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-rw-r--r--data/help/autocast.yaml21
-rw-r--r--data/help/mods.yaml16
-rw-r--r--data/help/science.yaml32
-rw-r--r--data/help/trigger.yaml24
4 files changed, 93 insertions, 0 deletions
diff --git a/data/help/autocast.yaml b/data/help/autocast.yaml
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+++ b/data/help/autocast.yaml
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+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
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+++ b/data/help/mods.yaml
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+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
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+++ b/data/help/science.yaml
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+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
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+++ b/data/help/trigger.yaml
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+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