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|
# World Building Guide
Third Collapse is data-driven. Everything — rooms, items, mobs, objects, behaviors — is defined in YAML files under `data/`. No code changes needed to build a world.
## Quick Reference
| What you want | Where to put it |
|---|---|
| A room | `data/rooms/<id>.yaml` |
| An item (sword, ore, key) | `data/items/<id>.yaml` |
| A mob (NPC, monster) | `data/mobs/<id>.yaml` |
| An interactive object (rock, lever, door) | `data/objects/<id>.yaml` |
| A behavior (mining, dialog, toggle) | `data/behaviors/<id>.yaml` |
| A shared drop table | `data/drops/<id>.yaml` |
## State: World vs Player
**World flags** (`set_flags`, checked with `flag`) are shared by every player on the server. A door opened by one player is open for everyone. A lever pulled once changes the world for all.
**Player flags** (`set_player_flags`, checked with `player_flag`) are per-character. Quest progress, "has read the sign," "paid the toll" — these are different for each player. Saved to the character YAML and persist across logins.
---
## Rooms
Minimal room:
```yaml
id: 1
name: "Town Square"
description: "Cobblestone paths lead in all directions. A fountain gurgles peacefully."
exits:
north: 2
west: 7
east: 3
```
### Exits — simple vs conditional
Simple exit — always passable:
```yaml
exits:
north: 2
```
Conditional exit — blocked until a world flag is set:
```yaml
exits:
north:
room: 11
condition:
flag: gate_open
value: true
blocked_message: "A heavy iron gate blocks the way north."
```
Conditional exit — blocked unless the PLAYER has a flag (key, permission, quest state):
```yaml
exits:
east:
room: 12
condition:
player_flag: has_vault_key
value: true
blocked_message: "The vault door is locked. You need a key."
```
Conditional exit with compound condition — requires both a world flag AND a player flag:
```yaml
exits:
north:
room: 20
condition:
all_of:
- flag: bridge_repaired
value: true
- player_flag: paid_toll
value: true
blocked_message: "The bridge is out, and the toll collector blocks the path."
```
### Spawns — ground items that respawn
```yaml
spawns:
- item_id: bronze_pickaxe
quantity: 1
respawn_ticks: 30 # reappears 30 ticks (18 seconds) after being picked up
- item_id: copper_ore
quantity: 3
respawn_ticks: 50
```
### Mobs — NPCs placed in the room
Simple string (no wandering):
```yaml
mobs:
- "newbie_trainer"
- "man"
```
With wander config per-instance:
```yaml
mobs:
- id: man
wander_interval: 10 # attempts to wander every 10 ticks
- id: man
wander_interval: 15
wander_rooms: [1, 4, 5] # optional — only exit to these rooms
```
Mob wander config lives in the room YAML, not in the mob definition. This keeps mobs generic
so the same `man` can wander differently depending on where it's placed. Mobs wander through
legal (unconditioned) room exits. If no legal exits exist, the mob stays still. Mobs with
no `wander_interval` never wander.
### Objects — interactive fixtures
```yaml
objects:
- id: copper_rock # simple placement
- id: copper_rock # second instance
- id: fishing_spot
wander_rooms: [7, 8, 9] # teleports between these rooms
wander_interval: 12 # every 12 ticks
- id: iron_gate # hidden object (see below)
```
### On-enter scripts — messages when a player arrives
```yaml
on_enter:
- message: "The guard barks: \"State your business!\""
condition:
player_flag: talked_to_guard
not: true # only first visit
- message: "The guard nods. \"Back again?\""
condition:
player_flag: talked_to_guard
value: true # subsequent visits
```
---
## Items
```yaml
id: bronze_pickaxe
name: bronze pickaxe
aliases: ["pick", "pickaxe"]
description: "A sturdy bronze pickaxe."
value: 10
stackable: false
equip_slot: main_hand # optional — where it equips
weapon_type: melee # optional — melee or ranged
stats: # optional — combat bonuses
attack_bonus: 2
strength_bonus: 1
speed: 5 # ticks between attacks
tool_type: pickaxe # used by gather behaviors that require "tool: pickaxe"
tool_speed: 2 # reduces gather wait time
```
Key item (quest token, not equippable):
```yaml
id: pass_stub
name: pass stub
description: "A crumpled slip of paper stamped with the guard's seal."
value: 0
stackable: false
```
---
## Mobs
Basic combat mob:
```yaml
id: "man"
name: "man"
description: "A shabby-looking man."
attack: 1
strength: 1
defense: 1
hp: 7
speed: 5
aggressive: false
respawn_ticks: 30
drops:
remains: "bones" # always dropped on death
loot:
- item_id: "credits"
weight: 98
quantity: 10
- item_id: "credits"
weight: 2
quantity: 150
idle_descriptions:
- "scribbles something in a small notebook"
- "gazes skyward at the clouds"
combat_descriptions:
- "is engaged in a fight to the death with %s"
```
Mob with a behavior — can be talked to, toggled, etc:
```yaml
id: "guard"
name: "Guard"
behavior: guard_talk # links to data/behaviors/guard_talk.yaml
unique: true # displays as "Guard" not "a guard"
protected: true # cannot be attacked
attack: 5
strength: 5
defense: 5
hp: 30
speed: 5
aggressive: false
respawn_ticks: 60
idle_descriptions:
- "scans the area with a watchful eye"
- "adjusts the grip on his weapon"
```
Note: `wander_rooms` and `wander_interval` are NOT set on the mob definition. Wander config
is per-instance in the room YAML (see Rooms > Mobs section above).
---
## Objects
Object defined — links to a behavior:
```yaml
id: copper_rock
name: copper rock
behavior: mine_copper
```
Tree object:
```yaml
id: oak_tree
name: oak tree
behavior: chop_oak
```
Hidden object — doesn't appear in room's object list, only discoverable via description or experimentation:
```yaml
id: iron_gate
name: iron gate
behavior: iron_gate_toggle
hidden: true
props:
description: "A heavy iron gate set into the north wall."
```
Decorative object (no behavior):
```yaml
id: lumby_fountain
name: town fountain
behavior: ""
props:
description: "Clear water sparkles in the sunlight."
```
---
## Behaviors
### Gather (mining, fishing, woodcutting)
Mining — per-drop depletion:
```yaml
id: mine_copper
type: gather
skill: mining
level: 1
xp: 17 # XP awarded per successful gather
base_wait: 8 # ticks between attempts
tool: pickaxe # requires item with tool_type: pickaxe
success:
base: 0.40 # 40% base chance
per_level: 0.01 # +1% per level above requirement
cap: 0.95 # 95% max
gather_message: "You swing your pickaxe at the rock..."
fail_message: "You chip away but get nothing useful."
drops:
- item_id: copper_ore
weight: 90 # 90% chance when roll succeeds
depletes: true # rock becomes depleted after this drop
message: "You manage to mine some copper ore."
- table: gem_table # reference a shared drop table
weight: 10
depletes: false # gem drops don't deplete the rock
message: "You spot a glint of something valuable!"
respawn_timer: 50 # ticks until rock respawns
respawn_message: "You see more ore in the rock."
respawn_broadcast: "A glint of copper catches your eye from some {name}."
```
Non-depleting gather (fishing):
```yaml
id: fish_trout
type: gather
skill: fishing
level: 1
xp: 10
base_wait: 4
tool: fishing_rod
success:
base: 0.30
per_level: 0.01
cap: 0.90
gather_message: "You cast your line into the water..."
fail_message: "Nothing seems to bite."
drops:
- item_id: raw_trout
weight: 100
depletes: false # never depletes
message: "You catch a trout!"
```
Woodcutting with shared depletion and bird's nests:
```yaml
id: chop_oak
type: gather
skill: woodcutting
level: 15
xp: 37
base_wait: 6
tool: axe
success:
base: 0.40
per_level: 0.01
cap: 0.90
gather_message: "You swing your axe at the oak tree..."
fail_message: "You swing but get no logs."
drops:
- item_id: oak_logs
weight: 100
depletes: false # depletion is timer-based (deplete_timer)
message: "You get some oak logs."
respawn_timer: 14 # ticks until tree respawns after being cut down
deplete_timer: 45 # max ticks before next gather depletes (counts down while chopping)
nest_chance: 256 # 1/256 chance for a bird's nest on each successful gather
respawn_message: "A new oak sapling grows in its place."
respawn_broadcast: "An {name} grows back."
```
Regular tree — always depletes on first gather, no shared timer, no nests:
```yaml
id: chop_tree
type: gather
skill: woodcutting
level: 1
xp: 25
base_wait: 4
tool: axe
success:
base: 0.50
per_level: 0.01
cap: 0.95
gather_message: "You swing your axe at the tree..."
fail_message: "You swing but get no logs."
drops:
- item_id: logs
weight: 100
depletes: true # regular tree depletes on first successful gather
message: "You get some logs."
respawn_timer: 80
respawn_message: "A new tree grows in its place."
respawn_broadcast: "A {name} grows back."
```
#### Shared depletion explained
When `deplete_timer > 0`, the tree has a shared despawn timer:
- The timer starts at `deplete_timer` max when the first player begins chopping.
- Each tick, if anyone is chopping, the timer counts down.
- When the timer reaches 0, the NEXT successful gather depletes the tree.
- If no one is chopping and the tree isn't depleted, the timer ticks back UP.
- All players chopping the same tree are interrupted when it depletes.
Use `deplete_timer` for trees. Use `depletes: true` on individual drops for rocks.
#### Bird's nests
When `nest_chance > 0`, each successful gather has a 1/N independent chance to also drop
a bird's nest. The nest goes to inventory (or to the ground if inventory is full).
Use the `search` command to open nests — they roll on the `birds_nest_drop` table.
#### XP drops
When `xp > 0`, the gather awards XP on each successful drop. If the player's `xpdrops`
toggle is on, the output includes the XP gain: `(+37xp wct)`.
### Talk (dialog trees)
Full conversation with conditions, actions, and player flag tracking:
```yaml
id: guard_talk
type: talk
nodes:
start:
message: "\"Halt! This area is restricted.\""
options:
- text: "\"What's behind that gate?\""
goto: about_gate
- text: "\"I have copper ore.\"" # only shows if player has ore
goto: trade_ore
condition:
has_item: copper_ore
- text: "\"I have a pass.\"" # only shows if player earned a pass
goto: has_pass
condition:
player_flag: got_pass
value: true
- text: "\"Goodbye.\""
end: true
about_gate:
message: "\"Bring me some copper ore and I'll stamp you a pass.\""
action:
set_player_flags: # player-local: only this player
talked_to_guard: true
options:
- text: "\"I'll be back.\""
end: true
- text: "\"I have some right here.\""
goto: trade_ore
condition:
has_item: copper_ore
trade_ore:
message: "\"Good quality ore.\" He stamps a pass and hands it to you."
action:
take_item: copper_ore # removes 1 copper ore
give_item: pass_stub # gives pass stub
set_player_flags:
got_pass: true # player now "has a pass"
options:
- text: "\"Thanks.\""
end: true
has_pass:
message: "\"Alright, I'll open the gate for you.\""
action:
set_flags: # WORLD flag: gate opens for everyone
gate_open: true
options:
- text: "\"Thanks.\""
end: true
```
#### Node action reference
| Field | Effect |
|---|---|
| `set_flags` | Sets world flags (global, shared by all players) |
| `set_player_flags` | Sets player-local flags (per-character, quest progress) |
| `give_item` | Gives an item to the player's inventory |
| `take_item` | Removes an item from the player's inventory |
| `teleport` | Moves the player to a room ID |
| `heal` | Restores that many hitpoints |
All fields in a single action are processed together — you can give an item, take an item, set flags, and heal all in one node.
Example — quest completion:
```yaml
action:
take_item: dragon_head
give_item: dragon_slayer_medal
set_player_flags:
dragon_quest: complete
dragon_slain: true
heal: 99
teleport: 1 # return to town
```
### Toggle (levers, switches, gates)
Simple toggle that sets a world flag:
```yaml
id: iron_gate_toggle
type: toggle
message: "You push the heavy iron gate open."
set_flags:
gate_open: true
check: # only works when gate is closed
flag: gate_open
value: true
not: true
```
Lever that toggles between two states:
```yaml
id: bridge_lever
type: toggle
message: "You pull the lever. Mechanisms groan somewhere in the distance."
set_flags:
bridge_extended: true
check:
flag: bridge_extended
value: true
not: true
```
### Use (crafting stations)
```yaml
id: smelt_copper
type: use
message: "You place the ore in the furnace..."
wait: 4 # ticks between crafts
consume: # items consumed per craft
copper_ore: 1
reward: # item produced
item_id: copper_bar
quantity: 1
fail_message: "The ore crumbles to dust."
success:
base: 0.60
per_level: 0.01
cap: 0.95
skill: smithing
level: 1
xp: 15 # XP awarded per successful craft
```
---
## Conditions Reference
Conditions are used in talk options, exit gates, on-enter scripts, and toggle checks.
### Simple conditions
```yaml
# Check a world flag
condition:
flag: gate_open
value: true
# Check a world flag is NOT set
condition:
flag: gate_open
not: true
# Check a player flag
condition:
player_flag: finished_tutorial
value: true
# Check if player has an item
condition:
has_item: bronze_key
# Check if player does NOT have an item
condition:
has_item: bronze_key
not: true
```
### Compound conditions
All must pass:
```yaml
condition:
all_of:
- flag: gate_open
value: true
- has_item: pass_stub
```
Any one must pass:
```yaml
condition:
any_of:
- has_item: bronze_key
- has_item: iron_key
- player_flag: master_of_unlocking
value: true
```
Nested compounds:
```yaml
condition:
all_of:
- player_flag: quest_started
value: true
- any_of:
- has_item: wolf_pelt
- has_item: bear_pelt
```
---
## Drop Tables
Shared drop tables can be referenced by multiple behaviors:
```yaml
# data/drops/gem_table.yaml
id: gem_table
drops:
- item_id: uncut_sapphire
weight: 47
- item_id: uncut_emerald
weight: 16
- item_id: uncut_ruby
weight: 4
- item_id: uncut_diamond
weight: 1
```
Bird's nest drop table:
```yaml
# data/drops/birds_nest_drop.yaml
id: birds_nest_drop
drops:
- item_id: credits
weight: 50
quantity: 200
- item_id: credits
weight: 30
quantity: 500
- item_id: credits
weight: 15
quantity: 1000
- item_id: credits
weight: 4
quantity: 3000
- item_id: credits
weight: 1
quantity: 10000
```
Referenced from a gather behavior:
```yaml
drops:
- item_id: copper_ore
weight: 90
depletes: true
- table: gem_table # pulls from data/drops/gem_table.yaml
weight: 10
depletes: false
```
---
## Global vs Player State: Door Examples
### Example A: Door with a button in another room (GLOBAL)
A button in room 3 opens a door in room 7. Anyone can press it. Once pressed, the door is open for everyone.
**Button object** (`data/objects/door_button.yaml`):
```yaml
id: door_button
name: stone button
behavior: button_toggle
hidden: true
```
**Button behavior** (`data/behaviors/button_toggle.yaml`):
```yaml
id: button_toggle
type: toggle
message: "You press the stone button. You hear grinding stone in the distance."
set_flags:
secret_door_open: true # WORLD flag
check:
flag: secret_door_open
not: true # only works when door is closed
```
**Room 3** — contains the button:
```yaml
id: 3
name: "Button Chamber"
description: "A small stone chamber. A button protrudes from the east wall."
exits:
south: 1
objects:
- id: door_button
```
**Room 7** — contains the door:
```yaml
id: 7
name: "Hidden Passage"
description: "A dusty corridor. A heavy stone door blocks the way north."
exits:
south: 2
north:
room: 8
condition:
flag: secret_door_open # checks WORLD flag
value: true
blocked_message: "A heavy stone door blocks the way."
objects:
- id: stone_door
hidden: true
```
### Example B: Key-locked door (PLAYER-LOCAL)
A locked door that only opens for a player carrying the key. Each player must find their own key.
**Key item** (`data/items/rusty_key.yaml`):
```yaml
id: rusty_key
name: rusty key
description: "An old iron key, still functional."
value: 0
stackable: false
```
**Room 5** — locked door:
```yaml
id: 5
name: "Locked Storage"
description: "A small storage room. The way east is blocked by a locked iron door."
exits:
west: 2
east:
room: 6
condition:
has_item: rusty_key # checks PLAYER inventory
blocked_message: "The iron door is locked. You need a key."
objects:
- id: iron_door
hidden: true
```
**Room 6** — the other side (no key needed to exit):
```yaml
id: 6
name: "Storage Closet"
description: "Shelves of dusty crates."
exits:
west: 5 # exit back — no condition
spawns:
- item_id: uncut_ruby
quantity: 1
respawn_ticks: 500
```
Key difference: the button door uses `flag` (shared state — one player presses, everyone benefits), the key door uses `has_item` (per-player inventory check — each player needs their own key).
---
## Complete Quest Example: "Clear the Rats"
### 1. Quest giver mob (`data/mobs/quest_giver.yaml`)
```yaml
id: "quest_giver"
name: "Elder"
behavior: rat_quest_talk
unique: true
protected: true
attack: 1
strength: 1
defense: 1
hp: 20
speed: 5
aggressive: false
idle_descriptions:
- "mutters about the rat infestation"
```
### 2. Dialog behavior (`data/behaviors/rat_quest_talk.yaml`)
```yaml
id: rat_quest_talk
type: talk
nodes:
start:
message: "\"Rats! Rats everywhere in the cellar. Clear them out and I'll reward you.\""
options:
- text: "\"I'll handle it.\""
goto: accept_quest
condition:
player_flag: rat_quest
not: true
- text: "\"I killed the rats.\""
goto: turn_in
condition:
player_flag: rat_quest
value: started
- text: "\"Goodbye.\""
end: true
accept_quest:
message: "\"Good lad. The cellar is west of here. Come back when they're dead.\""
action:
set_player_flags:
rat_quest: started
options:
- text: "\"On my way.\""
end: true
turn_in:
message: "\"You did it! The village owes you a debt. Here — take this.\""
action:
give_item: rusty_sword
set_player_flags:
rat_quest: complete
heal: 10
options:
- text: "\"Thanks!\""
end: true
```
### 3. Rat mobs (`data/mobs/rat.yaml`)
```yaml
id: "rat"
name: "giant rat"
attack: 2
strength: 1
defense: 1
hp: 3
speed: 4
aggressive: true
respawn_ticks: 60
drops:
remains: "rat bones"
```
### 4. Cellar room (`data/rooms/20.yaml`)
```yaml
id: 20
name: "Cellar"
description: "A damp, dark cellar. The floor scuttles with movement."
exits:
east: 1
mobs:
- "rat"
- "rat"
- "rat"
- "rat"
- "rat"
```
### 5. Room 1 with quest giver (`data/rooms/1.yaml`)
```yaml
id: 1
name: "Town Square"
description: "Cobblestone paths lead in all directions. The Elder stands near the fountain."
exits:
west: 20
north: 2
mobs:
- "quest_giver"
objects:
- id: lumby_fountain
```
---
## Wandering Objects
Fishing spots that move between rooms:
```yaml
# data/objects/fishing_spot.yaml
id: fishing_spot
name: fishing spot
behavior: fish_trout
```
```yaml
# In a room:
objects:
- id: fishing_spot
wander_rooms: [7, 8, 9]
wander_interval: 12
```
Objects teleport between rooms in their `wander_rooms` list. Players gathering from a
wandering object are silently interrupted when it moves.
---
## Wandering Mobs
Mob wandering is configured per-instance in the room YAML, not on the mob definition:
```yaml
# In a room:
mobs:
- id: man
wander_interval: 10 # attempt to wander every 10 ticks
- id: man
wander_interval: 15
wander_rooms: [5, 6, 7] # optional — restrict which rooms via exits
```
Mobs wander through legal (unconditioned) room exits. When the wander interval expires,
the mob picks a random exit with no conditions and moves through it. If `wander_rooms`
is set, only exits leading to those room IDs are legal. Mobs without `wander_interval`
never wander. Mobs stop wandering while in combat. Dead mobs respawn at their home room.
---
## Player Toggles
Players can toggle personal settings with the `toggle` command:
| Toggle | Effect |
|---|---|
| `description` | Show full room description when moving |
| `tinymap` | Mini-map display (not yet implemented) |
| `xpdrops` | Show XP gained in gather/craft/combat messages |
| `exits` | Show exit destinations inline in look output |
| `mobenter` | Notify when a mob enters the room |
| `mobleave` | Notify when a mob leaves the room |
| `mobspawn` | Notify when a mob spawns in the area |
| `reserve` | Show full reserved item details in look |
| `depletion` | Show depletion and despawn timers on objects |
---
## The `search` Command
Used to open searchable items in your inventory (bird's nests, etc.):
```
Usage: search <item>
Example: search nest
search birds nest
```
Searches your inventory for the named item. If found, removes it and rolls on a drop table.
Currently only bird's nests are searchable.
---
## Hidden Objects
Objects with `hidden: true` don't appear in the room's object listing. Players discover them by reading room descriptions or trying commands. The object is still fully interactable — `push gate`, `look gate`, etc.
```yaml
# data/objects/secret_lever.yaml
id: secret_lever
name: stone lever
behavior: secret_toggle
hidden: true
props:
description: "A cleverly concealed lever behind a loose stone."
```
Room description hints at it:
```yaml
description: "A dusty corridor. One of the wall stones looks slightly out of place."
```
---
## Tips
1. **Use player flags for quest progress, world flags for environmental state.** If a bridge is repaired, that's world state. If a player has read a sign, that's player state.
2. **Conditions on enter scripts** make rooms feel alive. A guard who only barks the first time, a room that changes after a quest completes.
3. **Hidden objects** keep room descriptions clean. Mention them in the room's description text instead of auto-listing them.
4. **Drop tables** are shareable. The `gem_table` is used by copper rocks AND mob loot. Define once, reference everywhere.
5. **Objects are for fixtures, mobs are for living things.** If it has HP and can die, it's a mob. If it's a rock, lever, door, or crafting station, it's an object. Both can have behaviors.
6. **The `behavior` 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, ...}`.
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.
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.
10. **Mob wander config goes in the room YAML**, not the mob definition. This lets the same `man` wander differently in different rooms.
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