. When you loot one, you gain a random item.
You have things known as Loot Categories which let you categorize various items and then categorize them further down as far as you want.
When you set up a lootbox, you can set different chances for different loot to appear, for example a lootbox that has:
50% chance of giving you a potion
25% chance of something fire-themed
10% chance of a weapon
10% chance of armor
5% chance of a rare weapon
Lootboxes can hand out multiple items at a time well.
Lootboxes can require specific Conditions in order to use or see them. They can also have "stocks" of each loot type or in general. They can be reusable depending on various things.
Basically it introduces a lot of flexibility in what you reward players with.
Lootboxes can also be called from events -- in this case, that event trigger would give you some number of items from a lootbox's definition. This allows for things like gaining random loot when defeating an enemy, entering a room, etc.
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