From 3a39a020e4449bc4d6f728ef837cffb9f7bd0c56 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Sat, 3 Oct 2026 19:46:54 -0400 Subject: feat: new casino game: plinko --- building_guide/objects.md | 15 ++++++--------- 1 file changed, 6 insertions(+), 9 deletions(-) (limited to 'building_guide/objects.md') diff --git a/building_guide/objects.md b/building_guide/objects.md index 958938d..10d50c1 100644 --- a/building_guide/objects.md +++ b/building_guide/objects.md @@ -449,15 +449,12 @@ Mobs must have a `size` field for safespot blocking to work (small < medium < la massive, default medium). A safespot with `max_block_size: large` blocks mobs of size small, medium, and large, but not massive. -#### Combat integration - -- A safespot blocks melee attacks from mobs within `max_block_size`. -- When a mob's melee is blocked but it has a ranged/science attack type, it switches to its - strongest ranged/science attack. -- Mobs exceeding `max_block_size` are never blocked and always use melee. -- Melee attacks from a safespotted player force them out of cover. -- Hiding in combat takes 4 ticks; taking a hit during this cancels the hide. -- Hiding out of combat takes 1 tick. +#### Interaction notes + +- A safespot blocks melee attacks from mobs up to `max_block_size`; larger mobs always use + melee. +- A blocked mob with a ranged/science attack type switches to its strongest ranged/science + attack. - Safespots block all hazard damage (see `hazards.md`). #### Option: safespot_alert -- cgit v1.2.3