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Diffstat (limited to 'AGENTS.md')
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1 files changed, 12 insertions, 1 deletions
@@ -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/) |
