From fbd1c30d7b9777c9df6653f0c393afa7a7dfa519 Mon Sep 17 00:00:00 2001 From: historia <[not public]> Date: Fri, 19 Jun 2026 03:05:46 -0400 Subject: feat: science skill roughly implemented --- data/help/science.yaml | 32 ++++++++++++++++++++++++++++++++ 1 file changed, 32 insertions(+) create mode 100644 data/help/science.yaml (limited to 'data/help/science.yaml') 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 ' or 'cast ' + - 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 ' or set 'autocast ' + then 'attack ' + + Type 'mods' to see all mods you can currently use. + + See also: trigger, autocast, mods, scavenging -- cgit v1.2.3