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| author | historia <[not public]> | 2026-06-11 04:46:27 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-06-11 08:58:37 +0000 |
| commit | 1b9e2da3b3c438d8dc53d3489725dd5ba0022777 (patch) | |
| tree | 62264f24420bf4cfaa734942c65cc8dd45ba3d3b /data/help/gathering.yaml | |
| parent | 06c02a697e5daf8832a462de5970dd4c0e13a02c (diff) | |
| download | thehouseoficarus-1b9e2da3b3c438d8dc53d3489725dd5ba0022777.tar.gz | |
feat: web client, get/drop updates and fixes
Diffstat (limited to 'data/help/gathering.yaml')
| -rw-r--r-- | data/help/gathering.yaml | 24 |
1 files changed, 19 insertions, 5 deletions
diff --git a/data/help/gathering.yaml b/data/help/gathering.yaml index 57c317e..876f92f 100644 --- a/data/help/gathering.yaml +++ b/data/help/gathering.yaml @@ -5,18 +5,32 @@ description: | Usage: mine <object> - Mine ore from rocks (requires pickaxe) chop <object> - Chop logs from trees (requires axe) - fish <object> - Fish from fishing spots (requires rod/net) + cut <object> - Same as chop + fish <object> - Fish from fishing spots (requires correct tool) Gathering skills use a tick-based action system: 1. You begin the action (e.g. "You swing your pickaxe...") 2. After a wait (reduced by tool speed), the game rolls for success 3. Success picks a weighted random drop from the object's drop table - 4. Depleting drops remove the resource temporarily; rare drops don't - Tools: Items with tool_type and tool_speed. The best matching tool in - your inventory or toolbelt is used automatically. Higher tool_speed - means faster gathering. + Tools: Items with tool_type and tool_speed. A wielded tool always takes + priority. Otherwise the first matching tool in your inventory is used. + Higher tool_speed means faster gathering. + + Bait: Some fishing spots consume bait each attempt. If you run out, + the action stops. + + XP: All successful gathers award XP. Enable the "xpdrops" toggle to + see XP gains with each drop (e.g. "+37xp wct"). Fishing catches award + XP based on the specific fish caught. Numbered targeting: "mine 1.rock" targets a specific instance when multiple objects of the same name are present. "look" shows instance indices and depletion status. + + Two depletion mechanics: + - Per-drop (rocks): Depletes on first successful gather. Respawns + after a fixed delay. + - Shared (trees): A despawn timer counts down while being chopped. + When it hits 0, the next successful gather depletes it for everyone. + If no one is chopping, the timer regenerates back up. |
