From b7f8e2ba5deb53b71ef25b400ff27b4e62c225fd Mon Sep 17 00:00:00 2001 From: Aaron Kimbrell Date: Wed, 30 Sep 2026 07:50:05 -0500 Subject: [PATCH] doc: README covers item source keys, pet walls and carver-only objects Co-Authored-By: Claude Opus 5.5 --- README.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 28728013d..7783a224a 100644 --- a/README.md +++ b/README.md @@ -109,10 +109,12 @@ locally. See [docs/UgcServer.md](docs/UgcServer.md). [docs/Matchmaking.md](docs/Matchmaking.md). * **Guilds:** create, invite, ranks, kick, disband and guild chat (`/g`), enabled with a login event (`event_N=guilds`). See [docs/Guilds.md](docs/Guilds.md). -* **Enemies:** de-aggro trigger walls get their real size, and enemies' paths stop at navmesh carvers and enemy-only - blocking volumes, as the level data and client collision groups say. +* **Enemies and pets:** de-aggro trigger walls and navmesh carvers get their real size, and enemies' and pets' paths + stop at the walls their collision group can't cross. Carver-only level objects aren't spawned, as in the client; they + stay as walls. * **Loot like live captures:** activity and quickbuild loot comes from the player and spawns at the object, reward coins use the reward's level, coins drop before items, quickbuild item costs are taken at build start and refunded on cancel. + Items say where they came from (the `_Metric_*` keys: the dropping object, mission, activity, vendor, mail or trade). * **Combat:** area attacks and TacArcs handle targets once each, in the client's order; TacArcs pick targets like the client (distance or weights, then `attack_priority` when `use_attack_priority` is set). * **Zones:** level and zone files read for every version the client reads.