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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. |
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| 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). |
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| == Hunger == | | == Various important stats == |
| Default value: 0 | Min value: -- | Max value: 6000 | | === [[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. |
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| ;Display
| | == Various secondary stats == |
| {| cellpadding="3"
| | === [[Radiation]] === |
| |- style="vertical-align:top"
| | Determines amount of radiation absorbed by your character. High levels will result in radiation sickness. |
| |-
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| |align="right"|Hunger < 0||{{igs|Full|c_green}}
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| |-
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| |align="right"|Hunger > 40||{{igs|Hungry|c_yellow}}
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| |-
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| |align="right"|Hunger > 80||{{igs|Very hungry|c_yellow}}
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| |-
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| |align="right"|Hunger > 300||{{igs|Famished|c_ltred}}
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| |-
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| |align="right"|Hunger > 1400||{{igs|Near starving|c_ltred}}
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| |-
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| |align="right"|Hunger > 2800||{{igs|Starving!|c_red}}
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| |}
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| | |
| ; How does it increase?
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| * Every 5 minutes (50 turns) it will increase by one point.
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| * A character with a [[Metabolic Interchange]] bionic and hunger below 100 will increase hunger by 2 each 5 turns.
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| * A character with the [[traits#Chemical Imbalance|chemical imbalance]] trait has a small chance each turn of becoming full for a slow amount (''"You suddenly suddenly feel a little full."'') or hungry (''"You suddenly feel hungry."'').
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| * Eating food or drinking liquids that increase your hunger.
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| * Vomiting will intrease it from 30 to 50 points
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| | |
| ; How does it decrease?
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| * Eating food or drinking liquids that nourish you
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| * Characters with the [[Mutation#Leaves|leaves]] mutation have a chance of reducing hunger by one point when in sunlight
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| * Characters with the [[Expanded Digestive System]] bionic can reduce hunger even further when eating
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| | |
| ;Effects
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| Hunger levels above 100 will impact your [[#Moves|speed]] negatively.
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| Eating beyond {{igs|Full|c_green}} level can make you vomit, unless you have the [[traits#Gourmand|gourmand]] trait.
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| You will stop eating automatically when your hunger level is below -20 (-60 for characters with [[traits#Gourmand|gourmand]] trait) (''"You can't finish it all!"'').
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| If you don't reduce your hunger regularly you can eventually die:
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| * Hunger 3000: You'll be warned (''"You haven't eaten in over a week!"'')
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| * Hunger 4000: You'll be warned (''"You are STARVING!"'')
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| * Hunger 5000: You'll be warned (''"Food..."'')
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| * Hunger 6000: You die (''"You have starved to death."'')
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| == Thirst ==
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| Default value: 0 | Min value: -- | Max value: 1200
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| ;Display
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| {| cellpadding="3"
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| |- style="vertical-align:top"
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| |-
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| |align="right"|Thirst < 0||{{igs|Slaked|c_green}}
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| |-
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| |align="right"|Thirst > 40||{{igs|Thirsty|c_yellow}}
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| |-
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| |align="right"|Thirst > 80||{{igs|Very thirsty|c_yellow}}
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| |-
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| |align="right"|Thirst > 240||{{igs|Dehydrated|c_ltred}}
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| |-
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| |align="right"|Thirst > 520||{{igs|Parched|c_ltred}}
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| |}
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| | |
| ; How does it increase?
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| * Every 5 minutes (50 turns) it will increase by one point.
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| * A character with the [[traits#Chemical Imbalance|chemical imbalance]] trait has a small chance each turn of becoming thirsty for a slow amount (''"You suddenly feel thirsty."'').
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| * Eating food or drinking liquids that increase your thirst.
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| * Vomiting will intrease it from 30 to 50 points
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| * Every 300 turns when having the flu
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| * When your body temperature is too high
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| | |
| ; How does it decrease?
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| * Eating food or drinking liquids that quench you.
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| ;Effects
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| Thirst levels of {{igs|Thirsty|c_yellow}} and above will impact your [[#Moves|speed]] negatively.
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| You will stop drinking automatically when your thirst level is below -20 (-60 for characters with [[traits#Gourmand|gourmand]] trait) (''"You can't finish it all!"'').
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| If you don't reduce your thirst regularly you can eventually die:
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| * Thirst 600: You'll be warned (''"You haven't had anything to drink in 2 days!"'')
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| * Thirst 800: You'll be warned (''"You are THIRSTY!"'')
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| * Thirst 1000: You'll be warned (''"4 days... no water.."'')
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| * Thirst 1200: You die (''"You have died of dehydration."'')
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| == Fatigue ==
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| Default value: 0 | Min value: -- | Max value: 1000
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| ;Display
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| {| cellpadding="3"
| |
| |- style="vertical-align:top"
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| |-
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| |align="right"|Fatigue > 191||{{igs|Tired|c_yellow}}
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| |-
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| |align="right"|Fatigue > 383||{{igs|Dead tired|c_yellow}}
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| |-
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| |align="right"|Fatigue > 575||{{igs|Exhausted|c_ltred}}
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| |}
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| | |
| ; How does it increase?
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| * Every 5 minutes (50 turns) it will increase by one point.
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| * A character with the [[traits#Chemical Imbalance|chemical imbalance]] trait has a small chance each turn of becoming fatigued for a slow amount (''"You feel fatigued all of a sudden."'').
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| * Every 50 turns when having a common cold
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| * Occasionally when suffering a nicotine craving.
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| | |
| ; How does it decrease?
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| * By [[diseases#Sleep|sleeping]] {{k|$}}.
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| * By taking caffeine pills.
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| ;Effects
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| Your character will sleep on his own if you don't make him sleep regularly:
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| * Fatigue >= 192: You'll be warned every 50 turns (''"You're feeling tired. Press '$' to lie down for sleep."'') and will be prompted if in the middle of an activity (''"You're feeling tired."'')
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| * Fatigue 600: You'll be warned every 10 turns (''"You haven't slept in 2 days!"'')
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| * Fatigue 800: You'll be warned (''"Anywhere would be a good place to sleep..."'')
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| * Fatigue 1000: Your character will sleep on his own. Fatigue will be reduced by 10 (''"Surivor sleep now."'')
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| Default value: 0
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| == Scent ==
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| Default value: 500 | Min value: -- | Max value: --
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| Characters with the [[traits#Smelly|smelly]] trait will default to 800, and to 1200 with the [[Mutation#Very_Smelly|very smelly]] mutation.
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| It will always try to normalize itself to the default level.
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| <!-- Scent increases fast at first, and slows down as it approaches normal levels. Estimate it will take about norm_scent * 2 turns to go from 0 - norm_scent / 2. Without smelly trait this is about 1.5 hrs. Slows down significantly after. -->
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| Scent always surrounds the player's character, and will leave a trail when he moves. Without the pressence of the player the scent eventually dissappears.
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| The [[CBM:_Sensory#Scent Vision|scent vision]] bionic will allow you to visualize your scent.
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| <!--
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| ; How does it increase?
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| * You probably don't want to do that, do you?
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| -->
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| ; How does it decrease?
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| * Closed doors and windows will reduce the scent leaked outside
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| * [[construction#tape window|Taping windows]] will reduce the scent leaked outside even more
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| * Smoke (normal one, tear gas, toxic gas...) eliminates all the scent close to it, so use that to your advantadge.
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| * Rain reduces scent by one point per turn
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| * The [[Olfactory Mask]] bionic can reduce your scent considerably
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| ;Effects
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| Scent allows any creature able to smell to track player characters (check the creatures with the SMELLS flag in the [[enemies]] page).
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| == Health ==
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| Default value: 0 | Min value: -- | Max value: --
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| Determines the chances of a player's character to get a [[diseases#Low_immunity_diseases|common disease]].
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| You can increase this value by consuming items that increase health, such as [[comestibles#vitamins|vitamins]], [[comestibles#Nyquil|Nyquil]] and [[comestibles#Dayquil|Dayquil]]. On the other hand, there are items can lower this value when consumed, like methamphetamine, heroine, sugar, bleach, etc.
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| This value will increase and decrease by one point randomly each turn, although it tends to regulate itself towards zero.
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| 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 a high health, the [[traits#Disease Resistant|disease resistant]] trait, or completely negated with the [[Mutation#Disease_Immune|disease immune]] mutation.
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| == Moves ==
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| Default value: 100 | Min value: 25 | Max value: --
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| '''Moves''', or '''movement points''', or '''speed''', determines the distance a creature can move in a given [[turn]].
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| 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.
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| ;Display
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| {{igs|Spd |c_white}}{{igs|100|c_white}}
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| The speed will be {{igs|green|c_green}} if above 100 and {{igs|red|c_red}} if below that.
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| ;Calculation
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| This value is calculated each turn, where the following bonus and penalties are applied:
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| ;Penalties
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| * <u>Weight</u>: when the weight carried is 25% higher than the weight capacity
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| * <u>Pain</u>: when pain is higher than the potence of the consumed painkillers. This penalty is more severe if the difference is higher than 60
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| * <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.
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| * <u>Morale</u>: when morale bonus (morale level / 25) is below -10
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| * <u>Radiation</u>: when radiation is 20 or higher. 40 or higher increases the penalty further
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| * <u>Thirst</u>: when thirst is above 40
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| * <u>Hunger</u>: when hunger is above 100
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| * <u>Sunlight dependant mutation</u>: penalties relative to the current light level when not under sunlight
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| * <u>Cold blood mutation</u>: when temperature is below 60F
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| * {{spoiler|<u>Speed down artifact</u>: 20 penalty points}}
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| ;Bonus
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| * <u>Morale</u>: when morale is higher than 100 there will be a bonus that can't be higher than 10.
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| * <u>Stimulants</u>: Based on the potence of all stimulants taken. It can't be higher than 40.
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| * <u>Quick trait</u>: gives a 10% bonus
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| * {{spoiler|<u>Speed up artifact</u>: 20 bonus points}}
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| Some [[diseases]] and status effects can also affect this value (usually negatively).
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| Movement points can't be below 25 in any case.
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| == Stim ==
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| Default value: 0
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| == Pain ==
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| Default value: 0 | | Default value: 0 |
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| * Can decrease stats if the pain level is to high!
| | === Cash === |
| | | * Cash represents your bank account balance from before the Cataclysm. |
| '''How does it increase?'''
| | * 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. |
| * By taking damage from enemies | | * Default value: random, varying from -20,000$ (debt) to +20,000$ (post [[0.D (Danny)]]) |
| * Walking over certain tiles such as rubble or fire | | * Some traits may influence starting cash. |
| * Diseases or conditions such as infected bite wounds | |
| * Failed implanting of bionics
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| * Certain weather such as acid rain
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| _______________________________________________________________________________
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| '''How does it decrease?''' | |
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| * Waiting for it to go down (Taking painkillers speeds up this process)
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| * Using Bionics | |
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| (Certain mutations also speed up pain loss and resistance to pain)
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| == Painkillers ==
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| Default value: 0
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| == Radiation ==
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| Default value: 0
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| == Cash ==
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| Default value: 0
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| == Recoil ==
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| Default value: 0
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| == Driving recoil ==
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| == Oxygen ==
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| Default value: 0
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| == Active mission ==
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| Default value: -1 | |
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| == In vehicle ==
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| Default value: false
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| == Style selected ==
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| Default value: "null"
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| == XP pool ==
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| Default value: 0 | Max value: 800
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| == Last item ==
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| Default value: itype_id("null")
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| == Underwater ==
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| Default value: false
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| Whether or not the character is diving.
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| == Dodges left ==
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| Default value: 1
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| == Blocks left ==
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| Default value: 1
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| == Power level ==
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| Default value: 0
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| Your power level is how much power you have at the moment, bionics gained from using a CBM use power
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| == Max power level ==
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| Default value: 0
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| | === 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. |
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| | == 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. |
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| [[Category:character]] | | [[Category:character]] |
| | [[Category:Statistics]] |
| | [[Category:Game Mechanics]] |
| | <noinclude>{{footer/character}}</noinclude> |