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-rw-r--r--building_guide/construction.md6
-rw-r--r--building_guide/courses.md12
-rw-r--r--building_guide/quests.md21
-rw-r--r--building_guide/rooms.md37
-rw-r--r--building_guide/triggers.md8
5 files changed, 53 insertions, 31 deletions
diff --git a/building_guide/construction.md b/building_guide/construction.md
index fef4a7b..07b8f7f 100644
--- a/building_guide/construction.md
+++ b/building_guide/construction.md
@@ -199,8 +199,10 @@ House room files follow the same format as world rooms:
name: "Player House: Entrance Hall"
description: "A modest but welcoming entrance hall."
exits:
- south: 170
- north: 201
+ south:
+ room: 170
+ north:
+ room: 201
objects:
- id: workbench
```
diff --git a/building_guide/courses.md b/building_guide/courses.md
index 8a79598..3f571e0 100644
--- a/building_guide/courses.md
+++ b/building_guide/courses.md
@@ -104,10 +104,14 @@ The hub room (e.g. room 200) links to the first obstacle of each course:
```yaml
name: "Agility Training Grounds"
exits:
- south: 17
- north: 201 # Vent Shaft (level 1)
- east: 210 # Rooftop (level 20)
- west: 220 # Reactor (level 50)
+ south:
+ room: 17
+ north:
+ room: 201 # Vent Shaft (level 1)
+ east:
+ room: 210 # Rooftop (level 20)
+ west:
+ room: 220 # Reactor (level 50)
```
### Supported Obstacle Verbs
diff --git a/building_guide/quests.md b/building_guide/quests.md
index 2c0cbac..060a969 100644
--- a/building_guide/quests.md
+++ b/building_guide/quests.md
@@ -70,13 +70,14 @@ drops:
name: "Cellar"
description: "A damp, dark cellar. The floor scuttles with movement."
exits:
- east: 1
+ east:
+ room: 1
mobs:
- - "rat"
- - "rat"
- - "rat"
- - "rat"
- - "rat"
+ - id: rat
+ - id: rat
+ - id: rat
+ - id: rat
+ - id: rat
```
### 4. Room 1 with quest giver (`data/rooms/1.yaml`)
@@ -84,10 +85,12 @@ mobs:
name: "Town Square"
description: "Cobblestone paths lead in all directions. The Elder stands near the fountain."
exits:
- west: 20
- north: 2
+ west:
+ room: 20
+ north:
+ room: 2
mobs:
- - "quest_giver"
+ - id: quest_giver
objects:
- id: lumby_fountain
```
diff --git a/building_guide/rooms.md b/building_guide/rooms.md
index 3b9c120..c70b379 100644
--- a/building_guide/rooms.md
+++ b/building_guide/rooms.md
@@ -10,11 +10,18 @@ Minimal room:
name: "Town Square"
description: "Cobblestone paths lead in all directions. A fountain gurgles peacefully."
exits:
- north: 2
- west: 7
- east: 3
+ north:
+ room: 2
+ west:
+ room: 7
+ east:
+ room: 3
```
+Every exit is a mapping with a `room:` target. The scalar shorthand
+(`north: 2`) is **not** accepted by the loader: it fails strict YAML decoding
+and the room is reported as a load ERROR.
+
### Map color
A room may set a `color` that tints its node on the map and the links connecting it:
@@ -53,9 +60,12 @@ Always passable, any direction:
```yaml
exits:
- north: 2
- ne: 3
- southeast: 4
+ north:
+ room: 2
+ ne:
+ room: 3
+ southeast:
+ room: 4
```
#### Conditional exits
@@ -200,8 +210,8 @@ Simple placement (no wandering):
```yaml
mobs:
- - "newbie_trainer"
- - "man"
+ - id: newbie_trainer
+ - id: man
```
With wander config per-instance:
@@ -574,11 +584,12 @@ the room every few ticks using combat formulas.
name: "Exposed Solar Array"
hazard: solar_radiation # ID of data/hazards/solar_radiation.yaml
exits:
- south: 99999180
+ south:
+ room: 99999180
objects:
- id: rock_outcrop # safespot object shields players from the hazard
mobs:
- - solar_panel_frame # task worksite (see mobs.md)
+ - id: solar_panel_frame # task worksite (see mobs.md)
```
- Players get a `[Y/n]` confirmation when walking from a safe room into a hazardous one
@@ -732,7 +743,8 @@ on_use:
```yaml
name: "Hidden Passage"
exits:
- south: 2
+ south:
+ room: 2
north:
room: 8
condition:
@@ -762,7 +774,8 @@ stackable: false
```yaml
name: "Locked Storage"
exits:
- west: 2
+ west:
+ room: 2
east:
room: 6
condition:
diff --git a/building_guide/triggers.md b/building_guide/triggers.md
index 05fb639..c32830d 100644
--- a/building_guide/triggers.md
+++ b/building_guide/triggers.md
@@ -378,7 +378,7 @@ Player activates an altar (on a separate object) setting a player flag, and this
`on_flag_change` triggers the boss spawn:
```yaml
-# data/rooms/dungeon/boss_chamber.yaml
+# data/rooms/dungeon/9001.yaml
on_flag_change:
- on_player_flag: activated_altar
steps:
@@ -613,7 +613,7 @@ on_look:
**Step 2: Blood trail in room 5002** — flag trigger fires on value 1
```yaml
-# data/rooms/city/5002_alley.yaml
+# data/rooms/city/5002.yaml
on_flag_change:
- on_player_flag: investigation
condition:
@@ -631,7 +631,7 @@ on_flag_change:
**Step 3: Broken dagger in room 5003** — flag trigger fires on value 2
```yaml
-# data/rooms/city/5003_warehouse.yaml
+# data/rooms/city/5003.yaml
on_flag_change:
- on_player_flag: investigation
condition:
@@ -648,7 +648,7 @@ on_flag_change:
spawns boss
```yaml
-# data/rooms/city/5004_docks.yaml
+# data/rooms/city/5004.yaml
on_flag_change:
- on_player_flag: investigation
condition: