diff options
Diffstat (limited to 'data/help')
| -rw-r--r-- | data/help/autocast.yaml | 21 | ||||
| -rw-r--r-- | data/help/autotrigger.yaml | 21 | ||||
| -rw-r--r-- | data/help/mods.yaml | 17 | ||||
| -rw-r--r-- | data/help/movement.yaml | 12 | ||||
| -rw-r--r-- | data/help/science.yaml | 16 | ||||
| -rw-r--r-- | data/help/shop.yaml | 19 | ||||
| -rw-r--r-- | data/help/trigger.yaml | 3 | ||||
| -rw-r--r-- | data/help/use.yaml | 25 |
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 |
