Unique Systems

Allows compatible mods to be applied or enabled for certain players on certain actions, and is meant to create unique experiences per world and per player.

Unique Systems is a compatibility backbone for per-player unique mechanics.

Current Features

  • Stores per-player unique unlocks and feat counters in world saved data.
  • Tracks one world owner per unlock so compatible systems can default-deny non-owners.
  • Exposes reflection-friendly hooks for other mods:
    • tryClaimUnlock(player, systemId, unlockId, triggerId)
    • tryClaimUnlockQuiet(player, systemId, unlockId, triggerId)
    • tryClaimSpeedUnlock(player, systemId, unlockId, blocksPerTick)
    • recordFeat(player, systemId, unlockId, triggerId)
    • hasUnlock(player, systemId, unlockId) (owner-aware)
    • grantUnlock(player, systemId, unlockId)
    • releaseUnlock(systemId, unlockId)
    • clearUnlock(systemId, unlockId)
    • Compatible with my other mods, Chosen Player, Re:Zero, and Immersive Pocket Dimensions

      Planned Features
    • Built in randomization of systems. (Currently relies on configuration beforehand, as opposed to world creation instantiation of Event->Sytem)
      • This would allow say the first player to be struck by lightning to be granted the chosen player system in one world, but in the next it would be the first player to make it to the end, without changing configuraiton beforehand

The Unique Systems Team

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  • 56
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