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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 ==
| | Links to various important stats: |
| Default value: 0 | Min value: -- | Max value: 6000
| | [[Hunger]], [[Thirst]], [[Vitamins]], [[Stamina]], [[Fatigue]], [[Scent]], [[Health]], [[Speed]], [[Stim]], [[Pain]] |
| | |
| ;Display
| |
| {| cellpadding="3"
| |
| |- style="vertical-align:top"
| |
| |-
| |
| |align="right"|Hunger < -60||{{igs|Engorged|c_green}}
| |
| |-
| |
| |align="right"|Hunger < -20||{{igs|Sated|c_green}}
| |
| |-
| |
| |align="right"|Hunger < 0||{{igs|Full|c_green}}
| |
| |-
| |
| |align="right"|Hunger > 40||{{igs|Hungry|c_yellow}}
| |
| |-
| |
| |align="right"|Hunger > 80||{{igs|Very hungry|c_yellow}}
| |
| |-
| |
| |align="right"|Hunger > 300||{{igs|Famished|c_ltred}}
| |
| |-
| |
| |align="right"|Hunger > 1400||{{igs|Near starving|c_ltred}}
| |
| |-
| |
| |align="right"|Hunger > 2800||{{igs|Starving!|c_red}}
| |
| |}
| |
| | |
| ; How does it increase? (Not a complete list)
| |
| * Every 5 minutes (50 turns) it will increase by one point. You will need around 288 points of nutrition every day.
| |
| * A character with a [[Metabolic Interchange]] bionic and hunger below 100 will increase hunger by 2 each 5 turns.
| |
| * A character with the [[Chemical Imbalance|chemical imbalance]] trait has a small chance each turn of becoming full for a slow amount ({{igs|"You suddenly suddenly feel a little full."}}) or hungry ({{igs|"You suddenly feel hungry."}}).
| |
| * Eating [[Comestibles|food]] or drinking liquids that increase your hunger.
| |
| * Vomiting will increase it by a random value depending on your hunger (the increase will be smaller at high hunger levels)
| |
| | |
| ; How does it decrease?
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| * Eating food or drinking liquids that nourish you
| |
| * Characters with the [[Leaves|leaves]] mutation have a chance of reducing hunger by one point when in sunlight
| |
| * Characters with the [[Expanded Digestive System]] bionic can reduce hunger even further when eating
| |
| | |
| ;Effects
| |
| Hunger levels above 100 will impact your [[#Moves|speed]] negatively. | |
| | |
| Eating beyond {{igs|Full|c_green}} level can make you vomit, unless you have the [[Gourmand|gourmand]] trait.
| |
| | |
| You will stop eating automatically when your hunger level is below -20 (-60 for characters with [[Gourmand|gourmand]] trait) ({{igs|"You can't finish it all!"}}).
| |
| | |
| If you don't reduce your hunger regularly you can eventually die:
| |
| * Hunger 3000: You'll be warned ({{igs|"You haven't eaten in over a week!"}})
| |
| * Hunger 4000: You'll be warned ({{igs|"You are STARVING!"}})
| |
| * Hunger 5000: You'll be warned ("Food..."}})
| |
| * Hunger 6000: You die ({{igs|"You have starved to death."}})
| |
| | |
| == Thirst ==
| |
| Default value: 0 | Min value: -- | Max value: 1200
| |
| | |
| ;Display
| |
| {| cellpadding="3"
| |
| |- style="vertical-align:top"
| |
| |-
| |
| |align="right"|Thirst < -60||{{igs|Turgid|c_green}}
| |
| |-
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| |align="right"|Thirst < -20||{{igs|Hydrated|c_green}}
| |
| |-
| |
| |align="right"|Thirst < 0||{{igs|Slaked|c_green}}
| |
| |-
| |
| |align="right"|Thirst > 40||{{igs|Thirsty|c_yellow}}
| |
| |-
| |
| |align="right"|Thirst > 80||{{igs|Very thirsty|c_yellow}}
| |
| |-
| |
| |align="right"|Thirst > 240||{{igs|Dehydrated|c_ltred}}
| |
| |-
| |
| |align="right"|Thirst > 520||{{igs|Parched|c_ltred}}
| |
| |}
| |
| | |
| ; How does it increase? (Not a complete list)
| |
| * Every 5 minutes (50 turns) it will increase by one point. You will need around 288 points of quench every day.
| |
| * A character with the [[traits#Chemical Imbalance|chemical imbalance]] trait has a small chance each turn of becoming a little thirstier ({{igs|"You suddenly feel thirsty."}}).
| |
| * Eating food or drinking liquids that increase your thirst.
| |
| * Vomiting will increase it a random value depending on your thirst (the greater the thirst, the smaller the increase)
| |
| * Every 300 turns when having the flu
| |
| * When your body temperature is too high
| |
| | |
| ; How does it decrease?
| |
| * Eating food or drinking liquids that quench you.
| |
| | |
| ;Effects
| |
| Thirst levels of {{igs|Thirsty|c_yellow}} and above will impact your [[#Moves|speed]] negatively.
| |
| | |
| You will stop drinking automatically when your thirst level is below -20 (-60 for characters with [[traits#Gourmand|gourmand]] trait) ({{igs|"You can't finish it all!"}}).
| |
| | |
| If you don't reduce your thirst regularly you can eventually die:
| |
| * Thirst 600: You'll be warned ({{igs|"You haven't had anything to drink in 2 days!"}})
| |
| * Thirst 800: You'll be warned ({{igs|"You are THIRSTY!"}})
| |
| * Thirst 1000: You'll be warned ({{igs|"4 days... no water.."}})
| |
| * Thirst 1200: You die ({{igs|"You have died of dehydration."}})
| |
| | |
| == Food in stomach ==
| |
| Default value: 0
| |
| | |
| ; How does it increase?
| |
| * Consuming food adds its nutrition value to food in stomach
| |
| | |
| ; How does it decrease?
| |
| * Every 5 minutes decreases by 20% or 10 points, whichever is more (unless it's less than 10, then it's zeroed)
| |
| * Vomiting brings it back to zero
| |
| | |
| ; Effects
| |
| * When vomiting, entire value of food in stomach is added to hunger
| |
| | |
| There's also a second variable - water in stomach. It works the same way but for thirst. Vomiting causes both to get added to respective values and zeroed.
| |
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| == Vitamins ==
| |
| In {{InlineVer|0.D}} there are now vitamin levels in food. And vitamin levels in players.
| |
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| ==Stamina==
| |
| {{:Stamina}}
| |
| For more details see [[Stamina]].
| |
| | |
| == Fatigue ==
| |
| Default value: 0 | Min value: -- | Max value: 1000
| |
| | |
| ;Display
| |
| {| cellpadding="3"
| |
| |- style="vertical-align:top"
| |
| |-
| |
| |align="right"|Fatigue > 191||{{igs|Tired|c_yellow}}
| |
| |-
| |
| |align="right"|Fatigue > 383||{{igs|Dead tired|c_ltred}}
| |
| |-
| |
| |align="right"|Fatigue > 575||{{igs|Exhausted|c_red}}
| |
| |}
| |
| | |
| ; How does it increase? (Not a complete list)
| |
| * Every 5 minutes (50 turns) it will increase by one point. Various [[traits]] and [[mutations]] can affect this.
| |
| * A character with the [[traits#Chemical Imbalance|chemical imbalance]] trait has a small chance each turn of becoming fatigued for a low amount (''"You feel fatigued all of a sudden."'').
| |
| * Every 50 turns when having a common cold
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| * Occasionally when suffering a nicotine craving.
| |
| | |
| ; How does it decrease?
| |
| * By [[sleep]]ing {{k|$}}.
| |
| * By consuming [[#Stim|stimulants]]
| |
| | |
| ;Effects
| |
| Your character will sleep on their own if you don't make them sleep regularly:
| |
| * Fatigue >= 192: You'll be warned every 50 turns (''"You're feeling tired. Press '$' to lie down for sleep."'') and will be prompted if in the middle of an activity (''"You're feeling tired."'')
| |
| * Fatigue > 383, ({{igs|Dead tired|c_ltred}} and above): You'll take stat penalties as a "disease", with encouragement to sleep.
| |
| * Fatigue > 575 ({{igs|Exhausted|c_red}}and above): You'll randomly microsleep. These won't markedly help your fatigue but can be dangerous in combat or driving situations.
| |
| * Fatigue 600: You'll be warned every 10 turns (''"You haven't slept in 2 days!"'')
| |
| * 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 their own. Fatigue will be reduced by 10 (''"Survivor sleep now."'')
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| Default value: 0
| |
| | |
| == Scent ==
| |
| Default value: 500 | Min value: -- | Max value: --
| |
| | |
| Characters with the [[traits#Smelly|smelly]] trait will default to 800, and to 1200 with the [[Mutation#Very_Smelly|very smelly]] mutation.
| |
| | |
| It will always try to normalize itself to the default level.
| |
| <!-- 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. -->
| |
| | |
| Scent always surrounds the player's character, and will leave a trail when he moves. Without the presence of the player, the scent eventually disappears.
| |
| | |
| The [[Scent Vision|scent vision]] bionic will allow you to visualize your scent.
| |
| | |
| ; How does it decrease?
| |
| * Closed [[closed door|door]]s and [[window]]s will reduce the scent leaked outside
| |
| * [[Taped 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 advantage.
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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
| |
| * Certain mutations can effectively reduce or eliminate your scent, as you no longer smell like prey
| |
| | |
| ;Effects
| |
| 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 ==
| |
| Default value: 0 | Min value: -200 | Max value: 200
| |
| | |
| ; How does it increase? (Not a complete list)
| |
| * Slowly builds up to 0 if negative
| |
| * Taking the [[Gamma globulin shot]]
| |
| * By eating healthy food
| |
| * Certain mutations can boost health (for example, plant-like character standing barefoot on soil)
| |
| | |
| ; How does it decrease?
| |
| * Slowly decreases to 0 if positive
| |
| * Doing drugs, drinking certain alcohol, consuming junk food (especially sugary or salty) - if it's unhealthy in real life, it probably also is in DDA
| |
| * Certain mutations, bionics (especially leaky bionic), traits and diseases (parasites) can drastically lower health in the long-term
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| ;Effects
| |
| * Makes you cough heavily (4 sound), gives you itchy veins and body aches.
| |
| * Protects against [[Low immunity diseases|common diseases]]
| |
| * Affects regeneration during sleep - doubles at 100, completely negates at -100 (for a character with no regeneration-related traits and mutations).
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| * Prevents bite wounds from turning into [[infection|infected wounds]]
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| * Particularly strong effects (some [[addiction]]s) can directly lower health directly, bypassing the usual mechanic (see below)
| |
| | |
| ;Inner mechanics
| |
| | |
| Internally health is handled as two different variables: health and health modifier. Most effects change the modifier, which is capped at -200 and 200. Modifier slowly, semi-randomly influences actual health, always one point up or down, weighted towards equalizing health and modifier. Each time this change triggers modifier is multiplied by 3/4.
| |
| | |
| The actual health value is used for effects of health. Modifier doesn't directly influence any value other than health.
| |
| | |
| As a result, regularly consuming foods that have a positive health value in small quantities will work much better than health binges and occasional drug abuse will only result in serious health problems if it causes harmful [[addiction]]. Effects of bad health might not be noticeable until it is too late, when bad health stops all natural regeneration. Recovering from -100 health to 0 can easily take 4 weeks.
| |
| | |
| After sleeping you get an incharacter reference to your health value, it contains a hint on how bad or good you are feeling. Using the [[Self-Aware]] mutation you can see your current health level. Using the {{k|[}} mutations menu.
| |
| | |
| == Moves ==
| |
| Default value: 100 | Min value: 25 | Max value: --
| |
| | |
| ''Moves'', or ''move points'', or ''movement points'', determine the amount of actions you or any creature can perform in a [[turn]] (so, in six seconds).
| |
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| ''Speed'' determines how many move points you start with each turn.
| |
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| ''Base move cost'' is the final value where both speed and any possible modifier, be it positive or negative, is applied (such as [[traits]], [[encumbrance]], [[#stim|stim]] level, queued actions, etc).
| |
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| Base move cost = Speed + Move modifiers
| |
| | |
| Note that you'll always perform actions first, then unfriendly creatures and, finally, friendly ones.
| |
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| ;Performing Actions
| |
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| Each action you perform during a turn reduces your available move points by the move cost of such action. Your turn will be over once you don't have any move points left. Any ongoing action will be paused and queued for the next turn.
| |
| | |
| Queued actions will be subtracted from the available move points of the next turn. Example: your base move cost is 100, and you perform an action that costs 110 points; you won't be able to finish the action this turn, so it will be queued to be finished the next turn, and the base move cost for that turn will be reduced by 10 (the extra moves that didn't fit in the previous turn).
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| Actions that take longer than one turn (refuelling vehicles, crafting, reading, sleeping, etc) can be interrupted at any time by pressing the wait ({{k|5}} or {{k|.}}) key.
| |
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| ;Running cost
| |
| | |
| When moving around (normally you walk, press {{key|"}} to really start running, which consumes stamina as well) you consume as many move points as the movement cost of the current [[terrain type]] to which you move. You can check that cost in-game by {{k|e}}xamining or far-looking at the tile you want to move to.
| |
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| ;Display
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| {{igs|Spd |c_white}}{{igs|100 115|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. Besides the speed value you'll find the move cost of your last action.
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| ;Calculation
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| This value is calculated each turn, where the following bonus and penalties are applied:
| |
| | |
| ;Penalties<!-- player::recalc_speed_bonus player.cpp-->
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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 potency 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 potency 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 Dependent|Sunlight dependent]] mutation</u>: penalties relative to the current light level when not under sunlight.
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| * <u>The heat dependent mutation line</u>: ([[Heat Dependent]], [[Very Heat Dependent]], [[Cold Blooded]], [[Ectothermic]]), when temperature is below 65F.
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| * {{spoiler|<u>Mycus fireproofing</u>: 20 penalty points}}.
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| * {{spoiler|<u>Speed down artifact</u>: 20 penalty points}}.
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| ;Bonus<!-- player::recalc_speed_bonus player.cpp-->
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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>[[Hidden_stats#Stim|Stimulants]]</u>: Based on the potency 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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| * <u>[[Synaptic Accelerator]] bionic</u>: gives a 10% bonus.
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| * <u>[[Martial arts]]</u>: some martial arts give a speed bonus.
| |
| * <u>[[Ectothermic]] mutation</u>: when temperature is above 65F.
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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).
| |
| | |
| Move points can't be below 25 in any case.
| |
| | |
| == Stim ==
| |
| Default value: 0 | Min value: -200 | Max value: 250
| |
| | |
| ; How does it increase?
| |
| * By consuming stimulants (such as [[coffee]], [[cocaine]], [[Adderall]], [[energy drink]], etc).
| |
| * Each turn it will increase by 1 point if the current stim level is lower than 0.
| |
| | |
| ; How does it decrease?
| |
| * Each turn it will lower by 1 point if the current stim level is higher than 0.
| |
| | |
| ;Effects
| |
| Your [[#Moves|movement points]], dexterity, intelligence and perception will increase based on the combined intensity of the consumed stimulants. These effects are lowered if your stim level is already equal or greater than 30. The bonus to your movement points can't be greater than 40, in any case.
| |
| | |
| Your [[#Fatigue|fatigue]] will be reduced when consuming stimulants, the amount depending on the item's stim intensity. Your [[sleep]]iness will also be reduced when laying down to sleep, based on the current stim level. All this will allow you to stay awake for longer periods of time. If for some reason you want to sleep under this conditions you'll need to consume items that increase your fatigue first.
| |
| | |
| [[NPC]]s will fear players with stim levels greater than 20, which will, in turn, lower their trust. NPCs can also be affected by stimulants, if consumed.
| |
| | |
| You can die because of your stim level:
| |
| * From a heart attack if your stim level is greater than 250 (''"You have a sudden heart attack!"'').
| |
| * Of apnea if it's lower than -200 (''"Your breathing stops completely."'').
| |
| | |
| == Pain ==
| |
| Default value: 0
| |
| | |
| * Can decrease stats if the pain level is too high!
| |
| | |
| '''How does it increase?''' (Not a complete list)
| |
| | |
| * By taking damage from enemies
| |
| * Walking over certain tiles such as rubble or fire
| |
| * Diseases or conditions such as infected bite wounds
| |
| * Failed implanting of bionics
| |
| * Certain weather such as acid rain
| |
| * Rapid physiological changes from [[mutation]] can be painful
| |
| * Being overburdened (can easily result from strength being lowered due to pain)
| |
| | |
| '''How does it decrease?'''
| |
| | |
| * Waiting for it to go down (Taking painkillers speeds up this process)
| |
| * Using Bionics
| |
| | |
| (Certain mutations also speed up pain loss and resistance to pain)
| |
| | |
| == Painkillers ==
| |
| Default value: 0 | Max value: 240
| |
| | |
| '''How does it increase?'''
| |
| * By taking certain [[Meds]]
| |
| * By drinking [[alcohol]] (stronger is better), unless you [[Alcohol Metabolism|metabolize it]]
| |
| * Tiny amounts can be gained by smoking [[Cannabis|weed]]
| |
| * Traits like [[Chemical Imbalance]] and [[Schizophrenic]] can randomly increase it
| |
| * If negative, it will increase by 1 every 5 minutes
| |
| | |
| '''How does it decrease?'''
| |
| * If positive, it will decrease by 1 every 5 minutes
| |
| * Addiction to painkillers (1 per turn at 25+ intensity, otherwise 1 per (100 - 4 * intensity) turns)
| |
| | |
| '''Effects'''
| |
| | |
| Subtracted from pain in pretty much every situation where pain is involved in any way.
| |
| | |
| Kills you instantly if you get it above 240.
| |
| | |
| Decreases speed, but less so than the pain it prevents would cause.
| |
| | |
| '''Maximum painkiller effect'''
| |
| * aspirin - 15
| |
| * codeine - 49
| |
| * heroin - 92
| |
| * morphine - 62
| |
| *oxycodone - 62
| |
| * poppy painkiller - 47
| |
| * tramadol - 40
| |
|
| |
|
| == [[Radiation]] == | | == [[Radiation]] == |