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@@ -1,12 +1,13 @@
## Global vs Player State: Door Examples
+> **Filenames are IDs.** Object and room YAML below carry no `id:` field — the filename is the ID (e.g. `door_button.yaml` → `door_button`). A nested `- id:` under a room's `objects:` list is a *reference* and stays.
+
### Example A: Door with a button in another room (GLOBAL)
A button in room 3 opens a door in room 7. Anyone can press it. Once pressed, the door is open for everyone.
**Button object** (`data/objects/door_button.yaml`):
```yaml
-id: door_button
name: stone button
hidden: true
use_interactions:
@@ -21,7 +22,6 @@ use_interactions:
**Room 3** — contains the button:
```yaml
-id: 3
name: "Button Chamber"
description: "A small stone chamber. A button protrudes from the east wall."
exits:
@@ -32,7 +32,6 @@ objects:
**Room 7** — contains the door:
```yaml
-id: 7
name: "Hidden Passage"
description: "A dusty corridor. A heavy stone door blocks the way north."
exits:
@@ -54,7 +53,6 @@ A locked door that only opens for a player carrying the key. Each player must fi
**Key item** (`data/items/rusty_key.yaml`):
```yaml
-id: rusty_key
name: rusty key
description: "An old iron key, still functional."
value: 0
@@ -63,7 +61,6 @@ stackable: false
**Room 5** — locked door:
```yaml
-id: 5
name: "Locked Storage"
description: "A small storage room. The way east is blocked by a locked iron door."
exits:
@@ -80,7 +77,6 @@ objects:
**Room 6** — the other side (no key needed to exit):
```yaml
-id: 6
name: "Storage Closet"
description: "Shelves of dusty crates."
exits: