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Diffstat (limited to 'data/help/science.yaml')
| -rw-r--r-- | data/help/science.yaml | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/data/help/science.yaml b/data/help/science.yaml index 7681310..e34aa6e 100644 --- a/data/help/science.yaml +++ b/data/help/science.yaml @@ -1,14 +1,14 @@ name: "science" category: "Skills" description: | - Science is the skill that powers mods — powerful modules that + Science is the skill that powers modules — powerful programs that can be triggered for combat, teleportation, item processing, and enchanting. Key concepts: - - Mods are triggered with 'trigger <mod>' or 'cast <mod>' - - Every mod costs a combination of junk items - - All mods also cost 1 scrap metal, UNLESS you have a deck + - Modules are triggered with 'trigger <module>' + - Every module costs a combination of junk items + - All modules also cost 1 scrap metal, UNLESS you have a deck equipped - Wielding a deck (science weapon) removes the scrap requirement @@ -17,16 +17,16 @@ description: | Junk types: solarjunk, hydrojunk, ecojunk, biojunk (from scavenging) - chaosjunk, deathjunk, bloodjunk (combat mod components) + chaosjunk, deathjunk, bloodjunk (combat module components) lawjunk (transport), cosmicjunk (enchantment) naturejunk (processing) 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 'autocast <mod>' + Combat: Use 'trigger <mod> <mob>' or set 'autotrigger <mod>' then 'attack <mob>' - Type 'mods' to see all mods you can currently use. + Type 'mods' to see all modules you can currently use. - See also: trigger, autocast, mods, scavenging + See also: trigger, autotrigger, mods, scavenging |
