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authorhistoria <[not public]>2026-06-19 21:20:32 -0400
committerhistoria <[not public]>2026-06-19 21:20:32 -0400
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downloadthehouseoficarus-5ea082ab4e82409aebc889b496f43e52b003d4f7.tar.gz
feat: science combat/triggers overhauled. decks now use autotrigger attacks.
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@@ -354,7 +354,18 @@ Battery = Technology level (float64). Each tech has a drain rate (0.05–0.25 pe
## Science System (science.go)
-Mods loaded from `data/modules/` — categories: mods, enchant, chip, processing, transport, combat. Junk cost for casting, deck equipment provides junk. Trigger command for casting, autotrigger for automation. Mod list viewable with `mods` command.
+Mods loaded from `data/modules/` — categories: combat, utility, transport, enchant, processing. Each mod has a junk cost. Deck equipment (science weapons) provides junk and removes scrap_metal cost.
+
+**Triggering mods:**
+
+- `trigger <mod>` — triggers a mod. Combat mods in non-deck combat queue as a one-shot attack. Transport/utility/enchant mods resolve immediately. Module matching searches by partial name (all words); if ambiguous, picks the highest-level module the player can cast (at or below their Science level).
+- `autotrigger <mod>` — sets a combat mod to auto-fire each attack round when a deck is equipped. `autotrigger none` disables. Without a deck, autotrigger has no effect.
+
+**Deck combat:** When a deck weapon is equipped, attacks fire at the weapon's speed. If an autotrigger mod is set and the player has the required junk, the mod fires instead of a normal attack. If no autotrigger or out of junk, an error is shown and the player does an unarmed attack with no bonuses.
+
+**Non-deck manual triggers:** `trigger <mod>` during combat without a deck queues one module to replace the next combat attack. Only one can be queued at a time.
+
+Mod list viewable with `mods`, `modules`, or `module` command.
## Hacking System (game/hacking/)