Hidden stats: Difference between revisions

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<!-- Info from player.cpp -->
<!-- Info from player.cpp, ommit indicators and technical variables meaningless to the player -->
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).


Links to various important stats:
== Various important stats ==
[[Hunger]], [[Thirst]], [[Stamina]], [[Fatigue]], [[Scent]], [[Health]], [[Speed]], [[Stim]], [[Pain]]
=== [[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.


== [[Radiation]] ==
== Various secondary stats ==
=== [[Radiation]] ===
Determines amount of radiation absorbed by your character. High levels will result in radiation sickness.
Default value: 0
Default value: 0


== Cash ==
=== Cash ===
Default value: 0
* 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.
== Recoil ==
* 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: 0
* Default value: random, varying from -20,000$ (debt) to +20,000$ (post [[0.D (Danny)]])
 
* Some traits may influence starting cash.
== Driving recoil ==
 
== Oxygen ==
Default value: 0
 
== Active mission ==
Default value: -1
 
== In vehicle ==
Default value: false
 
This tracks whether or not you're in a vehicle. You may notice the UI changing to reflect vehicle stats, etc: hidden stat at work!  :-)
 
== Style selected ==
Default value: "null"
 
== XP pool ==
Default value: 0 | Max value: 800
 
This is an obsolete value: in Whales' Cataclysm and early versions of DDA, XP built over time and you sent it to develop skills. Since this led to rather non-intuitive gameplay, we scrapped it and replaced with the "Focus" mechanic, which achieves similar effects whilst avoiding the "you can't learn any more" and "you need to go practice skills now, you're wasting XP" problems of the XP pool.
 
Bottom line: if you have this, you've got an antique version.  Keep it, but consider upgrading too!
 
== Last item ==
Default value: itype_id("null")
 
== Underwater ==
Default value: false
 
Whether or not the character is presently underwater.  This makes the character difficult to see for non-underwater critters, generally restricts sight, and makes oxygen an important thing.
 
== Dodges left ==
Default value: 1
 
Generally, you can only Dodge one attack per turn. Some martial arts styles teach dodging, and can therefore grant bonus attempts to Dodge.  Zui Quan is notorious for granting functionally unlimited dodges (40, actually) once you've scored a hit.
 
(That breaks down as dodging 5 attacks from each of the 8 surrounding tiles.  If you're attacked more than 40 times in one turn without something like a shocker attack or other paralysis involved, '''let us know'''!)
 
== Blocks left ==
Default value: 1
 
You can usually only block one attack per turn.  Certain martial arts styles lend themselves to blocking, and permit additional blocks or can grant buff-effects that do. Check your character screen!
 
== Power level ==
Default value: 0
 
Your power level is how much power you have at the moment, bionics gained from using a CBM use power
 
== Max power level ==
Default value: 0
 
Your max power level defines how much power for bionics you can store at the moment


=== 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]]
[[Category:Game Mechanics]]
<noinclude>{{footer/character}}</noinclude>
<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.