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authorhistoria <[not public]>2026-07-09 16:09:35 -0400
committerhistoria <[not public]>2026-07-09 16:09:35 -0400
commitb8c90886ef1f3afb8d908aac89028bd177836cae (patch)
tree7e566a7e308e7531bbb7d6a3a39239e789f69a3c /building_guide/tips.md
parentc705ae942573984784ef501bf8198f61f5206ddd (diff)
downloadthehouseoficarus-b8c90886ef1f3afb8d908aac89028bd177836cae.tar.gz
feat(admin): multi-select with shift+drag for common bulk operations
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6. **The `talk` field on mobs** lets you talk to them directly — `talk guard` finds the guard mob, no duplicate object entry needed.
-7. **Exits accept both `int` and `map` formats.** `north: 2` is shorthand for `north: {room: 2}`. Add `condition` and `blocked_message` only when needed. Mob room entries accept both `"man"` and `{id: man, ...}`.
+7. **Live editing works.** Room, item, mob, object, and behavior YAML files are read from disk on each access. Change a room description or dialog and it takes effect immediately — no restart needed.
-8. **Live editing works.** Room, item, mob, object, and behavior YAML files are read from disk on each access. Change a room description or dialog and it takes effect immediately — no restart needed.
+8. **Shared depletion vs per-drop depletion.** Use `deplete_timer` for trees — the timer counts down while being chopped and regens when left alone. Use `depletes: true` on individual drops for rocks — they deplete on first successful gather.
-9. **Shared depletion vs per-drop depletion.** Use `deplete_timer` for trees — the timer counts down while being chopped and regens when left alone. Use `depletes: true` on individual drops for rocks — they deplete on first successful gather.
+9. **Mob wander config goes in the room YAML**, not the mob definition. This lets the same `man` wander differently in different rooms.
-10. **Mob wander config goes in the room YAML**, not the mob definition. This lets the same `man` wander differently in different rooms.
-
-11. **Use triggers to decouple cause and effect.** Objects set flags; triggers watch flags. This way the same "pull lever" action can spawn a boss in one room, open a door in another, and broadcast to the server — all by watching the same flag from different triggers. Room triggers keep local events local; global triggers (`data/triggers/`) handle server-wide events.
+10. **Use triggers to decouple cause and effect.** Objects set flags; triggers watch flags. This way the same "pull lever" action can spawn a boss in one room, open a door in another, and broadcast to the server — all by watching the same flag from different triggers. Room triggers keep local events local; global triggers (`data/triggers/`) handle server-wide events.