From 467944adfa41673a3758d9622873abbe7ae35a49 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Fri, 17 Jul 2026 20:30:50 -0400 Subject: clean up tick_order.md, MoveTick, SequenceTick wording --- building_guide/tick_order.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'building_guide') diff --git a/building_guide/tick_order.md b/building_guide/tick_order.md index 2d22ac9..6138fbe 100644 --- a/building_guide/tick_order.md +++ b/building_guide/tick_order.md @@ -125,10 +125,10 @@ When writing content that depends on per-tick ordering (a trigger that should fire *after* regen, a sequence whose step messages should appear *before* the move completes, etc.), consult the table above and remember: -- Trigger `sequences` advance in step 3, **before** movement completes in - step 2 has any knock-on effects like enter-room triggers — wait, step 2 - (MoveTick) actually runs *before* step 3 (SequenceTick) because the table - is fired top-to-bottom. Double-check the exact step your event lives in. +- `MoveTick` (step 2) runs before `SequenceTick` (step 3) — the table + fires top-to-bottom, so a move that completes this tick will have its + enter-room knock-on triggers fire (inside step 1 or step 2) before + trigger `sequences` advance in step 3. - `on_enter` / `on_exit` room triggers fire from command execution, not from a per-tick system; they run inside `ProcessQueuedCommands` (step 1) or `MoveTick` (step 2) when the move actually completes. -- cgit v1.2.3