diff options
Diffstat (limited to 'data/help')
| -rw-r--r-- | data/help/clean.yaml | 25 | ||||
| -rw-r--r-- | data/help/combat.yaml | 41 | ||||
| -rw-r--r-- | data/help/mix.yaml | 25 | ||||
| -rw-r--r-- | data/help/pharmacy.yaml | 25 | ||||
| -rw-r--r-- | data/help/stats.yaml | 17 | ||||
| -rw-r--r-- | data/help/style.yaml | 27 |
6 files changed, 124 insertions, 36 deletions
diff --git a/data/help/clean.yaml b/data/help/clean.yaml new file mode 100644 index 0000000..3af691e --- /dev/null +++ b/data/help/clean.yaml @@ -0,0 +1,25 @@ +name: "clean" +category: "Commands" +description: | + Clean grimy herbs from your inventory. + + Usage: clean Clean all grimy herbs + clean <herb> Clean only a specific herb type + + Cleaning is a background action that runs alongside other + activities. You can clean herbs while walking, gathering, or + even during combat. + + Each herb type requires a minimum Pharmacy level to clean. + You earn Pharmacy XP for each herb cleaned. + + The command processes one herb every 2 ticks and automatically + moves on to the next grimy herb in your inventory. It stops + when you have no more grimy herbs (or no more matching the + filter). + + Grimy herbs are obtained as drops from mobs or through farming. + Clean herbs are used to create unfinished potions by combining + them with a vial of water. + + See also: mix, pharmacy, use diff --git a/data/help/combat.yaml b/data/help/combat.yaml index b02fb1a..210a6da 100644 --- a/data/help/combat.yaml +++ b/data/help/combat.yaml @@ -1,33 +1,20 @@ name: "combat" -category: "Combat" +category: "General" description: | - Combat basics. + Attack a mob with: attack <mob> - - 600ms tick engine with per-weapon attack speeds - - Attack, Strength, and Defense rolls determine hit/miss - - Combat triangle: Melee > Ranged > Science > Melee - - 4 XP per point of damage, distributed by combat style - - Damaged mobs show current HP in look (damaged listed first) - - Mobs regenerate 1 HP every 100 ticks (60 seconds) - - Players also regenerate 1 HP every 100 ticks + Your accuracy depends on your attack type (stab, slash, crush, ranged, + or science) and your total equipment bonus for that type. Your weapon + determines the attack type. - Fleeing combat: - Move in any direction (n/s/e/w/u/d) to attempt to flee. - The movement countdown begins (default 4 ticks). If the mob - lands a hit during the countdown, you get "Can't escape!" and - remain in combat. If the mob misses or doesn't attack, you - successfully escape after the countdown. + Mobs have per-type defense bonuses. A skeleton with high slash defense + but weak crush defense takes more hits from a mace than a sword. - Equipment that reduces movement time (Cape of Agility, Graceful - set) also reduces the flee countdown. With the Cape of Agility, - fleeing is instant. + Use the 'style' command to change your combat style: + accurate - +3 attack level, XP to attack + aggressive - +3 strength level, XP to strength + defensive - +3 defense level, XP to defense + balanced - +1 to all, XP split evenly - Enable "run_countdown" option to see tick-by-tick messages - while fleeing. - - Mob level colors in room display and broadcasts: - Green Mob is 5+ levels below you - Green-yellow Mob is 1-4 levels below you - White Mob is equal level - Orange Mob is 1-4 levels above you - Red Mob is 5+ levels above you + Use 'stats' to see your total equipment bonuses and current attack roll. + Use 'look <item>' to see an item's combat stats. diff --git a/data/help/mix.yaml b/data/help/mix.yaml new file mode 100644 index 0000000..3c646f7 --- /dev/null +++ b/data/help/mix.yaml @@ -0,0 +1,25 @@ +name: "mix" +category: "Commands" +description: | + Mix potions from unfinished potions and secondary reagents. + + Usage: mix Show all potions you can mix right now + mix <potion> Mix a specific potion + mix 10 <potion> Mix a specific quantity + + Mixing does not require a station and can be done anywhere. + + Before mixing starts, you are prompted "How many?" -- press + return for all, type a number, or type anything else to cancel. + + The Pharmacy skill check determines success or failure. Higher + levels yield higher success rates. + + You can also mix by using items directly: + use eye of newt on guam potion + + To create unfinished potions, use a clean herb on a vial + of water: + use guam on vial of water + + See also: clean, pharmacy, use diff --git a/data/help/pharmacy.yaml b/data/help/pharmacy.yaml new file mode 100644 index 0000000..dfb1d01 --- /dev/null +++ b/data/help/pharmacy.yaml @@ -0,0 +1,25 @@ +name: "pharmacy" +category: "Skills" +description: | + Pharmacy is the skill of creating potions from herbs and + reagents. It replaces the old Alchemy discipline. + + The production chain: + 1. Obtain grimy herbs (mob drops, farming) + 2. Clean herbs with the "clean" command (Pharmacy XP) + 3. Use clean herbs on vials of water to create unfinished + potions (no XP) + 4. Mix unfinished potions with reagents using the "mix" + command (Pharmacy XP) + + Potions provide temporary stat boosts, healing, and other + effects when consumed. Higher-level potions require rarer + herbs and reagents. + + Herbs (ordered by level): + Guam (3), Marrentill (5), Tarromin (11), Harralander (20), + Ranarr (25), Toadflax (30), Irit (40), Avantoe (48), + Kwuarm (54), Snapdragon (59), Cadantine (65), + Lantadyme (67), Dwarf Weed (70), Torstol (75) + + See also: clean, mix, score diff --git a/data/help/stats.yaml b/data/help/stats.yaml new file mode 100644 index 0000000..395f230 --- /dev/null +++ b/data/help/stats.yaml @@ -0,0 +1,17 @@ +name: "stats" +category: "Commands" +description: | + The 'stats' command shows your total equipment bonuses from all worn + items, your current weapon and attack type, and your effective attack + roll and max hit. + + Attack bonuses affect accuracy. The relevant bonus is determined by + your weapon's attack type (stab, slash, crush, ranged, or science). + + Defense bonuses reduce incoming damage. When a mob attacks you, the + game uses your defense bonus matching the mob's attack type. + + Strength bonus increases your max melee hit. + Ranged strength increases your max ranged hit. + Science damage increases your max science hit. + Technology bonus will affect technology abilities (future). diff --git a/data/help/style.yaml b/data/help/style.yaml index 50b4a38..c4f4e67 100644 --- a/data/help/style.yaml +++ b/data/help/style.yaml @@ -1,14 +1,23 @@ name: "style" -category: "Combat" +category: "Commands" description: | - View or change your combat style. + Usage: style <name> - Usage: style, style <accurate|aggressive|defensive|balanced> + Changes your combat style. Prefix matching is supported. - Accurate - +3 attack bonus, trains Attack (75%) and Hitpoints (25%) - Aggressive - +3 strength bonus, trains Strength (75%) and Hitpoints (25%) - Defensive - +3 defense bonus, trains Defense (75%) and Hitpoints (25%) - Balanced - +1 all bonuses, trains all combat skills evenly (25% each) + Styles: + accurate - +3 to attack level, XP goes to Attack + aggressive - +3 to strength level, XP goes to Strength + defensive - +3 to defense level, XP goes to Defense + balanced - +1 to all three, XP split evenly - XP is awarded per hit: 4 XP per point of damage. Enable "xpdrops" to - see XP gains in combat messages. + For ranged weapons: + accurate - +3 to ranged level + aggressive - +3 to ranged level (same as accurate for ranged) + defensive - +3 to defense level + balanced - +1 to ranged and defense + + Your style does NOT change your attack type. The attack type is + determined by your weapon (e.g., swords use slash, daggers use stab). + + Use 'stats' to see how your current style affects your attack roll. |
