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doc: README covers item source keys, pet walls and carver-only objects
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -109,10 +109,12 @@ locally. See [docs/UgcServer.md](docs/UgcServer.md).
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[docs/Matchmaking.md](docs/Matchmaking.md).
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* **Guilds:** create, invite, ranks, kick, disband and guild chat (`/g`), enabled with a login event
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(`event_N=guilds`). See [docs/Guilds.md](docs/Guilds.md).
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* **Enemies:** de-aggro trigger walls get their real size, and enemies' paths stop at navmesh carvers and enemy-only
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blocking volumes, as the level data and client collision groups say.
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* **Enemies and pets:** de-aggro trigger walls and navmesh carvers get their real size, and enemies' and pets' paths
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stop at the walls their collision group can't cross. Carver-only level objects aren't spawned, as in the client; they
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stay as walls.
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* **Loot like live captures:** activity and quickbuild loot comes from the player and spawns at the object, reward coins
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use the reward's level, coins drop before items, quickbuild item costs are taken at build start and refunded on cancel.
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Items say where they came from (the `_Metric_*` keys: the dropping object, mission, activity, vendor, mail or trade).
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* **Combat:** area attacks and TacArcs handle targets once each, in the client's order; TacArcs pick targets like the
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client (distance or weights, then `attack_priority` when `use_attack_priority` is set).
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* **Zones:** level and zone files read for every version the client reads.
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