Movement traits
room (a room, kind noun). The place actors stand. Everything a
room does in a .story file happens in its create block: direction
lines, doors (north to the Potting Shed through the green door), and
blocked exits (chord-language.md); dark / dark while <condition>; a
first time arrival description; deadly:; states, scores, and
on/after clauses, including after entering it, the room-arrival
reaction the Potting Shed uses.
enterable (enterable, adjective). Marks a thing the player can
get inside or on top of. The laundry chest composes it with
a container, openable so the lid is real. Composes with defaults
(preposition in); the on preposition (benches, roofs) is a
TypeScript setting today. First documented here: no story in the repo
uses it yet.
climbable (climbable, adjective). Marks a thing the CLIMB family
accepts. Defaults only from Chord (canClimb: true); compose a
supporter alongside it to give the climber somewhere to be (the pear
tree); the trait's destination/direction/message fields are
story-handler data.
exit (trait). Models a passage as its own entity: the "xyzzy"
magic word, or a tunnel that is a thing in its own right. A room exit can route via such an
entity (or via a door), and pathfinding resolves it; going checks a via
entity only for open/locked state. No standard action reads the trait's
richer fields (aliases, visibility, bidirectionality) today, and it has
no Chord surface; treat it as Sharpee-Way plumbing.
vehicle (trait, TypeScript-only, no Chord surface). Rides on top of
enterable: the trait's blocksWalkingMovement (default true) is what
makes GO say "you're in something" instead of walking; set it false and
GO moves the vehicle itself along the room's exits, passengers and all
(movesWithContents). positionRooms/currentPosition track
multi-stop vehicles (the Dungeo basket's counterweight shape);
isOperational and requiresExitBeforeLeaving are read by vehicle
helpers for story use.
region (a region, kind noun, since ADR-236). A named room group,
authored region-side: containing the Drive, the Hall lists members
(additive: regions nest by containing each other), after entering it
/ after leaving it react to boundary crossings (leaving exists only
here), and an on every turn clause on the region block is a region
daemon, firing while the player is anywhere in a member room. The
region_entered/region_exited events going emits are what
these bind to. Full entry in the traits reference.
scene. This structural trait has no Chord surface and no verb; it is cataloged in the traits reference.