diff options
Diffstat (limited to 'data/help')
| -rw-r--r-- | data/help/autocast.yaml | 21 | ||||
| -rw-r--r-- | data/help/mods.yaml | 16 | ||||
| -rw-r--r-- | data/help/science.yaml | 32 | ||||
| -rw-r--r-- | data/help/trigger.yaml | 24 |
4 files changed, 93 insertions, 0 deletions
diff --git a/data/help/autocast.yaml b/data/help/autocast.yaml new file mode 100644 index 0000000..9b4fc40 --- /dev/null +++ b/data/help/autocast.yaml @@ -0,0 +1,21 @@ +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/mods.yaml b/data/help/mods.yaml new file mode 100644 index 0000000..ed9dbcb --- /dev/null +++ b/data/help/mods.yaml @@ -0,0 +1,16 @@ +name: "mods" +category: "Commands" +description: | + Display available science mods. + + Usage: mods + modlist + + Display all science mods 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. + + See also: trigger, autocast, science diff --git a/data/help/science.yaml b/data/help/science.yaml new file mode 100644 index 0000000..7681310 --- /dev/null +++ b/data/help/science.yaml @@ -0,0 +1,32 @@ +name: "science" +category: "Skills" +description: | + Science is the skill that powers mods — powerful modules 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 + equipped + - Wielding a deck (science weapon) removes the scrap + requirement + - Elemental decks also provide unlimited supply of their junk + type + + Junk types: + solarjunk, hydrojunk, ecojunk, biojunk (from scavenging) + chaosjunk, deathjunk, bloodjunk (combat mod 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>' + then 'attack <mob>' + + Type 'mods' to see all mods you can currently use. + + See also: trigger, autocast, mods, scavenging diff --git a/data/help/trigger.yaml b/data/help/trigger.yaml new file mode 100644 index 0000000..0e6823d --- /dev/null +++ b/data/help/trigger.yaml @@ -0,0 +1,24 @@ +name: "trigger" +category: "Commands" +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 + inventory or on yourself. + + Examples: + trigger bio strike goblin - Attack with Bio Strike + trigger low process iron ore - Convert iron ore to credits + trigger transport town - Teleport to Town Square + trigger enchant 1 sapphire ring - Enchant a sapphire ring + trigger superheat copper ore - Smelt copper without furnace + trigger em grab bones - Pick up bones from the ground + + 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 |
