Cookbook
Short, focused recipes for mechanics that come up again and again. Each one is a
self-contained pattern you can lift into your own ruleset and adapt. They assume
you’ve read Core concepts and know the
same/other binding model.
Recipes
Section titled “Recipes”| Recipe | Pattern |
|---|---|
| Tagging & role handoff | Pass a role between players on a tag |
| Scoring | Accumulate points per event or per second |
| Win conditions | End the game on a target, a count, or a timer |
| Capture & carry | Pick up, carry, score, and drop items |
| Freeze & thaw | Disable a player until a teammate frees them |
| Zones & bounds | Out-of-bounds nudges and gated zones |
| Timers | Per-second counters and delayed effects |
| Bots | A minimal chase/flee opponent |
| Ensure a role exists | Self-heal a role that vanished |
Two habits that prevent most bugs
Section titled “Two habits that prevent most bugs”- Gate one-shot effects with a flag. Level conditions (
count_state,compare,state_equals) re-evaluate every tick. If an action should happen once, set adone/announcedflag in the samedoand addstate_equals … falseto thewhen. - Establish the binding first. In an
and, put the player-binding condition (proximity,interaction, or astate_equals who: any) before the filters that referencesame/other, and putticklast.