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authorhistoria <[not public]>2026-10-03 19:46:54 -0400
committerhistoria <[not public]>2026-10-03 19:46:54 -0400
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tree9ba1cd5f2aef6ef7c54fdf5b02a780604b5af80b /building_guide/objects.md
parentc6d4702c0be4d2b37e1d82ff96265c52847c3f9a (diff)
downloadthehouseoficarus-3a39a020e4449bc4d6f728ef837cffb9f7bd0c56.tar.gz
feat: new casino game: plinko
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@@ -449,15 +449,12 @@ Mobs must have a `size` field for safespot blocking to work (small < medium < la
massive, default medium). A safespot with `max_block_size: large` blocks mobs of size small,
medium, and large, but not massive.
-#### Combat integration
-
-- A safespot blocks melee attacks from mobs within `max_block_size`.
-- When a mob's melee is blocked but it has a ranged/science attack type, it switches to its
- strongest ranged/science attack.
-- Mobs exceeding `max_block_size` are never blocked and always use melee.
-- Melee attacks from a safespotted player force them out of cover.
-- Hiding in combat takes 4 ticks; taking a hit during this cancels the hide.
-- Hiding out of combat takes 1 tick.
+#### Interaction notes
+
+- A safespot blocks melee attacks from mobs up to `max_block_size`; larger mobs always use
+ melee.
+- A blocked mob with a ranged/science attack type switches to its strongest ranged/science
+ attack.
- Safespots block all hazard damage (see `hazards.md`).
#### Option: safespot_alert