I'll be working on this post throughout the day as a way of preparing myself for Wednesday/Thursday.
Things I want to do first
1. Potions v3
2. Fountains
3. Weapon Auras
4. Cursed/hallowed/broken equipment
5. Events to add auras
6. More status effects (hostile enemies, stuff for v5 features)
6. Fishing plugin
Things that need to get done
0. Do QD session for ALL features
1. Track specific weapon experience for skills
2. Fix Regen/poison for skills and events
3. Weapons organize effects like potions v3
4. Weapon attack events
5. Profile improvements
6. Foe panel improvements
7. Make lockpicks/machines/keycards equips
8. Conditional items
9. Skills events/conditions
10. Lanterns plugin
11. Conditional events
12. More uses for conditions in general
13. More event triggers
14. More experience hooks
One thing that's messing with me: I need to carefully go over each new feature and enable/disable pieces according to installed plugins. This is going to mess with the Panel Docs too so I'm going to hold off in those until all the polishing tasks are done and I start v6.
Fountains are just potion fixtures that you can use continuously. For the time being, they can be hidden and don't have limits.
When I do the Fixture update, theyll be able to have the same type of limits as mines.
Would like to Liquid-ize Mines and Fountains so you could say drink 400ml of a 10 liter fountain and recover 50HP. will probably do this somewhere around the Liquids plugin and try to condense the features somehow.
This feature gives weapons the capability of temporarily debuffing the thing they're attacking via the auras system. Should be straightforward. If potions v3 goes well, could probably do a weapon update to condense their effects as well.
Timed Auras
Wasn't mentioned, but time-based auras should be pretty feasible. Will cover on next break.