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Jander_Semester2/Semesterprojekt/src/main/resources/world/items.yaml
Jean-Luc Makiola 285e68055e fix(items): make scenery items fixed so they cannot be taken
Nothing stopped the player from picking up scenery. The front door is an
ordinary switchable item in the foyer whose on-transition sets the 'left_manor'
flag that every ending keys off, so it could be carried into the cellar and used
there to end the game two floors underground. The chapel shrine could likewise
be carried out and the locket/photograph ritual performed anywhere.

Item gains a 'fixed' flag; TakeCommand refuses fixed items and leaves them in
the room. Fixed items stay usable in place, so all recipes still work.

Marked fixed: front_door, shrine, generator, valve, portrait — their
descriptions already claimed they were bolted down.
2026-07-14 12:38:16 +02:00

154 lines
5.3 KiB
YAML

# Haunted Manor items. Two items — lit_torch and fuse — are intentionally left
# unplaced: they exist only as the products of combinations. valve, generator
# and shrine are scenery "fixtures": technically takeable, but written as fixed
# in place; combinations resolve them from the room just as well as the bag.
# ── Light sources ───────────────────────────────────────────────────────────
- type: switchable
id: lamp
name: Oil Lamp
description: An old oil lamp, heavy with fuel. Lighting it would push back the dark.
initialState: false
light: true
onText: The lamp flares to life, casting a warm, steady glow.
offText: You snuff out the lamp and the dark rushes back in.
- type: plain
id: torch
name: Unlit Torch
description: A pitch-soaked torch, waiting for a flame.
- type: plain
id: lit_torch
name: Lit Torch
description: A burning torch, throwing back the dark.
light: true
- type: plain
id: matches
name: Box of Matches
description: A small box of dry matches. They rattle when you shake it.
# ── Power-restoration chain ──────────────────────────────────────────────────
- type: plain
id: valve_wheel
name: Valve Wheel
description: A heavy iron wheel, sized to fit a drainage valve.
- type: plain
id: valve
name: Drainage Valve
fixed: true
description: |
A rusted drainage valve set into the cellar wall. Its wheel is missing —
it is part of the house, not something you can carry off.
- type: plain
id: fuse
name: Ceramic Fuse
description: A fat ceramic fuse, the kind that feeds a generator's main bus.
- type: plain
id: generator
name: Generator
fixed: true
description: |
A rusty generator with an empty fuse socket. It is bolted to the floor —
you will have to work on it where it stands.
# ── Spirit / relic chain ─────────────────────────────────────────────────────
- type: plain
id: locket
name: Silver Locket
description: A tarnished silver locket. Something is engraved inside the clasp.
- type: plain
id: photograph
name: Faded Photograph
description: A faded photograph of two figures standing before the manor.
- type: plain
id: shrine
name: Stone Shrine
fixed: true
description: |
A small stone shrine with a shallow offering niche. It is mortared into
the chapel floor — a place to leave something, not to take it.
# ── Exit ─────────────────────────────────────────────────────────────────────
- type: switchable
id: front_door
name: Front Door
fixed: true
description: The heavy front door. It would let you leave the manor for good.
initialState: false
onText: |
You haul the front door open and step out into the cold night air.
offText: |
You ease the door shut again.
effects:
- { setFlag: left_manor }
# ── Lore & flavour ───────────────────────────────────────────────────────────
- type: readable
id: letter
name: Letter
description: A crumpled piece of paper, addressed to no one.
readText: |
"If you are reading this, the power has failed again. The fuse is in the
flooded cellar — drain it first. And whatever you hear upstairs at night:
it only wants to be remembered. — A."
- type: readable
id: journal
name: Caretaker's Journal
description: A leather journal in a careful, anxious hand.
readText: |
"Day 9. The generator died and the cellar flooded the same week. I keep
the valve wheel in the conservatory now. Day 14. The chapel shrine takes
the locket — but it wants the photograph too, in that order, or nothing
happens at all."
- type: readable
id: portrait
name: Family Portrait
fixed: true
description: A faded oil portrait above the dining-room hearth.
readText: |
A stern family poses before the manor. A small brass plate reads only:
"They never did leave."
- type: plain
id: shovel
name: Shovel
description: A rusty shovel. Sturdy enough to dig, though nothing here needs digging.
# ── The lost twins (optional escort side-quest) ──────────────────────────────
- type: plain
id: marlon_keepsake
name: Blue Marble
description: |
A child's blue glass marble, worn smooth from years in a pocket. Marlon's.
Somewhere its red twin is being clutched just as tightly.
- type: plain
id: malte_keepsake
name: Red Marble
description: |
A child's red glass marble, the mate to a blue one. Malte's — the only
thing he kept hold of when the dark took him.
- type: readable
id: brass_compass
name: Brass Compass
description: A small brass compass, pressed on you by two very grateful brothers.
readText: |
Engraved on the back, in a child's scratchy hand: "For the one who led us
out. — M & M." The needle, you notice, always settles toward the door.