Each workflow added to a resource must be configured with one or more rules. Rules define the specific behavior of the workflow — what inputs are required, whether they are consumed or not, what outputs or side effects occur, and how the target resource is modified. This allows each workflow to be data-driven and highly flexible.
Rule Categories
1. Workflow Requirements
These are the conditions that must be met for player to be able to execute the workflow, and may include a cost in the form of consumed game components.
- Input Resources: Specify one or more requirements around game components that must be met. These can be marked as:
- Operator - less than, equal, greater than and ≤ and ≥
- Quantity - The minimum quantity that needs to satisfy operator, exact quantity if no Max Possible specified
- If Quantity and Max Possible specified, a random number between the two is rolled and used to check condition
- Consumed - If true, remove the quantity used above from inventory when the workflow is executed. Otherwise quantity is only used to check condition, but not removed
- only available if operator does NOT include “less than”
- From Inventory - defines whether this requirement is checked against the player or location inventory
- E.g. Wood for lumbermill could be taken from location inventory, but gold for building something is taken from player inventory
- Attribute Requirements: Define minimum attribute values that must be met, never modifies anything:
- On the player (e.g.,
strength >= 10)
- On owned gear (e.g.,
axe.durability > 0, or gear.fireResist >= 5)
- Conditions that can be specified
- Exists - i.e. has a specific attribute (cuts wood, legendary)
- Equals - has an exact value
- <, ≤, >, ≥ - greater than or less than, inclusively or not
Example:
- A skill might require Skill Point (consumed) and
intelligence >= 3 on the player.
- Inputs could consist of any resource or game component, including Skills and Research, though we have two special workflow rules for those two cases
2. Workflow Consequences
If Inputs are satisfied, the output/modification rules are executed and result in game component being added to player or location inventory and/or game component having their attributes modified.
There are four Output workflow rules that can award game components to location or player inventory, varying in how the quantity is calculated and, in the case of Output On Death, an additional condition that the game components health must have reach 0 to apply.
Output Resource
Convert Input to Output
Output on Death
Output Resources Weighted
: regular Output, like from crafting, producing, etc, and Output on Death, which only occurs when a component had health attribute and it was reduced to zero. Can be used for combat or harvesting.