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authorhistoria <[not public]>2026-06-25 19:37:20 -0400
committerhistoria <[not public]>2026-06-25 19:37:20 -0400
commitc55d0e4150b23f2c5c9f96bbc3d4dc2fc6dbaa36 (patch)
treed1c02acea2b4c8d0f672c1539cfdb373b6272ed0 /building_guide/objects.md
parent068ce514ea3eebdc42b595c631b4b00ce4594577 (diff)
downloadthehouseoficarus-c55d0e4150b23f2c5c9f96bbc3d4dc2fc6dbaa36.tar.gz
feat: yaml conversation trees more robust
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@@ -120,9 +120,22 @@ talk:
- text: "\"What do you have?\""
goto: shop
- text: "\"Goodbye.\""
- end: true
```
+On-look action (runs when a player examines an object with `look <name>`):
+```yaml
+name: sign
+aliases: [notice, board]
+description: "A wooden signpost with faded writing."
+on_look:
+ set_player_flags:
+ read_sign: true
+```
+`on_look` fires the action AFTER showing the object's description. It uses the same
+`NodeAction` type as talk nodes — supports `set_player_flags`, `set_flags`,
+`give_item`, `take_item`, `teleport`, `heal`, `cost`, and everything else in the
+[node action reference](behaviors.md#node-action-reference).
+
See the [Talk section of behaviors](behaviors.md#talk-dialog-trees) for the full
dialog tree format. See [Stealable Objects](#stealable-objects) for theft mechanics.