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## Behaviors
Behaviors are **inline configs** placed directly inside object YAML (`gather:`, `talk:`,
`use:`, `safespot:`) or mob YAML (`talk:`). Each section below shows the keys you can use under each behavior type.
The examples below are object/mob files; remember the filename is the ID for these.
### Gather (mining, fishing, woodcutting)
Mining — per-drop depletion on a rock object:
```yaml
name: copper rock
color: "178"
gather:
skill: mining
level: 1
xp: 17 # XP awarded per successful gather
base_wait: 8 # ticks between attempts
tools: # requires item with matching 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 {178}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_broadcast: "A glint of copper catches your eye from some {name}."
```
Drop messages support inline color tags: `{<0-255>}text{/}`. Use the item's color
index to match its display color. Gradients also work: `{g:196,82}text{/}`.
Non-depleting gather (fishing on a fishing spot object):
```yaml
name: fishing spot
gather:
skill: fishing
level: 1
xp: 10
base_wait: 4
tools:
- fishing_rod
bait: fishing_bait
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 {69}raw trout{/}!"
```
Woodcutting with shared depletion and bird's nests:
```yaml
name: oak tree
color: "113"
gather:
skill: woodcutting
level: 15
xp: 37
base_wait: 6
tools:
- 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 {113}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_broadcast: "An {name} grows back."
```
Regular tree — always depletes on first gather, no shared timer, no nests:
```yaml
name: tree
gather:
skill: woodcutting
level: 1
xp: 25
base_wait: 4
tools:
- 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 {107}logs{/}."
respawn_timer: 80
respawn_broadcast: "A {name} grows back."
```
#### GatherConfig Fields
| Field | Type | Description |
|---|---|---|
| `skill` | string | Skill name for level check |
| `level` | int | Required level to gather |
| `xp` | int | XP per successful gather |
| `base_wait` | float64 | Base ticks per action cycle |
| `tools` | []string | Required tool_type list (e.g. `[pickaxe]`) |
| `bait` | string | Required bait item (for fishing) |
| `success` | SuccessFormula | Base + per_level, capped |
| `gather_message` | string | Custom "You gather..." message |
| `depleted_message` | string | Custom "The rock is depleted" message |
| `exhausted_message` | string | Custom "The tree falls" message |
| `fail_message` | string | Custom failure message |
| `drops` | []DropEntry | Weighted drop entries |
| `respawn_timer` | float64 | Ticks until depleted object respawns |
| `respawn_broadcast` | string | Broadcast message when object respawns |
| `deplete_timer` | float64 | Ticks for shared depletion (trees) |
| `nest_chance` | int | 1/N chance for bird's nest alongside normal drop |
#### SuccessFormula
| Field | Type | Description |
|---|---|---|
| `base` | float64 | Base success chance (0.0-1.0) |
| `per_level` | float64 | Chance increase per level above requirement |
| `cap` | float64 | Maximum success chance |
#### DropEntry
| Field | Type | Description |
|---|---|---|
| `item_id` | string | Item ID to drop |
| `table` | string | Reference to a shared drop table in `data/drops/` |
| `weight` | int | Relative drop weight |
| `depletes` | bool | Resource depletes on this drop |
| `quantity` | int | Amount to drop (1-3 for random) |
| `message` | string | Player message on drop |
| `level` | int | Skill level required for this drop |
| `xp` | int | Bonus XP on this drop |
#### 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)
Talk configs go under the `talk:` key on objects or mobs. A conversation is a set of named
**nodes**, each with a message, optional action, optional auto-advance target, and choices
for the player.
```yaml
name: Guard
talk:
nodes:
start:
message: "\"Halt! This area is restricted.\" The guard eyes you suspiciously."
options:
- text: "\"What's behind that gate?\""
goto: about_gate
- text: "\"I have copper ore.\""
goto: trade_ore
condition:
has_item: copper_ore
- text: "\"I have a pass.\""
goto: has_pass
condition:
player_flag: got_pass
value: true
- text: "\"Goodbye.\""
# no goto = end conversation
about_gate:
message: "\"Supplies. Weapons.\" He shifts his weight. \"Bring me some copper ore and I'll stamp you a pass.\""
action:
set_player_flags:
talked_to_guard: true
options:
- text: "\"I'll be back.\""
- 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
give_item: pass_stub
set_player_flags:
got_pass: true
options:
- text: "\"Thanks.\""
has_pass:
message: "\"Alright, I'll open the gate.\""
action:
set_flags:
gate_open: true
options:
- text: "\"Thanks.\""
```
#### TalkNode fields
| Field | Type | Description |
|---|---|---|
| `message` | string or list | NPC dialogue. May be a single string or a list of strings (pick one at random). |
| `action` | NodeAction | Fires when the node is entered (give items, set flags, etc). |
| `options` | []TalkOption | Player choices. If empty and `next` is set, auto-advances. |
| `next` | string | Node ID to auto-advance to when there are no visible options. |
#### TalkOption fields
| Field | Type | Description |
|---|---|---|
| `text` | string | Player-facing choice text. |
| `goto` | string | Node ID to navigate to if this choice is selected. Omit to end the conversation. |
| `condition` | Condition | Only show this option if the condition passes. |
| `action` | NodeAction | Fires when this option is selected, BEFORE navigating to `goto`. |
#### 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. |
| `cost` | Credits charged for the action. |
| `shop` | Opens a buy/sell shop interface. See Shop section below. |
| `assign_task` | Assigns a random assassin task based on assassin level. |
| `skip_task` | Cancels current assassin task, costs 30 reputation, resets streak. |
| `extend_task` | Adds 50% more kills to current task, costs 30 reputation. |
| `reputation_cost` | Deducts reputation from `assassin_reputation` flag before other actions. |
| `sawmill` | Opens sawmill plank conversion interface. |
| `aps_node` | Marks this room's APS node as unlocked. |
All fields in a single action are processed together — give an item, take an item, set flags,
and heal in one node.
Example — quest completion with multiple actions:
```yaml
action:
take_item: dragon_head
give_item: dragon_slayer_medal
set_player_flags:
dragon_quest: complete
dragon_slain: true
heal: 99
teleport: 1
```
#### Option-level actions
Actions can be placed directly on options. The action fires when the player selects that
choice, BEFORE navigating to `goto`. This eliminates needing a separate "action node" for
simple transactions:
```yaml
nodes:
start:
message: "Welcome! Houses are 10 credits. Interested?"
options:
- text: "Yes, I'll buy one."
action:
cost: 10
set_player_flags:
owns_house: true
goto: purchased
condition:
player_flag: owns_house
not: true
- text: "No thanks."
purchased:
message: "Excellent! The plot is yours."
options:
- text: "Thanks!"
goto: start
```
If an option has both an `action` and a `goto`, the action runs first, then the player
navigates to the target node (which may also have its own action, fired on entry).
#### Randomized messages
`message` accepts either a plain string or a list. A list picks one entry at random each
time the node is visited:
```yaml
nodes:
greeting:
message:
- "\"Hello, traveller.\""
- "\"Ah, you again.\""
- "\"A visitor! Pull up a chair.\""
- "\"Back so soon?\""
options:
- text: "\"Hello.\""
```
#### Linear auto-advance
When a node has no options (or all its options are hidden by conditions) and `next` is set,
the conversation automatically advances to the target node. This creates dialogue chains
without prompting the player:
```yaml
nodes:
monologue_1:
message: "The elder clears his throat and begins..."
next: monologue_2
monologue_2:
message: "\"Long ago, before the asteroid was settled...\""
next: monologue_3
monologue_3:
message: "\"...a great darkness fell upon these halls.\" He pauses."
next: choice_point
choice_point:
message: "\"Do you understand the weight of what I'm telling you?\""
options:
- text: "\"I think so.\""
- text: "\"Not really.\""
```
If a node has both `next` and options, the options take priority — `next` is only used
when no options are visible. A node with a shop action ignores `next` entirely.
#### Shop (buy/sell interface)
The `shop` node action opens a dedicated buy/sell interface. The player can browse items, buy
with credits, and sell items back. Define a shop on a talk node:
```yaml
action:
shop:
message: "What would you like to buy or sell?"
items:
- item_id: fishing_rod
buy_price: 10
sell_price: 2
- item_id: fishing_bait
buy_price: 2
sell_price: 0
```
| Field | Description |
|---|---|
| `shop.message` | Greeting shown when entering the shop. |
| `shop.items` | List of items for sale. |
| `item_id` | Item definition ID. |
| `buy_price` | Credits to buy from shop. |
| `sell_price` | Credits shop pays (0 = won't buy). |
Full example — General Store:
```yaml
name: General Store Clerk
talk:
nodes:
start:
message: "\"Welcome to the General Store!\""
options:
- text: "\"I'd like to browse.\""
goto: shop
- text: "\"Goodbye.\""
shop:
message: "\"Take your time.\""
action:
shop:
message: "What would you like to buy or sell?"
items:
- item_id: fishing_rod
buy_price: 10
sell_price: 2
- item_id: hammer
buy_price: 20
sell_price: 5
options:
- text: "\"I'm done.\""
goto: start
```
When the player leaves the shop, the current node's options are shown (or auto-advance
fires if no options are visible). Use `goto: start` to loop back to the main greeting.
### Object Interactions (levers, switches, gates)
Interaction configs go under the `use_interactions:` key on objects.
Entries with no `item` field are bare interactions triggered by "use"
or "push"/"pull":
```yaml
name: iron gate
hidden: true
description: "A heavy iron gate set into the north wall."
use_interactions:
- condition:
flag: gate_open
value: true
not: true
message: "You push the heavy iron gate open."
action:
set_flags:
gate_open: true
```
Item-specific interaction:
```yaml
name: bookshelf
use_interactions:
- item: dusty_tome
message: "The bookshelf slides aside, revealing a secret passage!"
action:
set_flags:
secret_passage_open: true
```
### Use (crafting stations)
Use configs go under the `use:` key on objects (e.g. furnaces, ranges):
```yaml
name: furnace
color: "208"
use:
message: "You place the ore in the furnace..."
wait: 4
consume:
copper_ore: 1
reward:
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
```
---
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