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## Room Scripting
-- **`on_enter` steps** fire when a player enters. Each has a `message` + optional `condition`. A step may also have a `delay` (ticks) and/or `set_flags`/`set_player_flags`. If any surviving step is timed (has a delay or sets a flag) the sequence runs as a scheduled **cutscene** (driven by `EnterSeqTick`); otherwise messages print synchronously. Step conditions are snapshotted once at entry. A cutscene persists `Player.CutsceneRoom` and **resumes on reconnect** if interrupted; plain on_enter never runs on login.
+- **`on_enter` steps** fire when a player enters. Each has a `message` + optional `condition`. A step may also have a `delay` (ticks) and/or `set_flags`/`set_player_flags`. If any surviving step is timed (has a delay or sets a flag) the sequence runs as a scheduled **enter sequence** (driven by `EnterSeqTick`); otherwise messages print synchronously. Step conditions are snapshotted once at entry. An enter sequence persists `Player.EnterSeqRoom` and **resumes on reconnect** if interrupted; plain on_enter never runs on login (except the first room for new characters).
- **Conditional descriptions** (`description: [{text, condition}]`) on rooms and objects pick the first variant whose condition passes (per-looker), else the first entry with no condition. Accepts either a plain string or a list. For an **object**, if it has a `description` list and no variant matches, the object is **absent** for that player (`look` falls through). Objects also support `aliases: [...]` for extra names. `look` lists candidates when multiple distinct objects match.
- **Exits** support `set_flags`/`set_player_flags`, applied only on a successful traverse.