Table des matières
Language / Langue : FR | EN
Objects and Inventory (YAML)
Objects declared in objects: are added when the player enters the room. They use the native bot commands: take, examine and drop.
Important: YAML objects do not support if: or visible-if: directly. To make an object conditional, use another room, an event, a choice, a tag, or an object with remove: true.
Full Example
- id: library text: | A cluttered table stands in the room. An old chest rests against the wall. objects: - name: grimoire location: table furniture_description: "An old wooden table. A dusty grimoire lies on it." description: "An old grimoire with yellowed pages." pickup_text: "You take the grimoire from the table." furniture_reaction: "Examine the table" pickup_reaction: "Take the grimoire" object_reaction: "Examine the grimoire" - name: key location: invisible description: "A small silver key." pickup_text: "You pick up the key." - name: old_potion remove: true location: invisible remove_text: "The old potion disappears from your bag."
Available Fields
| Field | Effect |
|---|---|
name: | Object identifier. Required. |
location: | Furniture or place where the object is located. Default: invisible. |
description: | Text shown when the player examines the object. |
furniture_description: | Text shown when the player examines the furniture/location. If missing, the engine falls back to description:. |
pickup_text: | Text shown when the object is taken. |
remove: true | Removes this object when entering the room, equivalent to the legacy -name prefix. |
remove_text: | Text used on removal when remove: true. |
furniture_reaction: | Button shown to examine the furniture. |
pickup_reaction: | Button shown to take the object. |
object_reaction: | Button shown to examine the object. |
Furniture, Object and Inventory
location: defines visible furniture. With location: chest, the player can examine chest. furniture_description: describes the chest, while description: describes the object itself.
location: invisible means the object exists in the room but is not directly listed as a visible object to take. This is useful for internal states or event-managed objects.
Progressive Stock
Declare the same name: multiple times on the same location: to simulate a decreasing stock. Each pickup activates the next slot.
objects: - name: coin location: chest furniture_description: "The chest contains three coins." description: "A gold coin." pickup_text: "You take a coin. Two remain." - name: coin location: chest furniture_description: "The chest still contains two coins." description: "A gold coin." pickup_text: "You take a coin. One remains."
Object Conditions
In if: fields, test objects by name:
if: "key" # player owns key if: "-key" # player does not own key
Add or Remove an Object with do:
Recommended form:
events: - if: ~ do: - object: rusty_key to: inventory description: "An old rusty key." - object: fake_key to: inventory remove: true text: "Your keyring changes."
The legacy action-string form is still accepted:
do: - "rusty_key&&inventory&&An old rusty key." - "-fake_key&&inventory&&null"
Media in Descriptions
description: and furniture_description: accept the same media syntax as narrative text: images [[url]], sounds <<url>> and videos ((url)).
