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authorhistoria <[not public]>2026-06-19 02:08:55 -0400
committerhistoria <[not public]>2026-06-19 02:08:55 -0400
commit458916fb78dcef3ff77cb29b7ba98d9f646819fc (patch)
tree19cd8b8eef41a1aa00d155bf7953ad2770f91a4c /data/help
parent97a1a908b9e6e6d3516628c139c9b64262b4fe08 (diff)
downloadthehouseoficarus-458916fb78dcef3ff77cb29b7ba98d9f646819fc.tar.gz
feat: rough pharmacy skill added
Diffstat (limited to 'data/help')
-rw-r--r--data/help/clean.yaml25
-rw-r--r--data/help/combat.yaml41
-rw-r--r--data/help/mix.yaml25
-rw-r--r--data/help/pharmacy.yaml25
-rw-r--r--data/help/stats.yaml17
-rw-r--r--data/help/style.yaml27
6 files changed, 124 insertions, 36 deletions
diff --git a/data/help/clean.yaml b/data/help/clean.yaml
new file mode 100644
index 0000000..3af691e
--- /dev/null
+++ b/data/help/clean.yaml
@@ -0,0 +1,25 @@
+name: "clean"
+category: "Commands"
+description: |
+ Clean grimy herbs from your inventory.
+
+ Usage: clean Clean all grimy herbs
+ clean <herb> Clean only a specific herb type
+
+ Cleaning is a background action that runs alongside other
+ activities. You can clean herbs while walking, gathering, or
+ even during combat.
+
+ Each herb type requires a minimum Pharmacy level to clean.
+ You earn Pharmacy XP for each herb cleaned.
+
+ The command processes one herb every 2 ticks and automatically
+ moves on to the next grimy herb in your inventory. It stops
+ when you have no more grimy herbs (or no more matching the
+ filter).
+
+ Grimy herbs are obtained as drops from mobs or through farming.
+ Clean herbs are used to create unfinished potions by combining
+ them with a vial of water.
+
+ See also: mix, pharmacy, use
diff --git a/data/help/combat.yaml b/data/help/combat.yaml
index b02fb1a..210a6da 100644
--- a/data/help/combat.yaml
+++ b/data/help/combat.yaml
@@ -1,33 +1,20 @@
name: "combat"
-category: "Combat"
+category: "General"
description: |
- Combat basics.
+ Attack a mob with: attack <mob>
- - 600ms tick engine with per-weapon attack speeds
- - Attack, Strength, and Defense rolls determine hit/miss
- - Combat triangle: Melee > Ranged > Science > Melee
- - 4 XP per point of damage, distributed by combat style
- - Damaged mobs show current HP in look (damaged listed first)
- - Mobs regenerate 1 HP every 100 ticks (60 seconds)
- - Players also regenerate 1 HP every 100 ticks
+ Your accuracy depends on your attack type (stab, slash, crush, ranged,
+ or science) and your total equipment bonus for that type. Your weapon
+ determines the attack type.
- Fleeing combat:
- Move in any direction (n/s/e/w/u/d) to attempt to flee.
- The movement countdown begins (default 4 ticks). If the mob
- lands a hit during the countdown, you get "Can't escape!" and
- remain in combat. If the mob misses or doesn't attack, you
- successfully escape after the countdown.
+ Mobs have per-type defense bonuses. A skeleton with high slash defense
+ but weak crush defense takes more hits from a mace than a sword.
- Equipment that reduces movement time (Cape of Agility, Graceful
- set) also reduces the flee countdown. With the Cape of Agility,
- fleeing is instant.
+ Use the 'style' command to change your combat style:
+ accurate - +3 attack level, XP to attack
+ aggressive - +3 strength level, XP to strength
+ defensive - +3 defense level, XP to defense
+ balanced - +1 to all, XP split evenly
- Enable "run_countdown" option to see tick-by-tick messages
- while fleeing.
-
- Mob level colors in room display and broadcasts:
- Green Mob is 5+ levels below you
- Green-yellow Mob is 1-4 levels below you
- White Mob is equal level
- Orange Mob is 1-4 levels above you
- Red Mob is 5+ levels above you
+ Use 'stats' to see your total equipment bonuses and current attack roll.
+ Use 'look <item>' to see an item's combat stats.
diff --git a/data/help/mix.yaml b/data/help/mix.yaml
new file mode 100644
index 0000000..3c646f7
--- /dev/null
+++ b/data/help/mix.yaml
@@ -0,0 +1,25 @@
+name: "mix"
+category: "Commands"
+description: |
+ Mix potions from unfinished potions and secondary reagents.
+
+ Usage: mix Show all potions you can mix right now
+ mix <potion> Mix a specific potion
+ mix 10 <potion> Mix a specific quantity
+
+ Mixing does not require a station and can be done anywhere.
+
+ Before mixing starts, you are prompted "How many?" -- press
+ return for all, type a number, or type anything else to cancel.
+
+ The Pharmacy skill check determines success or failure. Higher
+ levels yield higher success rates.
+
+ You can also mix by using items directly:
+ use eye of newt on guam potion
+
+ To create unfinished potions, use a clean herb on a vial
+ of water:
+ use guam on vial of water
+
+ See also: clean, pharmacy, use
diff --git a/data/help/pharmacy.yaml b/data/help/pharmacy.yaml
new file mode 100644
index 0000000..dfb1d01
--- /dev/null
+++ b/data/help/pharmacy.yaml
@@ -0,0 +1,25 @@
+name: "pharmacy"
+category: "Skills"
+description: |
+ Pharmacy is the skill of creating potions from herbs and
+ reagents. It replaces the old Alchemy discipline.
+
+ The production chain:
+ 1. Obtain grimy herbs (mob drops, farming)
+ 2. Clean herbs with the "clean" command (Pharmacy XP)
+ 3. Use clean herbs on vials of water to create unfinished
+ potions (no XP)
+ 4. Mix unfinished potions with reagents using the "mix"
+ command (Pharmacy XP)
+
+ Potions provide temporary stat boosts, healing, and other
+ effects when consumed. Higher-level potions require rarer
+ herbs and reagents.
+
+ Herbs (ordered by level):
+ Guam (3), Marrentill (5), Tarromin (11), Harralander (20),
+ Ranarr (25), Toadflax (30), Irit (40), Avantoe (48),
+ Kwuarm (54), Snapdragon (59), Cadantine (65),
+ Lantadyme (67), Dwarf Weed (70), Torstol (75)
+
+ See also: clean, mix, score
diff --git a/data/help/stats.yaml b/data/help/stats.yaml
new file mode 100644
index 0000000..395f230
--- /dev/null
+++ b/data/help/stats.yaml
@@ -0,0 +1,17 @@
+name: "stats"
+category: "Commands"
+description: |
+ The 'stats' command shows your total equipment bonuses from all worn
+ items, your current weapon and attack type, and your effective attack
+ roll and max hit.
+
+ Attack bonuses affect accuracy. The relevant bonus is determined by
+ your weapon's attack type (stab, slash, crush, ranged, or science).
+
+ Defense bonuses reduce incoming damage. When a mob attacks you, the
+ game uses your defense bonus matching the mob's attack type.
+
+ Strength bonus increases your max melee hit.
+ Ranged strength increases your max ranged hit.
+ Science damage increases your max science hit.
+ Technology bonus will affect technology abilities (future).
diff --git a/data/help/style.yaml b/data/help/style.yaml
index 50b4a38..c4f4e67 100644
--- a/data/help/style.yaml
+++ b/data/help/style.yaml
@@ -1,14 +1,23 @@
name: "style"
-category: "Combat"
+category: "Commands"
description: |
- View or change your combat style.
+ Usage: style <name>
- Usage: style, style <accurate|aggressive|defensive|balanced>
+ Changes your combat style. Prefix matching is supported.
- Accurate - +3 attack bonus, trains Attack (75%) and Hitpoints (25%)
- Aggressive - +3 strength bonus, trains Strength (75%) and Hitpoints (25%)
- Defensive - +3 defense bonus, trains Defense (75%) and Hitpoints (25%)
- Balanced - +1 all bonuses, trains all combat skills evenly (25% each)
+ Styles:
+ accurate - +3 to attack level, XP goes to Attack
+ aggressive - +3 to strength level, XP goes to Strength
+ defensive - +3 to defense level, XP goes to Defense
+ balanced - +1 to all three, XP split evenly
- XP is awarded per hit: 4 XP per point of damage. Enable "xpdrops" to
- see XP gains in combat messages.
+ For ranged weapons:
+ accurate - +3 to ranged level
+ aggressive - +3 to ranged level (same as accurate for ranged)
+ defensive - +3 to defense level
+ balanced - +1 to ranged and defense
+
+ Your style does NOT change your attack type. The attack type is
+ determined by your weapon (e.g., swords use slash, daggers use stab).
+
+ Use 'stats' to see how your current style affects your attack roll.