diff options
Diffstat (limited to 'data/help')
| -rw-r--r-- | data/help/fishing.yaml | 14 | ||||
| -rw-r--r-- | data/help/gathering.yaml | 22 | ||||
| -rw-r--r-- | data/help/look.yaml | 20 | ||||
| -rw-r--r-- | data/help/mining.yaml | 21 | ||||
| -rw-r--r-- | data/help/movement.yaml | 4 | ||||
| -rw-r--r-- | data/help/talk.yaml | 11 | ||||
| -rw-r--r-- | data/help/use.yaml | 13 |
7 files changed, 97 insertions, 8 deletions
diff --git a/data/help/fishing.yaml b/data/help/fishing.yaml new file mode 100644 index 0000000..60f2d6a --- /dev/null +++ b/data/help/fishing.yaml @@ -0,0 +1,14 @@ +name: "fishing" +category: "Skills" +description: | + Fish from fishing spots. + + Usage: fish <spot>, fish <N.spot> + + Fishing requires a tool matching the spot's tool type (e.g. fishing_rod). + Better rods have higher tool_speed, reducing the wait between casts. + + Each cast has a chance to catch fish based on your fishing level. + Fishing spots never deplete — you fish until your inventory fills or + the spot wanders away. Fishing spots move between predefined rooms, + simulating wandering fish schools. diff --git a/data/help/gathering.yaml b/data/help/gathering.yaml new file mode 100644 index 0000000..57c317e --- /dev/null +++ b/data/help/gathering.yaml @@ -0,0 +1,22 @@ +name: "gathering" +category: "Skills" +description: | + Gather resources from objects in the world. + + Usage: mine <object> - Mine ore from rocks (requires pickaxe) + chop <object> - Chop logs from trees (requires axe) + fish <object> - Fish from fishing spots (requires rod/net) + + 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 + 3. Success picks a weighted random drop from the object's drop table + 4. Depleting drops remove the resource temporarily; rare drops don't + + Tools: Items with tool_type and tool_speed. The best matching tool in + your inventory or toolbelt is used automatically. Higher tool_speed + means faster gathering. + + Numbered targeting: "mine 1.rock" targets a specific instance when + multiple objects of the same name are present. "look" shows instance + indices and depletion status. diff --git a/data/help/look.yaml b/data/help/look.yaml index 17faa45..b1d7a6d 100644 --- a/data/help/look.yaml +++ b/data/help/look.yaml @@ -6,10 +6,18 @@ description: | Usage: look, l look <target> - Without a target, shows the room name, description, exits, objects, - mobs, other players, and ground items. Damaged mobs show current HP - (e.g. "man (level 1) [3/7hp]"). + Without a target, shows: room name, description, objects (with instance + indices and depletion status), mobs (with HP and combat level), ground + items (with reservation info), exits, and other players. - With a target, shows details about a mob, object, item (ground or - inventory), or another player. Looking at items shows their value. - Looking at players shows their stats, equipment, and description. + Players are shown with their current action (e.g. "Bob is here, mining + a copper rock [1]") or combat status ("Bob is here (fighting a man [2])"). + Instance indices appear when multiple objects or mobs of the same type + are present. + + With a target, shows details about: + - Mobs: stats and combat level + - Objects: description and depletion timers (per instance) + - Items (ground or inventory): description and value + - Players: stats, equipment, and description + - Directions: shows the adjacent room as if you were there diff --git a/data/help/mining.yaml b/data/help/mining.yaml new file mode 100644 index 0000000..b883465 --- /dev/null +++ b/data/help/mining.yaml @@ -0,0 +1,21 @@ +name: "mining" +category: "Skills" +description: | + Mine ore from rocks. + + Usage: mine <rock>, mine <N.rock> + mine 1.rock, mine 2.rock + + Mining requires a pickaxe in your inventory or toolbelt. Better pickaxes + have higher tool_speed, which reduces the wait between swings. + + Each swing has a chance to yield ore based on your mining level. If you + get ore, the rock depletes and respawns after a delay. Other players + mining the same rock are interrupted when it depletes. + + If you get a gem or other rare drop, the rock does not deplete and you + continue mining. Type "mine rock" again during a wait to restart the + swing cycle immediately. + + Use numbered targeting (e.g. "mine 2.rock") when multiple rocks of the + same type are present. "look rock" shows which rocks are depleted. diff --git a/data/help/movement.yaml b/data/help/movement.yaml index 9b4f81c..239220f 100644 --- a/data/help/movement.yaml +++ b/data/help/movement.yaml @@ -6,8 +6,8 @@ description: | Usage: north, south, east, west, up, down Aliases: n, s, e, w, u, d - You cannot move for 15 ticks after combat starts. - Combat is interrupted if you leave the room. + You cannot move for 15 ticks after combat starts. Moving interrupts + combat and any active gathering or crafting action. With "description" toggled on, moving shows the full room description instead of just the room name. Use "toggle" to change this setting. diff --git a/data/help/talk.yaml b/data/help/talk.yaml new file mode 100644 index 0000000..4a59f68 --- /dev/null +++ b/data/help/talk.yaml @@ -0,0 +1,11 @@ +name: "talk" +category: "Communication" +description: | + Talk to NPCs. + + Usage: talk <npc>, speak <npc>, ask <npc> + + Starts a conversation with an NPC. You'll be presented with numbered + choices. Type the number to select an option. + + Type "bye", "exit", or "end" to leave the conversation at any time. diff --git a/data/help/use.yaml b/data/help/use.yaml new file mode 100644 index 0000000..41ceb34 --- /dev/null +++ b/data/help/use.yaml @@ -0,0 +1,13 @@ +name: "use" +category: "Skills" +description: | + Use a crafting station or interactive object. + + Usage: use <object> + + 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. + + You need the required materials in your inventory. The action continues + until you run out of materials or inventory space. |
