Add TOML reference docs for all world data types
- world/MANIFEST.md: manifest.toml and directory layout - world/races/RACES.md: race schema (stats, body, natural, resistances, etc.) - world/classes/CLASSES.md: class schema (base_stats, growth, hidden, guild) - world/guilds/GUILDS.md: guild schema and [growth] - world/spells/SPELLS.md: spell schema and types - world/town/REGION.md: region.toml - world/town/rooms/ROOMS.md: room schema and exits - world/town/npcs/NPCS.md: NPC schema, race/class resolution - world/town/objects/OBJECTS.md: object schema and [stats] Made-with: Cursor
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world/town/REGION.md
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world/town/REGION.md
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# Region TOML Reference
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Each region is a directory under `world/` (e.g. `world/town/`) containing a `region.toml` file. The directory name is the region ID (e.g. `town`). Room, NPC, and object IDs in this region are prefixed with `"<region>:"` (e.g. `town:tavern`).
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## Fields
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| Field | Type | Required | Description |
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|-------|------|----------|-------------|
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| `name` | string | Yes | Display name of the region (e.g. for logs or future use). |
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Additional keys (e.g. `description`) may be present in the file; only `name` is required by the loader.
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## Example
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```toml
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name = "Thornwall"
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description = "A fortified trading town at the crossroads of the known world."
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```
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## Region contents
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Place TOML files in these subdirectories of the region folder:
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- `rooms/*.toml` — room definitions (see `rooms/ROOMS.md`)
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- `npcs/*.toml` — NPC definitions (see `npcs/NPCS.md`)
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- `objects/*.toml` — object definitions (see `objects/OBJECTS.md`)
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The server loads all regions whose folder contains a `region.toml` file.
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world/town/npcs/NPCS.md
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world/town/npcs/NPCS.md
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# NPC TOML Reference
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Each file in a region’s `npcs/` folder (e.g. `world/town/npcs/`) defines one NPC template. The NPC ID is `"<region>:<filename_stem>"` (e.g. `barkeep.toml` in region `town` → `town:barkeep`). Race and class are resolved at **spawn time** (and again on respawn if not fixed); omit them for random selection.
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## Top-level fields
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| Field | Type | Required | Default | Description |
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|-------|------|----------|---------|-------------|
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| `name` | string | Yes | — | Display name. |
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| `description` | string | Yes | — | Shown when the player looks at or examines the NPC. |
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| `room` | string | Yes | — | Full room ID where the NPC appears (e.g. `"town:tavern"`). |
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| `base_attitude` | string | No | `"neutral"` | One of: `friendly`, `neutral`, `wary`, `aggressive`, `hostile`. Hostile NPCs auto-engage players in the room. |
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| `faction` | string | No | — | Optional faction ID for attitude grouping. |
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| `race` | string | No | — | Race ID (e.g. `"race:beast"`, `"race:human"`). If omitted, a random non-hidden race is chosen at each spawn/respawn. |
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| `class` | string | No | — | Class ID (e.g. `"class:peasant"`, `"class:rogue"`). If omitted, the race’s `default_class` is used, or a random compatible non-hidden class. |
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| `respawn_secs` | integer | No | — | If set, the NPC respawns this many seconds after death. Race/class are re-rolled on respawn unless fixed above. |
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| `dialogue` | table | No | — | See below. |
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| `combat` | table | No | — | If set, the NPC can be attacked and has combat stats. If omitted, the NPC has default combat stats when attacked. |
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## `[dialogue]`
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| Field | Type | Required | Default | Description |
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|-------|------|----------|---------|-------------|
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| `greeting` | string | No | — | Line shown when a player uses `talk` on this NPC (only if attitude allows talking). |
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## `[combat]`
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| Field | Type | Required | Default | Description |
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|-------|------|----------|---------|-------------|
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| `max_hp` | integer | Yes | — | Maximum HP. |
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| `attack` | integer | Yes | — | Attack value. |
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| `defense` | integer | Yes | — | Defense value. |
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| `xp_reward` | integer | No | `0` | XP awarded when the NPC is killed. |
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## Examples
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**Fixed race/class (e.g. animal):**
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```toml
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name = "Giant Rat"
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description = "A mangy rat the size of a small dog."
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room = "town:cellar"
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base_attitude = "hostile"
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race = "race:beast"
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class = "class:creature"
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respawn_secs = 60
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[combat]
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max_hp = 25
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attack = 6
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defense = 2
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xp_reward = 15
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```
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**Random race, fixed class (e.g. barkeep):**
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```toml
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name = "Grizzled Barkeep"
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description = "A weathered man with thick forearms."
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room = "town:tavern"
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base_attitude = "friendly"
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[dialogue]
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greeting = "Welcome to The Rusty Tankard."
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```
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(No `race` or `class` → random race each spawn, default class from race, e.g. Peasant for humanoids.)
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**Fixed class, random race:**
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```toml
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name = "Shadowy Thief"
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description = "A cloaked figure lurking in the darkness."
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room = "town:dark_alley"
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base_attitude = "aggressive"
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faction = "underworld"
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class = "class:rogue"
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respawn_secs = 90
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[combat]
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max_hp = 45
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attack = 12
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defense = 6
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xp_reward = 35
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```
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## Display
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`look <npc>` and `examine <npc>` show the NPC’s **resolved** race and class (from the current spawn instance).
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world/town/objects/OBJECTS.md
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world/town/objects/OBJECTS.md
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# Object TOML Reference
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Each file in a region’s `objects/` folder (e.g. `world/town/objects/`) defines one object type. The object ID is `"<region>:<filename_stem>"` (e.g. `rusty_sword.toml` in region `town` → `town:rusty_sword`).
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## Top-level fields
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| Field | Type | Required | Default | Description |
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|-------|------|----------|---------|-------------|
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| `name` | string | Yes | — | Display name. |
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| `description` | string | Yes | — | Shown when the player looks at or examines the object. |
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| `room` | string | No | — | Full room ID where the object is placed (e.g. `"town:forge"`). If omitted, the object does not appear in the world until given by script or placed elsewhere. |
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| `kind` | string | No | — | Flavour/legacy: e.g. `"weapon"`, `"armor"`, `"consumable"`. If `slot` is not set, `weapon` → `main_hand`, `armor` → `torso` for equip. |
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| `slot` | string | No | — | Equipment slot name (e.g. `"main_hand"`, `"off_hand"`, `"torso"`, `"head"`). Must be a slot the equipper’s race has. If set, overrides `kind` for slot choice. |
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| `takeable` | boolean | No | `false` | If `true`, players can take the object and put it in inventory. |
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| `stats` | table | No | — | See `[stats]` below. |
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## `[stats]`
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| Field | Type | Required | Default | Description |
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|-------|------|----------|---------|-------------|
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| `damage` | integer | No | — | Weapon damage bonus when equipped in a weapon slot. |
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| `armor` | integer | No | — | Armor bonus when equipped in an armor slot. |
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| `heal_amount` | integer | No | — | HP restored when the object is **used** (consumable). The object is consumed on use. |
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## Examples
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**Weapon (explicit slot):**
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```toml
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name = "Rusty Sword"
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description = "A battered iron blade with a cracked leather grip."
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room = "town:cellar"
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kind = "weapon"
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slot = "main_hand"
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takeable = true
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[stats]
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damage = 6
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```
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**Shield:**
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```toml
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name = "Iron Shield"
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description = "A dented but serviceable round shield."
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room = "town:forge"
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slot = "off_hand"
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takeable = true
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[stats]
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armor = 4
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```
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**Consumable:**
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```toml
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name = "Healing Potion"
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description = "A small glass vial filled with a shimmering red liquid."
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room = "town:temple"
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kind = "consumable"
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takeable = true
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[stats]
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heal_amount = 30
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```
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**Non-takeable (e.g. scenery):**
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```toml
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name = "Stone Fountain"
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description = "A worn fountain, water trickling quietly."
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room = "town:town_square"
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takeable = false
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```
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## Equipment and races
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- A race defines which slots it has (see `world/races/RACES.md`). Equipping fails if the race does not have the object’s `slot`.
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- If `slot` is omitted, `kind = "weapon"` defaults to `main_hand`, `kind = "armor"` to `torso`; other kinds have no default slot.
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- Items are treated as fitting any race that has the slot (no size restriction).
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world/town/rooms/ROOMS.md
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world/town/rooms/ROOMS.md
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# Room TOML Reference
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Each file in a region’s `rooms/` folder (e.g. `world/town/rooms/`) defines one room. The room ID is `"<region>:<filename_stem>"` (e.g. `town_square.toml` in region `town` → `town:town_square`). Exits reference these full IDs.
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## Top-level fields
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| Field | Type | Required | Default | Description |
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|-------|------|----------|---------|-------------|
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| `name` | string | Yes | — | Room title shown to players. |
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| `description` | string | Yes | — | Room description. Can be a multi-line string (`"""..."""`). |
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| `exits` | table | No | `{}` | Map of direction → room ID. Direction keys are lowercase (e.g. `north`, `south`, `east`, `west`, `up`, `down`). Values are full room IDs (e.g. `"town:tavern"`). |
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## Example
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```toml
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name = "Town Square"
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description = """\
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You stand in the heart of Thornwall. A worn stone fountain sits at the \
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center, water trickling quietly. Cobblestone paths branch in every \
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direction."""
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[exits]
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north = "town:tavern"
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east = "town:market"
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west = "town:temple"
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south = "town:dark_alley"
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```
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## Notes
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- NPCs and objects are placed in rooms via their own TOML: NPCs have a `room` field, objects have a `room` field. The server builds room contents from those references.
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- Exits can point to rooms in other regions; use the full ID (e.g. `"dungeon:entrance"`).
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- The world `manifest.toml` must list a valid `spawn_room` ID that exists.
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