Encumbrance: Difference between revisions

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Encumberment affects your ability to fight and move around. It's increased by the amount and type of [[clothing]] items and gear you're currently wearing. While its negative impact can be countered with high [[skill]] and [[stat]] levels, low encumberment levels are always desired.
Encumberment affects your ability to fight and move around. It's increased by the amount and type of [[clothing]] items and gear you're currently wearing. While its negative impact can be countered with high [[skill]] and [[stat]] levels, low encumberment levels are always desired.


You can check your current encumbrance levels in your character ({{k|@}}) screen. Pressing the {{k|SPACEBAR}} and browsing the screen with the arrow keys will allow you to check the encumberment effects on specific body areas.
You can check your current encumbrance levels in your character ({{k|@}}) screen. Pressing the {{k|SPACEBAR}} and browsing the screen with the arrow keys will allow you to check the encumberment effects on specific body areas.
Default thresholds for each limb that limit some effects are {{spoiler|6,10,10?,10?,5,5?,6,5 from [https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/body_parts.json code]</div>}}.


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Formulas:
Formulas:


* '''Melee skill''': <code>Melee Skill Lvl - Torso Encumbrance Lvl</code>
* '''Melee skill''': <code>Hit roll *= 1 - (Torso Encumbrance / 100)</code>
* '''Dodge skill''': <code>Dodge Skill Lvl - Torso Encumbrance Lvl</code>
* '''Dodge skill''': <code>Dodge Skill Lvl - (Torso Encumbrance / 10)</code>
* '''Swimming cost''': <code>Torso Encumbrance Lvl * (80 - Swimming Skill Lvl * 3)</code> (movement points when swimming)
* '''Swimming cost''': <code>Torso Encumbrance Lvl /10 * (80 - Swimming Skill Lvl * 3)</code> (movement points when swimming)<!--player::swim_speed-->
* '''Melee attack cost''': <code>Torso Encumbrance Lvl * 20</code> (movement points for each melee attack)
* '''Melee attack cost''': <code>(Total) Torso Encumbrance</code> * <code>Weariness multiplier</code> - adds action points cost for each melee attack


== Head ==
== Head ==
It only affects how many clothing items you can put on your head.
It only affects how many clothing items you can put on your head: once it's encumbered, that's it.  You can generally fit a wool hat under a helmet come winter: just manually put the hat on, then the helmet over top.


== Eyes ==
== Eyes ==
It affects perception, which in turn affects how far away you can throw things and how able are you to spot traps. It affects your accuracy with ranged weapons, which along [[dispersion]] and [[recoil]] increases the chances of missing a target.
It affects perception, which in turn affects how far away you can throw things and your ability to spot traps. It also affects your accuracy with ranged weapons, which along with [[dispersion]] and [[recoil]] increases the chances of missing a target.


Formulas:
Formulas:
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== Mouth ==
== Mouth ==
It affects the [[movement cost]] of moving around (which you do by running).
Covering your mouth will make it more difficult to breathe and catch your breath.
 
* '''Reduced stamina regeneration''': <code>Mouth Encumbrance / 5</code>
Formulas:
 
* '''Running cost''': <code>Running cost + (Mouth Encumbrance Lvl * 5)</code>


== Arms ==
== Arms ==
It affects your accuracy with ranged weapons, which along [[dispersion]] and [[recoil]] increases the chances of missing a target.
It affects your accuracy with ranged weapons, which along with [[dispersion]] and [[recoil]] increases the chances of missing a target.


Formulas:
Formulas:
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* '''Reloading cost''': <code>Reloading cost + (Hands Encumbrance Lvl * 30)</code> (movement points)
* '''Reloading cost''': <code>Reloading cost + (Hands Encumbrance Lvl * 30)</code> (movement points)
* '''Dexterity when throwing items''': <code>Dexterity Lvl - Hands Encumbrance Lvl</code>
* '''Dexterity when throwing items''': <code>Dexterity Lvl - Hands Encumbrance Lvl</code>
* '''Melee attack cost''': <code>(Total) Hands Encumbrance</code>* <code>Weariness multiplier</code> - adds action points cost for each melee attack


== Legs ==
== Legs ==
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Formulas:
Formulas:


* '''Running cost''': <code>Running cost + (Legs Encumbrance Lvl * 3)</code>  
* '''Running cost''': <code>Running cost + (Legs Encumbrance Lvl / 10 )</code>  
* '''Swimming cost''': <code>Legs Encumbrance Lvl * (50 - Swimming Skill Lvl * 2)</code>
* '''Swimming cost''': <code>Legs Encumbrance Lvl * (50 - Swimming Skill Lvl * 2)</code>
* '''Dodge skill''': <code>Dodge Skill Lvl - (Legs Encumbrance Lvl / 2)</code>
* '''Dodge skill''': <code>Dodge Skill Lvl - (Legs Encumbrance Lvl / 2)</code>


== Feet ==
== Feet ==
It affects the [[movement cost]] of moving around (which you do by running).
It affects the base [[movement cost]].
 
Formulas:


* '''Running cost''': <code>Running cost + (Feet Encumbrance Lvl * 5)</code>  
* '''Movement cost increased by''' <code>Feet Encumbrance Lvl / 4</code>


[[category: world]]
[[category: world]]

Latest revision as of 18:47, 19 May 2022

Encumberment affects your ability to fight and move around. It's increased by the amount and type of clothing items and gear you're currently wearing. While its negative impact can be countered with high skill and stat levels, low encumberment levels are always desired.

You can check your current encumbrance levels in your character (@) screen. Pressing the SPACEBAR and browsing the screen with the arrow keys will allow you to check the encumberment effects on specific body areas.

Default thresholds for each limb that limit some effects are 6,10,10?,10?,5,5?,6,5 from code.

Torso

It affects your ability to fight in melee and swimming.

Formulas:

  • Melee skill: Hit roll *= 1 - (Torso Encumbrance / 100)
  • Dodge skill: Dodge Skill Lvl - (Torso Encumbrance / 10)
  • Swimming cost: Torso Encumbrance Lvl /10 * (80 - Swimming Skill Lvl * 3) (movement points when swimming)
  • Melee attack cost: (Total) Torso Encumbrance * Weariness multiplier - adds action points cost for each melee attack

Head

It only affects how many clothing items you can put on your head: once it's encumbered, that's it. You can generally fit a wool hat under a helmet come winter: just manually put the hat on, then the helmet over top.

Eyes

It affects perception, which in turn affects how far away you can throw things and your ability to spot traps. It also affects your accuracy with ranged weapons, which along with dispersion and recoil increases the chances of missing a target.

Formulas:

  • Checking traps and firing ranged weapons: Perception Lvl - Eyes Encumbrance Lvl
  • Throwing items: Perception Lvl - (Eyes Encumbrance Lvl / 2)
  • Ranged weapon accuracy: deviation += 2 * Arms Encumbrance Lvl + 4 * Eyes Encumbrance Lvl

Mouth

Covering your mouth will make it more difficult to breathe and catch your breath.

  • Reduced stamina regeneration: Mouth Encumbrance / 5

Arms

It affects your accuracy with ranged weapons, which along with dispersion and recoil increases the chances of missing a target.

Formulas:

  • Ranged weapon accuracy: deviation += 2 * Arms Encumbrance Lvl + 4 * Eyes Encumbrance Lvl

Hands

It affects the time it takes you to reload a ranged weapon or tool, and your ability to throw things accurately.

Formulas:

  • Reloading cost: Reloading cost + (Hands Encumbrance Lvl * 30) (movement points)
  • Dexterity when throwing items: Dexterity Lvl - Hands Encumbrance Lvl
  • Melee attack cost: (Total) Hands Encumbrance* Weariness multiplier - adds action points cost for each melee attack

Legs

It affects your ability to dodge, run and swim.

Formulas:

  • Running cost: Running cost + (Legs Encumbrance Lvl / 10 )
  • Swimming cost: Legs Encumbrance Lvl * (50 - Swimming Skill Lvl * 2)
  • Dodge skill: Dodge Skill Lvl - (Legs Encumbrance Lvl / 2)

Feet

It affects the base movement cost.

  • Movement cost increased by Feet Encumbrance Lvl / 4