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authorhistoria <[not public]>2026-06-19 21:20:32 -0400
committerhistoria <[not public]>2026-06-19 21:20:32 -0400
commit5ea082ab4e82409aebc889b496f43e52b003d4f7 (patch)
tree942f2c4a18ecbee42ba25726048d09827ea68894 /data/help
parent8ee8982b8759bcae116647cc993867f4c8b0a6ce (diff)
downloadthehouseoficarus-5ea082ab4e82409aebc889b496f43e52b003d4f7.tar.gz
feat: science combat/triggers overhauled. decks now use autotrigger attacks.
Diffstat (limited to 'data/help')
-rw-r--r--data/help/autotrigger.yaml25
-rw-r--r--data/help/mods.yaml9
-rw-r--r--data/help/science.yaml20
-rw-r--r--data/help/trigger.yaml28
4 files changed, 57 insertions, 25 deletions
diff --git a/data/help/autotrigger.yaml b/data/help/autotrigger.yaml
index 604d42d..08ca57e 100644
--- a/data/help/autotrigger.yaml
+++ b/data/help/autotrigger.yaml
@@ -1,21 +1,30 @@
name: "autotrigger"
category: "Commands"
description: |
- Set a mod to autotrigger during combat.
+ Set a mod to autotrigger during deck combat.
Usage: autotrigger <mod>
+ autotrigger none
autotrigger off
autotrigger
- Set a combat mod to automatically trigger each attack tick
- during combat. When autotrigger is active, attacking a mob will
- use science combat instead of melee, consuming junk each tick.
+ When a deck (science weapon) is equipped, set a combat mod to
+ automatically trigger each attack round. The mod fires at your
+ deck's weapon speed, consuming junk each round.
- If you run out of junk, autotrigger disables and you switch to
- melee attacks.
+ If you run out of junk, you flail with your fists in desperation
+ (unarmed attack with no bonuses). If no autotrigger is set while
+ a deck is equipped, you get the same result.
+
+ Without a deck equipped, the autotrigger setting has no effect —
+ use 'trigger <mod>' in combat to queue a one-shot mod instead.
+
+ Module matching searches by partial name (all words). If ambiguous,
+ the highest-level module you can cast is selected.
autotrigger - Show current autotrigger setting
- autotrigger solar bolt - Set autotrigger to Solar Bolt
- autotrigger off - Disable autotrigger
+ autotrigger solar - Set autotrigger to highest castable
+ solar mod (e.g. Solar Strike at Lv1)
+ autotrigger none - Disable autotrigger
See also: trigger, mods, science
diff --git a/data/help/mods.yaml b/data/help/mods.yaml
index 42873da..d545b54 100644
--- a/data/help/mods.yaml
+++ b/data/help/mods.yaml
@@ -4,11 +4,12 @@ description: |
Display available science modules.
Usage: mods [all]
- modlist [all]
+ modules [all]
+ module [all]
+ mod [all]
Display science modules you have the level to use, organized
- by category (Combat, Processing, Utility, Transport,
- Enchantment).
+ by category (Combat, Utility, Transport, Enchantment).
Use 'mods all' to see all modules, including ones above your
current Science level (locked modules are dimmed).
@@ -16,4 +17,6 @@ description: |
Shows the junk cost for each module (adjusted for your equipped
deck). Also shows your current autotrigger setting.
+ Aliases: mods, mod, module, modules
+
See also: trigger, autotrigger, science
diff --git a/data/help/science.yaml b/data/help/science.yaml
index e34aa6e..57588b3 100644
--- a/data/help/science.yaml
+++ b/data/help/science.yaml
@@ -11,9 +11,12 @@ description: |
- All modules also cost 1 scrap metal, UNLESS you have a deck
equipped
- Wielding a deck (science weapon) removes the scrap
- requirement
- - Elemental decks also provide unlimited supply of their junk
- type
+ requirement and enables autotrigger combat
+ - Elemental decks provide unlimited supply of their junk type
+
+ Module matching: trigger and autotrigger search by partial name
+ (all words). If ambiguous, the highest-level module you can cast
+ is selected. E.g., "trigger bio" at Science Lv1 picks Bio Strike.
Junk types:
solarjunk, hydrojunk, ecojunk, biojunk (from scavenging)
@@ -24,8 +27,15 @@ description: |
Decks: basic deck, solar deck, hydro deck, eco deck, bio deck
Advanced versions of each elemental deck also exist.
- Combat: Use 'trigger <mod> <mob>' or set 'autotrigger <mod>'
- then 'attack <mob>'
+ Deck combat:
+ - Equip a deck, set 'autotrigger <mod>', then attack
+ - Deck attacks at its weapon speed
+ - Autotrigger mod fires each round, consuming junk
+ - Without autotrigger or junk: unarmed attack with no bonuses
+
+ Non-deck combat:
+ - 'trigger <mod>' queues a one-shot mod for your next attack
+ - Only one mod can be queued at a time
Type 'mods' to see all modules you can currently use.
diff --git a/data/help/trigger.yaml b/data/help/trigger.yaml
index 176108e..9211c08 100644
--- a/data/help/trigger.yaml
+++ b/data/help/trigger.yaml
@@ -5,17 +5,27 @@ description: |
Usage: trigger <mod> [target]
- Trigger a science mod. Combat mods target a mob and initiate
- science-based combat. Utility mods act on items in your
- inventory or on yourself.
+ Trigger a science mod. Module matching searches by partial name
+ (all words); if ambiguous, the highest-level module you can cast
+ is selected.
+
+ Combat mods behave differently depending on context:
+ - With a deck equipped: sets autotrigger and starts combat
+ (mod fires every round at deck speed)
+ - Without a deck: queues the mod as a one-shot for your next
+ attack, then combat continues as melee
+ - Already in combat without a deck: queues the mod for your
+ next attack round (only one can be queued at a time)
+
+ Utility/transport/enchant mods resolve immediately.
Examples:
- trigger bio strike goblin - Attack with Bio Strike
- trigger low process iron ore - Convert iron ore to credits
- trigger transport town - Teleport to Town Square
- trigger enchant 1 sapphire ring - Enchant a sapphire ring
- trigger superheat copper ore - Smelt copper without furnace
- trigger em grab bones - Pick up bones from the ground
+ trigger bio goblin - Attack with highest castable
+ bio mod (Bio Strike at Lv1)
+ trigger strike goblin - Pick highest castable Strike mod
+ trigger low process iron - Convert iron ore to credits
+ trigger transport town - Teleport to Town Square
+ trigger enchant 1 sapphire - Enchant a sapphire ring
All mods cost junk (and 1 scrap metal unless you have a deck
equipped). Type 'mods' to see your available mods and costs.