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## Rooms
**The filename is the ID.** A room's numeric filename is its ID (`1.yaml` → room `1`); the
loader derives it from the filename. Do not put an `id:` field in the file — it is ignored.
Exits and other rooms reference a room by that number. (A nested `- id:` under `objects:` or
`mobs:` is a *reference* to an object/mob by its filename, and is still required.)
Minimal room:
```yaml
name: "Town Square"
description: "Cobblestone paths lead in all directions. A fountain gurgles peacefully."
exits:
north: 2
west: 7
east: 3
```
### Inline Color Tags
Room descriptions support inline color tags using `{spec}text{/}` syntax. Untagged text uses the `room_desc` color.
```yaml
description: "On the table lies a {182 bold}mysterious vase{/} with a rose in it."
```
Tag spec format: `{<0-255> [bold] [dim] [underline]}text{/}`
Gradients: `{g:196,82}gradient text{/}`. Multi-stop: `{g:45,39,59}three stops{/}`.
### 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
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
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
- player_flag: paid_toll
blocked_message: "The bridge is out, and the toll collector blocks the path."
```
Exit that sets flags when used — `set_flags` / `set_player_flags` are applied
only when the player actually moves through the exit (not when it's blocked):
```yaml
exits:
north:
room: 21
condition:
player_flag: lined_up
set_player_flags:
boarded_shuttle: true # marks "left this area" on the way out
```
### Item Spawns — ground items that respawn
```yaml
item_spawns:
- id: bronze_pickaxe
quantity: 1
respawn_ticks: 30 # reappears 30 ticks (18 seconds) after being picked up
- 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 and timed cutscenes when a player arrives
Each `on_enter` step shows a `message`, optionally gated by a `condition`. Steps
whose condition fails are skipped.
```yaml
on_enter:
- message: "The guard barks: \"State your business!\""
condition:
player_flag: talked_to_guard
not: true # only the first visit
- message: "The guard nods. \"Back again?\""
condition:
player_flag: talked_to_guard # subsequent visits
```
**Timed cutscenes.** A step may also carry a `delay` (ticks to wait before it
fires) and/or set flags (`set_flags` / `set_player_flags`). If any surviving step
has a delay or sets a flag, the whole sequence runs as a scheduled cutscene;
plain message-only scripts still print instantly.
```yaml
on_enter:
- condition: { player_flag: boarded, not: true }
delay: 5
message: "Some of the crowd look you up and down."
- condition: { player_flag: boarded, not: true }
delay: 5
message: "The pilot calls out: \"Tickets, please! Nice and orderly!\""
set_player_flags:
lined_up: true # opens an exit, flips a description, etc.
- condition: { player_flag: boarded, not: true }
message: "The crowd forms a single-file line."
```
Notes:
- `delay` counts ticks before the step fires; `delay: 0` (or omitted) fires on the next tick.
- Conditions are evaluated **once** on entry, so a flag a step sets won't cancel a later step in the same sequence.
- Gate a cutscene on a flag the sequence itself sets (above, `lined_up`) so it doesn't replay on a return visit.
- If a player disconnects mid-cutscene it resumes on reconnect, so they can't get stuck behind an exit the cutscene was meant to open. Plain `on_enter` messages never replay on login.
### Conditional room descriptions
A room's `description` can be a plain string or a list of conditional variants.
Entries are checked top-to-bottom; the first whose condition passes wins. An
entry with no condition always matches — put it last as the fallback.
```yaml
description:
- condition:
player_flag: boarded
not: true
text: "A concrete pad swarming with a couple dozen anxious passengers."
- text: "A large, empty concrete pad in the middle of the ocean."
```
### Hazardous rooms — environmental danger
A room can reference a shared hazard by ID. The hazard rolls an attack against
everyone in the room every few ticks using the combat formulas (see `hazards.md`).
```yaml
name: "Exposed Solar Array"
hazard: solar_radiation # ID of a data/hazards/<id>.yaml definition
exits:
south: 99999180
objects:
- id: rock_outcrop # a safespot object shields players from the hazard
mobs:
- solar_panel_frame # a task worksite (see mobs.md > Task Mobs)
```
- Players are warned with a `[Y/n]` prompt before walking from a **safe** room into a
**hazardous** one (unless they disable the `danger_warning` option). Moving between
two hazardous rooms does not re-prompt.
- A safespot object (an overhang, alcove, rock outcrop, …) shields a hidden player from
**all** hazard damage — but performing a melee attack/work step forces you out of cover.
- Hazards stack with mobs: an aggressive mob in a hazardous room hits you while the room
hazard also rolls against you.
---
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