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-rw-r--r--data/help/autocast.yaml21
-rw-r--r--data/help/autotrigger.yaml21
-rw-r--r--data/help/mods.yaml17
-rw-r--r--data/help/movement.yaml12
-rw-r--r--data/help/science.yaml16
-rw-r--r--data/help/shop.yaml19
-rw-r--r--data/help/trigger.yaml3
-rw-r--r--data/help/use.yaml25
8 files changed, 77 insertions, 57 deletions
diff --git a/data/help/autocast.yaml b/data/help/autocast.yaml
deleted file mode 100644
index 9b4fc40..0000000
--- a/data/help/autocast.yaml
+++ /dev/null
@@ -1,21 +0,0 @@
-name: "autocast"
-category: "Commands"
-description: |
- Set a mod to autocast during combat.
-
- Usage: autocast <mod>
- autocast off
- autocast
-
- Set a combat mod to automatically trigger each attack tick
- during combat. When autocast is active, attacking a mob will
- use science combat instead of melee, consuming junk each tick.
-
- If you run out of junk, autocast disables and you switch to
- melee attacks.
-
- autocast - Show current autocast setting
- autocast solar bolt - Set autocast to Solar Bolt
- autocast off - Disable autocast
-
- See also: trigger, mods, science
diff --git a/data/help/autotrigger.yaml b/data/help/autotrigger.yaml
new file mode 100644
index 0000000..604d42d
--- /dev/null
+++ b/data/help/autotrigger.yaml
@@ -0,0 +1,21 @@
+name: "autotrigger"
+category: "Commands"
+description: |
+ Set a mod to autotrigger during combat.
+
+ Usage: autotrigger <mod>
+ 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.
+
+ If you run out of junk, autotrigger disables and you switch to
+ melee attacks.
+
+ autotrigger - Show current autotrigger setting
+ autotrigger solar bolt - Set autotrigger to Solar Bolt
+ autotrigger off - Disable autotrigger
+
+ See also: trigger, mods, science
diff --git a/data/help/mods.yaml b/data/help/mods.yaml
index ed9dbcb..42873da 100644
--- a/data/help/mods.yaml
+++ b/data/help/mods.yaml
@@ -1,16 +1,19 @@
name: "mods"
category: "Commands"
description: |
- Display available science mods.
+ Display available science modules.
- Usage: mods
- modlist
+ Usage: mods [all]
+ modlist [all]
- Display all science mods you have the level to use, organized
+ Display science modules you have the level to use, organized
by category (Combat, Processing, Utility, Transport,
Enchantment).
- Shows the junk cost for each mod (adjusted for your equipped
- deck). Also shows your current autocast setting.
+ Use 'mods all' to see all modules, including ones above your
+ current Science level (locked modules are dimmed).
- See also: trigger, autocast, science
+ Shows the junk cost for each module (adjusted for your equipped
+ deck). Also shows your current autotrigger setting.
+
+ See also: trigger, autotrigger, science
diff --git a/data/help/movement.yaml b/data/help/movement.yaml
index 19a09b9..0623510 100644
--- a/data/help/movement.yaml
+++ b/data/help/movement.yaml
@@ -6,16 +6,20 @@ description: |
Usage: north, south, east, west, up, down
Aliases: n, s, e, w, u, d
- Movement takes 4 game ticks by default. Certain equipment reduces
+ Movement takes 2 game ticks by default. Certain equipment reduces
this delay:
Cape of Agility Instant movement (1 tick)
- Graceful set Each piece reduces movement by 0.25 ticks.
- Full set (6 pieces) gives an extra 0.5 bonus,
- for 2 ticks total. Uses fractional ticks.
+ Graceful set Each piece reduces movement by 0.15 ticks.
+ Full set (6 pieces) gives an extra 0.1 bonus,
+ for 1 tick total. Uses fractional ticks.
The Cape of Agility overrides all Graceful bonuses.
+ The "walk" command (BFSPathfinding or direction sequences) takes
+ twice as long as normal movement per step (4 ticks default, 2 ticks
+ with the full Graceful set).
+
Moving interrupts any active gathering or crafting action.
During combat, movement becomes a flee attempt. The mob continues
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
diff --git a/data/help/shop.yaml b/data/help/shop.yaml
index a0fd187..cc20420 100644
--- a/data/help/shop.yaml
+++ b/data/help/shop.yaml
@@ -6,15 +6,22 @@ description: |
Find a shopkeeper NPC and talk to them to open their shop. While
browsing a shop, these commands are available:
- browse List all items for sale with buy/sell prices
- list Same as browse
- buy <item> Purchase an item with credits (use # to buy by number)
- sell <item> Sell an item from your inventory for credits
- leave Exit the shop and return to conversation
+ browse List all items for sale with buy/sell prices
+ list Same as browse
+ buy <item> Buy an item by name (e.g. "buy fishing bait")
+ buy <N> <item> Buy a quantity of an item (e.g. "buy 5 bait")
+ buy all <item> Buy as many as you can afford and carry
+ sell <item> Sell an item by name (e.g. "sell bronze sword")
+ sell <N> <item> Sell a quantity of an item (e.g. "sell 3 logs")
+ sell all <item> Sell all of that item from your inventory
+ leave Exit the shop and return to conversation
+
+ Partial names work: "buy bait" matches "fishing bait". If a name
+ matches multiple items, a list is shown to disambiguate.
Shops buy items at a lower price than they sell them. Some items
cannot be sold back.
Shopkeepers can be found throughout the world:
- General Store: Town Square (sells tools and supplies)
- - Smithy: Forge (sells weapons, armor, and tools) \ No newline at end of file
+ - Smithy: Forge (sells weapons, armor, and tools)
diff --git a/data/help/trigger.yaml b/data/help/trigger.yaml
index 0e6823d..176108e 100644
--- a/data/help/trigger.yaml
+++ b/data/help/trigger.yaml
@@ -4,7 +4,6 @@ description: |
Trigger a science mod.
Usage: trigger <mod> [target]
- cast <mod> [target]
Trigger a science mod. Combat mods target a mob and initiate
science-based combat. Utility mods act on items in your
@@ -21,4 +20,4 @@ description: |
All mods cost junk (and 1 scrap metal unless you have a deck
equipped). Type 'mods' to see your available mods and costs.
- See also: autocast, mods, science
+ See also: autotrigger, mods, science
diff --git a/data/help/use.yaml b/data/help/use.yaml
index 92c717f..8139f8e 100644
--- a/data/help/use.yaml
+++ b/data/help/use.yaml
@@ -4,28 +4,35 @@ description: |
Use an item on a target — the universal interaction command.
Usage:
- use <item> on <target> Use item on a specific target
- use <item> with <item> Combine two inventory items
+ use <target> Interact with a station or object
+ use <item> on <target> Use item on a specific target
+ use <item> with <item> Combine two inventory items
The "use" command routes to different systems based on the target:
- Station object (furnace, anvil, fire, range)
- If recipes match the item and station, opens a production menu.
+ Station object (furnace, anvil, fire, range, workbench, etc.)
+ Shows a combined production menu of all recipes you can make.
Object with use_interactions
Shows a message or triggers an action (flags, teleport, etc.).
+ Some interactions need a specific item; bare interactions run
+ immediately.
Object with behavior
- Dispatches to the object's behavior (gather, talk, toggle).
+ Dispatches to the object's behavior (gather, talk, use).
Inventory item
If a MadeFrom recipe matches both items, starts a combine
production action. You are prompted "How many?" before starting.
Examples:
- use trout on fire Cook trout on a campfire
- use copper ore on furnace Smelt copper ore
- use bronze bar on anvil Smith bronze items
- use flour on water Combine into dough
+ use range Cook using a cooking range
+ use furnace Smelt ore or craft jewelry
+ use anvil Smith bars into equipment
+ use trout on fire Cook trout on a campfire
+ use copper ore on furnace Smelt copper ore
+ use bronze bar on anvil Smith bronze items
+ use flour on water Combine into dough
+ push gate Push a gate open (shortcut for use)
See also: cook, smelt, smith, recipe