Hidden stats: Difference between revisions

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This page is being worked on. Please, wait a couple days<br>before tweaking all this for real. Thanks.
<!-- Info from player.cpp, ommit indicators and technical variables meaningless to the player -->
<!-- Info from player.cpp -->
Stats that are as important as the [[stats|default ones]] but are hidden for gameplay reasons.
Stats that are as important as the [[stats|default ones]] but are hidden for gameplay reasons.


The exact values aren't usually shown to the player, but their global effects on the character are displayed when needed (Thirsty, Tired, etc).
The exact values aren't usually shown to the player, but their global effects on the character are displayed when needed (Thirsty, Tired, etc).


== Underwater ==
== Various important stats ==
Default value: false
=== [[Hunger]] ===
* Represents your stomach fullness. May indicate your status when malnourished.
=== [[Thirst]] ===
* Represents your hydration level.
=== [[Stored Calories]] ===
* Represents calories stored in body fat. Default value (healthy calories) = 55000 kcal
=== [[Stamina]] ===
* Represents exhaustion due to performing demanding and exhausting tasks like running and fighting.
=== [[Fatigue]] ===
* Represents accumulated exhaustion and overall tiredness, responsible for feeling sleepy.
=== [[Scent]] ===
* Represents strength of your smell.
=== [[Health]] ===
* Represents overall wellness of your character.
=== [[Speed]] ===
* Determines how many move points you start with each turn.
=== [[Stim]] ===
* Determines level of stimulants or depressants affecting your character's body.
=== [[Pain]] ===
* Pain felt by character.
=== [[Vitamins]] ===
* Various vitamins in the character's body.


Whether or not the character is diving.
== Various secondary stats ==
 
=== [[Radiation]] ===
== Dodges left ==
Determines amount of radiation absorbed by your character. High levels will result in radiation sickness.
Default value: 1
 
== Blocks left ==
Default value: 1
 
== Power level ==
Default value: 0
 
== Max power level ==
Default value: 0
 
== Hunger ==
Default value: 0
 
== Thirst ==
Default value: 0
 
== Fatigue ==
Default value: 0
 
== Stim ==
Default value: 0
 
== Pain ==
Default value: 0
 
== Painkillers ==
Default value: 0
 
== Radiation ==
Default value: 0
 
== Cash ==
Default value: 0
 
== Recoil ==
Default value: 0
 
== Driving recoil ==
Default value: 0
 
== Scent ==
Default value: 500
 
== Health ==
Default value: 0
Default value: 0


Determines the chances of a player's character to get a [[diseases#Low_immunity_diseases|common disease]].
=== Cash ===
 
* Cash represents your bank account balance from before the Cataclysm.
You can increase this value by consuming items that increase health, such as [[comestibles#vitamins|vitamins]], [[comestibles#Nyquil|Nyquil]] and [[comestibles#Dayquil|Dayquil]].
* It can't be used directly, but you can access your account via ATM machines, and charge a [[cash card]] for later use.
 
* Pre-Cataclysm money is a relic of the past and will not be accepted by many factions. Vending machines don't have that problem, but you need a pre-charged cash card to pay for the goods.
This value will increase and decrease by one point randomly each turn, although it tends to regulate itself towards zero.
* Default value: random, varying from -20,000$ (debt) to +20,000$ (post [[0.D (Danny)]])
 
* Some traits may influence starting cash.
If a character doesn't have the [[diseases#Influenza|flu]] nor the [[diseases#Common Cold|common cold]] there's a small chance that he will acquire them. This chance can be lowered with the [[traits#Disese resistant|disease resistant]] trait, or completely negated with the [[mutations#Disease immune|disease immune]] mutation.
 
== Moves ==
Default value: 100
 
'''Moves''', or '''movement points''', or '''speed''', determines the distance a creature can move in a given [[turn]].
 
Each tile is composed by a given [[terrain types|terrain type]], which has a movement cost associated with it. Moving through it will cost as may movement points as the specified movement cost.
 
;Display
{{igs|Spd |c_white}}{{igs|100|c_white}}
 
The speed will be {{igs|green|c_green}} if above 100 and {{igs|red|c_red}} if below that.
 
;Calculation
This value is calculated each turn, where the following bonus and penalties are applied:
 
;Penalties
* <u>Weight</u>: when the weight carried is 25% higher than the weight capacity
* <u>Pain</u>: when pain is higher than the potence of the consumed painkillers. This penalty is more sever if the difference is higher than 60
* <u>Painkillers</u>: when the potence of the consumed painkillers is 10 or higher than the pain. More severe if it's higher than 30.
* <u>Morale</u>: when morale bonus (morale level / 25) is below -10
* <u>Radiation</u>: when radiation is 20 or higher. 40 or higher increases the penalty further
* <u>Thirst</u>: when thirst is above 40
* <u>Hunger</u>: when hunger is above 100
* <u>Sunlight dependant mutation</u>: penalties relative to the current light level when not under sunlight
* <u>Cold blood mutation</u>: when temperature is below 60F
* {{spoiler|<u>Speed down artifact</u>: 20 penalty points}}
 
;Bonus
* <u>Morale</u>: when morale is higher than 100 there will be a bonus that can't be higher than 10.
* <u>Stimulants</u>: Based on the potence of all stimulants taken. It can't be higher than 40.
* <u>Quick trait</u>: gives a 10% bonus
* {{spoiler|<u>Speed up artifact</u>: 20 bonus points}}
 
Some [[diseases]] and status effects can also affect this value (usually negatively).
 
Movement points can't be below 25 in any case.
 
== Oxygen ==
Default value: 0
 
== Active mission ==
Default value: -1
 
== In vehicle ==
Default value: false
 
== Style selected ==
Default value: "null"
 
== XP pool ==
Default value: 0 | Max value: 800
 
== Last item ==
Default value: itype_id("null")
 
== Speed ==
Default value: 100
 
See [[#Moves|moves]].


=== Oxygen ===
* Represents air in your lungs when diving underwater.
* Default value: 30 + 2 * [[Strength]]
* Oxygen reserve ticks down every turn unless you have [[gills]], or have [[oxygenator]] bionic installed (activates automatically, consumes power), or use air supply from a diving gear.
* When you run out of air you will be prompted to surface or swim to shore. If you won't you will suffer incremental torso damage until you die of suffocation.
* You will breathe air from your [[scuba tank]] or [[small scuba tank]] if you have them worn and activated. They have auto-regulators so you don't waste air.
* You will breathe air from your [[rebreather mask]]. It has to be active and supplied with a proper filter.
* [[Oxygen tank]] and its smaller version can't be used for that purpose. This is medical pure oxygen unfit for diving and the bottle doesn't have proper regulator to deliver it underwater.
* Asthma attack underwater depletes your oxygen.
* Shouting underwater depletes your oxygen.


== Others ==
There are many other hidden indicators and variables, but most of them are either displayed by their respective mechanic, or used for purely technical reasons.
Examples: recoil, wetness, body temperature, selected martial art, vehicle driver indicator, etc.
For that reason they are not being enumerated and explained here.


<!-- [[Category:character]] -->
[[Category:character]]
[[Category:Statistics]]
[[Category:Game Mechanics]]
<noinclude>{{footer/character}}</noinclude>

Latest revision as of 19:20, 19 May 2022

Stats that are as important as the default ones but are hidden for gameplay reasons.

The exact values aren't usually shown to the player, but their global effects on the character are displayed when needed (Thirsty, Tired, etc).

Various important stats

Hunger

  • Represents your stomach fullness. May indicate your status when malnourished.

Thirst

  • Represents your hydration level.

Stored Calories

  • Represents calories stored in body fat. Default value (healthy calories) = 55000 kcal

Stamina

  • Represents exhaustion due to performing demanding and exhausting tasks like running and fighting.

Fatigue

  • Represents accumulated exhaustion and overall tiredness, responsible for feeling sleepy.

Scent

  • Represents strength of your smell.

Health

  • Represents overall wellness of your character.

Speed

  • Determines how many move points you start with each turn.

Stim

  • Determines level of stimulants or depressants affecting your character's body.

Pain

  • Pain felt by character.

Vitamins

  • Various vitamins in the character's body.

Various secondary stats

Radiation

Determines amount of radiation absorbed by your character. High levels will result in radiation sickness. Default value: 0

Cash

  • Cash represents your bank account balance from before the Cataclysm.
  • It can't be used directly, but you can access your account via ATM machines, and charge a cash card for later use.
  • Pre-Cataclysm money is a relic of the past and will not be accepted by many factions. Vending machines don't have that problem, but you need a pre-charged cash card to pay for the goods.
  • Default value: random, varying from -20,000$ (debt) to +20,000$ (post 0.D (Danny))
  • Some traits may influence starting cash.

Oxygen

  • Represents air in your lungs when diving underwater.
  • Default value: 30 + 2 * Strength
  • Oxygen reserve ticks down every turn unless you have gills, or have oxygenator bionic installed (activates automatically, consumes power), or use air supply from a diving gear.
  • When you run out of air you will be prompted to surface or swim to shore. If you won't you will suffer incremental torso damage until you die of suffocation.
  • You will breathe air from your scuba tank or small scuba tank if you have them worn and activated. They have auto-regulators so you don't waste air.
  • You will breathe air from your rebreather mask. It has to be active and supplied with a proper filter.
  • Oxygen tank and its smaller version can't be used for that purpose. This is medical pure oxygen unfit for diving and the bottle doesn't have proper regulator to deliver it underwater.
  • Asthma attack underwater depletes your oxygen.
  • Shouting underwater depletes your oxygen.

Others

There are many other hidden indicators and variables, but most of them are either displayed by their respective mechanic, or used for purely technical reasons. Examples: recoil, wetness, body temperature, selected martial art, vehicle driver indicator, etc. For that reason they are not being enumerated and explained here.