diff options
Diffstat (limited to 'data/help')
| -rw-r--r-- | data/help/color.yaml | 6 | ||||
| -rw-r--r-- | data/help/cook.yaml | 29 | ||||
| -rw-r--r-- | data/help/eat.yaml | 25 | ||||
| -rw-r--r-- | data/help/firemaking.yaml | 12 | ||||
| -rw-r--r-- | data/help/fishing.yaml | 6 | ||||
| -rw-r--r-- | data/help/gathering.yaml | 9 | ||||
| -rw-r--r-- | data/help/recipe.yaml | 31 | ||||
| -rw-r--r-- | data/help/use.yaml | 32 |
8 files changed, 124 insertions, 26 deletions
diff --git a/data/help/color.yaml b/data/help/color.yaml index 1d5ba54..777aa07 100644 --- a/data/help/color.yaml +++ b/data/help/color.yaml @@ -57,10 +57,8 @@ description: | 3. Built-in fallback Auto-colored elements (not configurable): - - Object names: colors are set per-object in their YAML definition - (fishing spots are blue, rocks are earth-toned, trees are green, etc.) - - Item names: colors are set per-item in their YAML definition - (ores, logs, fish, tools, etc.) + - Objects: fishing spots are blue, rocks are earth-toned, trees green + - Items: ores, logs, fish, gems, and tools have their own colors - Mob/player levels: displayed relative to your combat level (red if higher, orange if <5 higher, white if equal, yellow if <5 lower, green if much lower) diff --git a/data/help/cook.yaml b/data/help/cook.yaml new file mode 100644 index 0000000..20ee72f --- /dev/null +++ b/data/help/cook.yaml @@ -0,0 +1,29 @@ +name: "cook" +category: "Skills" +description: | + Cook raw food on a fire or cooking range. + + Usage: cook <item> Cook a specific item + cook Show all items you can cook right now + + Cooking requires a heat source — either a lit fire or a cooking + range. Some recipes (like baking bread) require a cooking range + and cannot be done on an open fire. The fire does not need to + stay lit throughout — cooking continues regardless. + + Each item takes 6 ticks to cook. A Cooking skill check determines + whether you produce a cooked item or a burnt one. On failure, you + get a burnt variant instead of the cooked food. + + Typing "cook" with no arguments shows a menu of everything you + can cook with your current inventory and the available station. + If only one thing can be cooked, it starts immediately. + + If multiple recipes exist for the same ingredient, a menu appears + letting you choose which to make. + + You can also cook by using items on a cooking station: + use trout on fire + use raw shrimps on range + + See also: eat, use, recipe diff --git a/data/help/eat.yaml b/data/help/eat.yaml new file mode 100644 index 0000000..1facf7d --- /dev/null +++ b/data/help/eat.yaml @@ -0,0 +1,25 @@ +name: "eat" +category: "Skills" +description: | + Eat food to restore (or lose) hitpoints. + + Usage: eat <item> + + Each food item heals a specific amount of HP (shown when you + examine it with "look <item>"). Some items may damage you + instead — read the description carefully. + + You cannot exceed your maximum HP when eating. + If you reach 0 HP, you will die as normal. + + Eating has a 3-tick cooldown between uses. During this time you + cannot eat again — you'll see "You're still digesting your last meal." + + Eating during combat replaces your next attack — instead of hitting + the mob, you eat. You remain in combat after eating and resume + attacking on the following tick. + + Eating outside combat cancels any current action (except combat) + and takes effect on the next tick. + + See also: cook, recipe diff --git a/data/help/firemaking.yaml b/data/help/firemaking.yaml index 081e10e..61ec072 100644 --- a/data/help/firemaking.yaml +++ b/data/help/firemaking.yaml @@ -15,9 +15,8 @@ description: | ---------------------- The burn command checks for burnable logs on the ground first, then in your inventory. If the logs are in your inventory, you drop one - to the ground and begin making a fire. After a wait (reduced by - tool_speed), the game checks your firemaking level against the - log's difficulty: + to the ground and begin making a fire. After a wait (reduced by your fire starter's speed), the game + checks your firemaking level against the log's difficulty: Success → You start a fire! The fire object appears in the room with a burn time based on the log used. You gain XP. @@ -31,10 +30,9 @@ description: | STOKE — Adding Fuel ------------------- Stoke adds more logs from your inventory to an existing fire. Each - log extends the fire's burn time by half its burn_ticks and awards - firemaking XP. No skill check is needed to stoke — the XP is - guaranteed. Stoking continues automatically until you're out of - the item or the fire dies out. + log extends the fire's burn time and awards firemaking XP. No skill + check is needed to stoke — the XP is guaranteed. Stoking continues + automatically until you're out of the item or the fire dies out. SMART DEFAULTS -------------- diff --git a/data/help/fishing.yaml b/data/help/fishing.yaml index cf2ea95..61d7309 100644 --- a/data/help/fishing.yaml +++ b/data/help/fishing.yaml @@ -10,9 +10,9 @@ description: | Some spots also require bait (fishing bait or feathers), which is consumed each cast whether you catch anything or not. - If you run out of bait, fishing stops. Better tools have higher - tool_speed, reducing wait time. A wielded tool takes priority over - inventory tools. + If you run out of bait, fishing stops. Better tools have a higher + speed rating, reducing wait time per cast. A wielded tool takes + priority over inventory tools. Each spot type can yield different fish depending on your fishing level. Higher level unlocks more valuable catches. diff --git a/data/help/gathering.yaml b/data/help/gathering.yaml index 876f92f..960519d 100644 --- a/data/help/gathering.yaml +++ b/data/help/gathering.yaml @@ -10,12 +10,13 @@ description: | 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 + 2. After a wait (reduced by your tool's speed), the game rolls for success 3. Success picks a weighted random drop from the object's drop table - 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. + Tools: Items with a tool type and speed (e.g., pickaxes, axes, nets). + A wielded tool always takes priority. Otherwise the first matching + tool in your inventory is used. Better tools have higher speed, + meaning faster gathering. Bait: Some fishing spots consume bait each attempt. If you run out, the action stops. diff --git a/data/help/recipe.yaml b/data/help/recipe.yaml new file mode 100644 index 0000000..9df0a5b --- /dev/null +++ b/data/help/recipe.yaml @@ -0,0 +1,31 @@ +name: "recipe" +category: "Skills" +description: | + The recipe system lets you combine items and use cooking stations + to create new items. Recipes are the core of cooking, crafting, + smithing, and other production skills. + + There are two ways to make things: + + Station recipes — use a cooking station (fire or range): + cook <item> Cook on a fire or range + use <item> on <object> Use an item on a cooking station + + Item combinations — combine items directly from inventory: + use <item> with <item> Combine two items (e.g., flour + water) + + When a recipe has a skill requirement, the game rolls your skill + level against the recipe's difficulty. Success gives XP and the + finished product. Failure may produce a burnt or ruined item. + + Typing "cook" with no arguments shows a menu of everything you + can cook on the available station with your current inventory. + If only one thing can be cooked, it starts immediately. + + If multiple recipes match your ingredients, a numbered menu + appears for you to choose. + + The menu shows item names in their display color — ores, fish, + and cooked food each have distinct colors for easy scanning. + + See also: cook, eat, use diff --git a/data/help/use.yaml b/data/help/use.yaml index 41ceb34..a6efafb 100644 --- a/data/help/use.yaml +++ b/data/help/use.yaml @@ -1,13 +1,29 @@ name: "use" -category: "Skills" +category: "General" description: | - Use a crafting station or interactive object. + Use an item on a target — the universal interaction command. - Usage: use <object> + Usage: + use <item> Use an item on a room object + use <item> on <target> Use item on a specific target + use <item> with <item> Combine two inventory items (shorthand) - Some objects can be used for crafting (furnaces, anvils, spinning wheels, - ranges, etc.). Using an object typically consumes items from your - inventory and produces something new, with an optional skill check. + The "use" command routes to different systems based on the target: - You need the required materials in your inventory. The action continues - until you run out of materials or inventory space. + Object target (room object) + If a recipe matches: opens the recipe menu for crafting/cooking + Otherwise: dispatches to the object's behavior (gather, talk, toggle) + + Item target (inventory or ground) + If a recipe matches both items: combines them (e.g., flour + water) + + Mob target + Future: give items to NPCs for quests + + Examples: + use trout on fire Cook trout on a campfire + use water on flour Mix dough (opens recipe menu) + use bronze pickaxe on rock Mine copper/tin rocks + use iron gate Push/pull a gate (falls through to toggle) + + See also: cook, recipe, gather, talk |
