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-## State: World vs Player
-
-**Global flags** (`set_global_flags`, checked with `global_flag`) are shared by every player on the server. A door opened by one player is open for everyone. A lever pulled once changes the world for all. Stored in memory (`GlobalFlagStore`) — **lost on server restart**. Numeric values are compared by coercion (int/int64/float64 are normalized), so a YAML-decoded `3` matches a code-set `int(3)`.
-
-**Player flags** (`set_player_flags`, checked with `player_flag`) are per-character. Quest progress, "has read the sign," "paid the toll" — these are different for each player. Saved to the character YAML and persist across logins.
-
-### Triggers — flag-change events
-
-Any flag change (world or player) can activate a **trigger** — a timed sequence of
-messages, broadcasts, spawns, and further flag mutations. See `triggers.md` for
-the full system. This is how you turn "player looked at the sign" into "spaceship
-landed and stairs opened."
-