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Diffstat (limited to 'data/help/actions.yaml')
| -rw-r--r-- | data/help/actions.yaml | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/data/help/actions.yaml b/data/help/actions.yaml new file mode 100644 index 0000000..7a2cbd3 --- /dev/null +++ b/data/help/actions.yaml @@ -0,0 +1,35 @@ +name: "actions" +category: "General" +description: | + The action queue system resolves all gameplay commands on the 600ms game tick + instead of instantly. Commands fall into three classes: + + Instant actions — execute immediately, bypassing the tick queue entirely: + say, score, inventory, equipment, look, exits, help, map, option, + alias, unalias, description, queued + + Free actions — stackable, all execute before active actions: + wear, wield, remove, unwear, unwield, style + You can queue multiple free actions. They execute in the order you typed them. + + Active actions — only the most recent survives: + All other commands (move, attack, mine, chop, fish, cut, use, talk, + pull, push, burn, stoke, get, drop, search, quit) + If you queue two active actions, the newer one replaces the older one. + + Order of execution each tick: + 1. Free actions (per player, in order) + 2. Active actions (globally, sorted by real-time timestamp) + + This means free actions always take effect before active actions, even if + you typed the active one first. For example, "attack goblin" then "style + aggressive" in the same tick means style applies first, then combat starts. + + Conflict resolution: + - If two players attack the same mob on the same tick, the first to + queue the command gets the kill. + - If multiple players successfully harvest a shared-resource object on + the same tick, ALL players get their drops. + - If two players try to pick up the same item, the first queued gets it. + + See also: help queued |
