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authorhistoria <[not public]>2026-06-24 20:58:25 -0400
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feat: new type of non-violent 'combat': work
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-## Mobs
-
-Basic combat mob with per-type defense bonuses:
-```yaml
-id: "man"
-name: "man"
-description: "A shabby-looking man."
-attack: 1
-strength: 1
-defense: 1
-hp: 7
-speed: 5
-aggressive: false
-respawn_ticks: 30
-attack_type: crush # stab/slash/crush/ranged/science (default: crush)
-stab_defense: 0 # per-type defense bonuses
-slash_defense: 0
-crush_defense: 0
-science_defense: 0
-ranged_defense: 0
-drops:
- remains: "bones" # always dropped on death
- loot:
- - item_id: "credits"
- weight: 98
- quantity: 10
- - item_id: "credits"
- weight: 2
- quantity: 150
-idle_descriptions:
- - "scribbles something in a small notebook"
- - "gazes skyward at the clouds"
-combat_descriptions:
- - "is engaged in a fight to the death with %s"
-```
-
-### Aggressive Mobs
-
-Mobs with `aggressive: true` auto-attack players entering their room (1-tick delay). Only aggros if the player's combat level is at most double the mob's combat level. Checked on room enter and login.
-
-```yaml
-id: goblin
-name: goblin
-aggressive: true # attacks players on sight
-attack: 1
-strength: 3
-defense: 3
-hp: 12
-attack_type: slash
-attack_bonus: 3 # equipment-equivalent attack bonus for mob's attack roll
-strength_bonus: 2 # equipment-equivalent strength bonus for mob's max hit
-stab_defense: 4
-slash_defense: 3
-crush_defense: -2 # weak to crush — negative defense is valid
-science_defense: 0
-ranged_defense: 3
-```
-
-### Mob Attack/Defense Fields
-
-| Field | Description |
-|---|---|
-| `attack` | Attack level (base accuracy) |
-| `strength` | Strength level (base max hit) |
-| `defense` | Defense level (base defense) |
-| `hp` | Hit points |
-| `ranged` | Ranged level (for ranged/science mobs) |
-| `science` | Science level |
-| `attack_bonus` | Equipment-equivalent attack bonus (added to attack roll) |
-| `strength_bonus` | Equipment-equivalent strength bonus (added to max hit) |
-| `attack_type` | Determines which player defense is used against this mob |
-| `stab_defense` through `ranged_defense` | Per-type defense bonuses |
-| `weakness` | Elemental weakness (solar/hydro/eco/bio) — for future Science combat |
-| `size` | Mob size for safespot blocking: small/medium/large/massive (default: medium) |
-
-### Protected/Unique Mobs
-
-Mob with talk behavior — can be talked to via `talk:` inline config:
-```yaml
-id: "guard"
-name: "Guard"
-talk: # inline talk config (no separate behavior file)
- nodes:
- start:
- message: "\"Halt! Who goes there?\""
- options:
- - text: "\"Just passing through.\""
- end: true
-unique: true # displays as "Guard" not "a guard"
-protected: true # cannot be attacked
-attack: 5
-strength: 5
-defense: 5
-hp: 30
-speed: 5
-aggressive: false
-respawn_ticks: 60
-attack_type: slash
-attack_bonus: 8
-strength_bonus: 6
-stab_defense: 12
-slash_defense: 15
-crush_defense: 10
-science_defense: -5
-ranged_defense: 12
-idle_descriptions:
- - "scans the area with a watchful eye"
- - "adjusts the grip on his weapon"
-```
-
-Note: `wander_rooms` and `wander_interval` are NOT set on the mob definition. Wander config
-is per-instance in the room YAML (see Rooms > Mobs section above).
-
-### Stealable Mobs
-
-Mobs can be stealable via the `steal` command. On failure, the mob turns hostile and attacks.
-
-```yaml
-id: farmer
-name: Farmer
-steal_table: farmer_steal # Drop table for steal loot
-steal_level: 10 # Required thieving level
-steal_xp: 15 # XP per successful steal
-steal_speed: 4 # Ticks per steal attempt
-```
-
-| Field | Description |
-|---|---|
-| `steal_table` | Drop table ID for loot when stealing |
-| `steal_level` | Required thieving level |
-| `steal_xp` | XP awarded per successful steal |
-| `steal_speed` | Ticks per steal attempt (base wait) |
-
-### Assassin Mobs
-
-Assassin (Slayer) mobs restrict combat by assassin level and introduce finishing blows and protective equipment:
-
-```yaml
-id: slug
-name: slug
-assassin_level: 1 # required assassin level to attack
-finishing_blow: salt # item required to kill (mob stays at 1 HP otherwise)
-attack: 3
-strength: 3
-defense: 1
-hp: 15
-speed: 6
-drops:
- remains: slug_mucus
- loot:
- - item_id: credits
- weight: 100
- quantity: 15
-```
-
-Damage-without mobs deal 1.5x damage unless the player has the specified item equipped:
-```yaml
-id: drone
-name: drone
-assassin_level: 15
-damage_without: insulated_gloves # 1.5x damage without this item equipped
-attack: 15
-strength: 14
-defense: 12
-hp: 45
-speed: 4
-aggressive: true
-```
-
-| Field | Description |
-|---|---|
-| `assassin_level` | Required assassin skill level to attack this mob |
-| `finishing_blow` | Item ID required to kill this mob (mob stays at 1 HP until used via `use <item> on <target>`) |
-| `damage_without` | Item ID for protection — mob deals 1.5x damage if player doesn't have it equipped |
-
-Mobs without these fields work normally (assassin_level defaults to 0, finishing_blow and damage_without default to empty).
-
----
-