# Gameplay & costumes

Understand door visits, costume matching, sweets and ingredient deliveries.

## The door-to-door loop

Players choose a costume in the game menu, right-click configured doors to knock and wait nearby for a Citizens resident to answer. The response can award sweets, offer a costume hint or give an ingredient task. Configured options can also introduce thieves or houses where nobody is home.

Use `/tot open` for the game menu, `/tot stats` for your sweets and discovered doors, and `/tot warp` to reach the event location while the event is active.

## Costumes affect rewards

A costume consists of a custom head, colored chestplate, leggings and boots. Residents judge the outfit against the player's needed costume. Better matches produce better sweet rewards within the configured minimum and maximum.

With the default `Costumes.force_change: true`, players must change at least one costume part between doors. This prevents simply wearing one outfit throughout the event.

Organizers can customize the head list and costume hints in `Costumes.heads`. The optional `Lobby.use_armor_slots` setting displays the costume in armor slots and replaces existing armor there; choose it deliberately for your event setup.

## Ingredient tasks

When enabled, residents can request ingredients. Players collect the requested ingredient and return to the same door for additional rewards. You can tune the assignment chance, number of collections and ingredient respawn delay.

`GameSettings.ingredients.compass` enables the return compass. `force_complete_task` can require completing the current task before knocking at new doors.

Pending ingredient delivery is consumed when the resident's response resolves. Walking away before that response cancels the visit without consuming a pending delivery.

## Cooldowns and discoveries

`GameSettings.banned_time` controls how long a player waits before returning to the same door. Discovery credit and normal admission cooldowns are applied on knock. They still apply if the visitor walks away before the response, preventing repeated rerolls.

## Scares and sweets

Atmospheric scenes add suspense without dealing damage. Move beyond the configured distance from the door to leave the scene; the default distance is eight blocks.

A frightening scene does not itself remove sweets. The existing thief option controls sweet losses independently. See [encounters](/trickortreat/wiki/encounters) for pacing and intensity controls.
