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Diffstat (limited to 'building_guide/tips.md')
| -rw-r--r-- | building_guide/tips.md | 10 |
1 files changed, 4 insertions, 6 deletions
diff --git a/building_guide/tips.md b/building_guide/tips.md index 61c595f..0c598a5 100644 --- a/building_guide/tips.md +++ b/building_guide/tips.md @@ -12,12 +12,10 @@ 6. **The `talk` field on mobs** lets you talk to them directly — `talk guard` finds the guard mob, no duplicate object entry needed. -7. **Exits accept both `int` and `map` formats.** `north: 2` is shorthand for `north: {room: 2}`. Add `condition` and `blocked_message` only when needed. Mob room entries accept both `"man"` and `{id: man, ...}`. +7. **Live editing works.** Room, item, mob, object, and behavior YAML files are read from disk on each access. Change a room description or dialog and it takes effect immediately — no restart needed. -8. **Live editing works.** Room, item, mob, object, and behavior YAML files are read from disk on each access. Change a room description or dialog and it takes effect immediately — no restart needed. +8. **Shared depletion vs per-drop depletion.** Use `deplete_timer` for trees — the timer counts down while being chopped and regens when left alone. Use `depletes: true` on individual drops for rocks — they deplete on first successful gather. -9. **Shared depletion vs per-drop depletion.** Use `deplete_timer` for trees — the timer counts down while being chopped and regens when left alone. Use `depletes: true` on individual drops for rocks — they deplete on first successful gather. +9. **Mob wander config goes in the room YAML**, not the mob definition. This lets the same `man` wander differently in different rooms. -10. **Mob wander config goes in the room YAML**, not the mob definition. This lets the same `man` wander differently in different rooms. - -11. **Use triggers to decouple cause and effect.** Objects set flags; triggers watch flags. This way the same "pull lever" action can spawn a boss in one room, open a door in another, and broadcast to the server — all by watching the same flag from different triggers. Room triggers keep local events local; global triggers (`data/triggers/`) handle server-wide events. +10. **Use triggers to decouple cause and effect.** Objects set flags; triggers watch flags. This way the same "pull lever" action can spawn a boss in one room, open a door in another, and broadcast to the server — all by watching the same flag from different triggers. Room triggers keep local events local; global triggers (`data/triggers/`) handle server-wide events. |
