Vixen
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Gameplay · guide

Loot tables

Weighted rows with conditions, pity the engine owns rather than a game's private counter, and a roll reproducible from its event id.

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  • Items — A definition and a sixteen-byte instance, with every affix and every stat recomputed from a roll seed rather than stored.
  • Inventory and the container algebra — One container type with policies, and every mutation a transaction that applies entirely or not at all.
  • Gameplay randomness — A reproducible stream seeded per event, so "the log says you rolled a 3" is answerable a year later.
  • Authoring a loot table — An editable model over the definition, a flattened outline for a tree view, and a drop simulator that runs the shipped evaluator.
  • Interactables, gathering and crafting — One channelled system for mining, looting, reading and pulling levers, with a claim that stops two players finishing the same rock — and recipes over it, whose stations are tag queries.