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-rw-r--r--building_guide/hidden_objects.md13
1 files changed, 7 insertions, 6 deletions
diff --git a/building_guide/hidden_objects.md b/building_guide/hidden_objects.md
index 65940d6..0adb7d9 100644
--- a/building_guide/hidden_objects.md
+++ b/building_guide/hidden_objects.md
@@ -42,10 +42,10 @@ specific enough to avoid overlap between objects in the same room.
### Descriptions that react to flags
-An object can show different `look` text depending on the looking player's flags,
-using a `descriptions` list (first matching condition wins). This is the simplest
-way to fake per-player scenery — a crowd that becomes a queue, an NPC that
-"appears" partway through a scene — without spawning real objects or mobs.
+An object's `description` can be a plain string or a list of conditional variants
+(first matching condition wins). This is the simplest way to fake per-player
+scenery — a crowd that becomes a queue, an NPC that "appears" partway through a
+scene — without spawning real objects or mobs.
**If none of the variants match, the object is treated as absent for that
player** — `look <it>` reports nothing is there. Combined with `hidden: true`, the
@@ -56,7 +56,7 @@ an intro) and vanish on return visits.
name: crowd of people
aliases: [people, crowd, passengers]
hidden: true
-descriptions:
+description:
- condition: # after the pilot arrives
all_of:
- player_flag: boarded
@@ -73,7 +73,8 @@ descriptions:
# once `boarded` is set, no variant matches -> the crowd is gone
```
-A plain `description:` (with no `descriptions:` list) is always present, as before.
+A bare string in `description:` maps to a single unconditional entry, so a plain
+object is always present as before.
### Safespot Objects