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-rw-r--r--data/help/gathering.yaml24
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.