Tools: Difference between revisions

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== Tools with their own function ==
== Tools with their own function ==
These tools can be {{k|a}}pplied and each one has specific uses that can help you survive.
These tools can be {{key|a}}pplied and each one has specific uses that can help you survive.


* Lighter - a common, but useful item to have in your inventory. Takes up no space and has enough charges for a game's worth, these are one of the more convenient tools you can find. {{k|a}}pplying it will prompt you to choose a direction in which to light something. Also necessary for some items such as [[marijuana]] and molotov cocktails.
* Lighter - a common, but useful item to have in your inventory. Takes up no space and has enough charges for a game's worth, these are one of the more convenient tools you can find. {{key|a}}pplying it will prompt you to choose a direction in which to light something. Also necessary for some items such as [[marijuana]] and molotov cocktails.
* Sewing Kit - quite commonly found in houses, these are necessary for repairing and [[crafting recipes|sew]] [[clothing]]. Make sure you have a high enough tailoring ability though! Comes with 50 charges, depending on your [[skill]], you'll use a proportionate amount of string and the potential risk of failure.  Low skill can damage clothing!
* Sewing Kit - quite commonly found in houses, these are necessary for repairing and [[crafting recipes|sew]] [[clothing]]. Make sure you have a high enough tailoring ability though! Comes with 50 charges, depending on your [[skill]], you'll use a proportionate amount of string and the potential risk of failure.  Low skill can damage clothing!
* Scissors - used to cut cotton based clothing into rags and ropes into strings. Unlimited charges, tailoring skill for more rags.
* Scissors - used to cut cotton based clothing into rags and ropes into strings. Unlimited charges, tailoring skill for more rags.
* Hammer - you can {{k|a}}pply this to remove boarding from windows and doors (500 [[moving points]]). Along with nails and two by fours, this is used during construction.  Also make for a very powerful weapon, and aids when {{k|s}}mashing down doors or windows.
* Hammer - you can {{key|a}}pply this to remove boarding from windows and doors (500 [[moving points]]). Along with nails and two by fours, this is used during construction.  Also make for a very powerful weapon, and aids when {{k|s}}mashing down doors or windows.
* Fire extinguisher - bulky and heavy, but great against small to moderate sized fires. Blazes and bonfires are hard to keep under control with this tool. 'a'pplying it will prompt you to choose a direction to spray in.
* Fire extinguisher - bulky and heavy, but great against small to moderate sized fires. Blazes and bonfires are hard to keep under control with this tool. {{key|a}}pplying it will prompt you to choose a direction to spray in.
* Flashlight - 'a'pplying it turns it on, increasing visible tiles in the dark by a large amount. Attracts a crowd, but useful in the dark. Don't forget to turn it off when you don't need it anymore!
* Flashlight - {{key|a}}pplying it turns it on, increasing visible tiles in the dark by a large amount. Attracts a crowd, but useful in the dark. Don't forget to turn it off when you don't need it anymore!
* Light Amp Goggles - Like the flashlight, but its more stealthy and requires a UPS to operate. Tints everything green.
* Light Amp Goggles - Like the flashlight, but its more stealthy and requires a UPS to operate. Tints everything green.
* mp3 player - lets you listen to sweet tunes and increases your morale, if you can afford the batteries.
* mp3 player - lets you listen to sweet tunes and increases your morale, if you can afford the batteries.
* Radio - turning it on causes it to blare an annoying emergency broadcast. Attracts a crowd and so far only useful to scrap for amp circuits. In the future, it will broadcast hails from close factions.
* Radio - turning it on causes it to blare an annoying emergency broadcast. Attracts a crowd and so far only useful to scrap for amp circuits. In the future, it will broadcast hails from close factions.
* Two-Way Radio - most useful for contacting a faction for help. Most of the time they will send you a helpful NPC to accompany you in your travels.  (NPCs are a bit broken right now, don't rely on them.)
* Two-Way Radio - most useful for contacting a faction for help. Most of the time they will send you a helpful NPC to accompany you in your travels.  (NPCs are a bit broken right now, don't rely on them.)
* Water Purifier - nice to have if you aren't sure if you are drinking clean water. Food poisoning is nasty when 'Z's are around. For now, if you 'a'pply this to stacked items (ex. plastic bottle of water [4]) it will only purify the top item, the rest will stay dirty.  For best results, drop all your water, pick up one, purify it and drink it, then retrieve the rest.  Purifiers are in need of an update, the method for use is a bit finicky.
* Water Purifier - nice to have if you aren't sure if you are drinking clean water. Food poisoning is nasty when 'Z's are around. For now, if you {{key|a}}pply this to stacked items (ex. plastic bottle of water [4]) it will only purify the top item, the rest will stay dirty.  For best results, drop all your water, pick up one, purify it and drink it, then retrieve the rest.  Purifiers are in need of an update, the method for use is a bit finicky.
* Crowbar - your best friend. Will quietly open all glass and wooden doors that are locked, not causing alarms to go off on certain [[buildings]]. Also lifts manholes and has a decent bash rating - though the hammer is quicker and has higher bash, the hammer can't pry open doors. As well can used to remove boarding from windows and doors.
* Crowbar - your best friend. Will quietly open all glass and wooden doors that are locked, not causing alarms to go off on certain [[buildings]]. Also lifts manholes and has a decent bash rating - though the hammer is quicker and has higher bash, the hammer can't pry open doors. As well can used to remove boarding from windows and doors.
* Geiger Counter ("geiger ctr" ingame) - will make constant clicking noises when radiation is present. You can choose to scan yourself or the surrounding tiles.  Useful if you have iodine on-hand to cure radiation.  Those already mutated by radiation will need purifier or [[royal jelly]].
* Geiger Counter ("geiger ctr" ingame) - will make constant clicking noises when radiation is present. You can choose to scan yourself or the surrounding tiles.  Useful if you have iodine on-hand to cure radiation.  Those already mutated by radiation will need purifier or [[royal jelly]].
* Teleporter - if you are lucky, you might find a few in Labs or in a pile of corpses. 'a'pplying it will teleport you a short distance away from you current position. Useful when in a pinch, but extremely dangerous to use underground. Teleporting into solid rock is not good.
* Teleporter - if you are lucky, you might find a few in Labs or in a pile of corpses. {{key|a}}pplying it will teleport you a short distance away from you current position. Useful when in a pinch, but extremely dangerous to use underground. Teleporting into solid rock is not good.


== List of tools ==
== List of tools ==
* '''Reloading time''' of tools is a sum of their weight and volume plus 100 additional moving points and [[Clothing#Hands|hands encumberment penalty]]. Reloading is interruptable activity.
* '''Reloading time''' of tools is a sum of their weight and volume plus 100 additional moving points and [[Clothing#Hands|hands encumberment penalty]]. Reloading is interruptable activity.
** '''Unloading time''' is a half of reloading time, and full charge is unloaded in one action. Unloading is non-interruptable activity.
** '''Unloading time''' is a half of reloading time, and full charge is unloaded in one action. Unloading is non-interruptable activity.
* '''Use''' — how many charges are used up when {{k|a}}pplying the object.
* '''Use''' — how many charges are used up when {{key|a}}pplying the object.
* '''SEC''' — how many turns will pass before a charge is drained if the item is active; generally only used in the "whatever (on)" forms.
* '''SEC''' — how many turns will pass before a charge is drained if the item is active; generally only used in the "whatever (on)" forms.
* '''Revert''' — the item type that the tool will revert to once its charges are drained
* '''Revert''' — the item type that the tool will revert to once its charges are drained
* '''Funct.''' — a function called when the tool is {{k|a}}pplied, or called once per turn if the tool is active.  The same function can be used for both.  See [https://raw.github.com/Whales/Cataclysm/master/iuse.h iuse.h] and [https://raw.github.com/Whales/Cataclysm/master/iuse.cpp iuse.cpp] for functions.
* '''Funct.''' — a function called when the tool is {{key|a}}pplied, or called once per turn if the tool is active.  The same function can be used for both.  See [https://raw.github.com/Whales/Cataclysm/master/iuse.h iuse.h] and [https://raw.github.com/Whales/Cataclysm/master/iuse.cpp iuse.cpp] for functions.
<!--
<!--
/* TOOLS
/* TOOLS
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  * DEF is the default number of charges--items will be generated with this
  * DEF is the default number of charges--items will be generated with this
  *  many charges.
  *  many charges.
  * USE is how many charges are used up when 'a'pplying the object.
  * USE is how many charges are used up when {{key|a}}pplying the object.
  * SEC is how many turns will pass before a charge is drained if the item is
  * SEC is how many turns will pass before a charge is drained if the item is
  *  active; generally only used in the "<whatever> (on)" forms
  *  active; generally only used in the "<whatever> (on)" forms
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  * REVERT is the item type that the tool will revert to once its charges are
  * REVERT is the item type that the tool will revert to once its charges are
  *  drained
  *  drained
  * FUNCTION is a function called when the tool is 'a'pplied, or called once per
  * FUNCTION is a function called when the tool is {{key|a}}pplied, or called once per
  *  turn if the tool is active.  The same function can be used for both.  See
  *  turn if the tool is active.  The same function can be used for both.  See
  *  iuse.h and iuse.cpp for functions.
  *  iuse.h and iuse.cpp for functions.
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{{row/{{PAGENAME}}|active smoke bomb|0|0|*|c_dkgray|STEEL|MNULL|1|1|5|0|-1|0|0|0|1|AT_NULL|itm_null|smokebomb_act|0|"This smoke bomb has had its pin removed, indicating that it is (or will shortly be) expelling thick smoke."}}
{{row/{{PAGENAME}}|active smoke bomb|0|0|*|c_dkgray|STEEL|MNULL|1|1|5|0|-1|0|0|0|1|AT_NULL|itm_null|smokebomb_act|0|"This smoke bomb has had its pin removed, indicating that it is (or will shortly be) expelling thick smoke."}}


{{row/{{PAGENAME}}|molotov cocktail|0|200|*|c_ltred|GLASS|COTTON|2|2|8|0|1|0|0|0|0|AT_NULL|itm_null|molotov|0|"A bottle of flammable liquid with a rag inserted.  Use this item to light the rag; you will, of course, need a lighter in your inventory to do this.  After lighting it, throw it to cause fires."<br>Can be [[crafting|crafted]] from an alcoholic beverage and a rag.  To light it, simply have a lighter in your inventory and activate the molotov with 'a'.  When thrown, it will create a 3x3 square of fire.  If it is held for too long, it can explode in the player's hand.}}
{{row/{{PAGENAME}}|molotov cocktail|0|200|*|c_ltred|GLASS|COTTON|2|2|8|0|1|0|0|0|0|AT_NULL|itm_null|molotov|0|"A bottle of flammable liquid with a rag inserted.  Use this item to light the rag; you will, of course, need a lighter in your inventory to do this.  After lighting it, throw it to cause fires."<br>Can be [[crafting|crafted]] from an alcoholic beverage and a rag.  To light it, simply have a lighter in your inventory and activate the molotov with {{key|a}}.  When thrown, it will create a 3x3 square of fire.  If it is held for too long, it can explode in the player's hand.}}


{{row/{{PAGENAME}}|molotov cocktail (lit)|0|0|*|c_ltred|GLASS|COTTON|2|2|8|0|1|1|1|0|0|AT_NULL|itm_molotov|molotov_lit|0|"A bottle of flammable liquid with a flaming rag inserted.  Throwing it will cause the bottle to break, spreading fire.  The flame may go out shortly if you do not throw it.  Dropping it while lit is not safe."}}
{{row/{{PAGENAME}}|molotov cocktail (lit)|0|0|*|c_ltred|GLASS|COTTON|2|2|8|0|1|1|1|0|0|AT_NULL|itm_molotov|molotov_lit|0|"A bottle of flammable liquid with a flaming rag inserted.  Throwing it will cause the bottle to break, spreading fire.  The flame may go out shortly if you do not throw it.  Dropping it while lit is not safe."}}

Revision as of 20:34, 7 March 2013

Tools are your friends, many of them have their own unique functions and most are needed in some crafting recipes and construction.

Tools with their own function

These tools can be applied and each one has specific uses that can help you survive.

  • Lighter - a common, but useful item to have in your inventory. Takes up no space and has enough charges for a game's worth, these are one of the more convenient tools you can find. applying it will prompt you to choose a direction in which to light something. Also necessary for some items such as marijuana and molotov cocktails.
  • Sewing Kit - quite commonly found in houses, these are necessary for repairing and sew clothing. Make sure you have a high enough tailoring ability though! Comes with 50 charges, depending on your skill, you'll use a proportionate amount of string and the potential risk of failure. Low skill can damage clothing!
  • Scissors - used to cut cotton based clothing into rags and ropes into strings. Unlimited charges, tailoring skill for more rags.
  • Hammer - you can apply this to remove boarding from windows and doors (500 moving points). Along with nails and two by fours, this is used during construction. Also make for a very powerful weapon, and aids when smashing down doors or windows.
  • Fire extinguisher - bulky and heavy, but great against small to moderate sized fires. Blazes and bonfires are hard to keep under control with this tool. applying it will prompt you to choose a direction to spray in.
  • Flashlight - applying it turns it on, increasing visible tiles in the dark by a large amount. Attracts a crowd, but useful in the dark. Don't forget to turn it off when you don't need it anymore!
  • Light Amp Goggles - Like the flashlight, but its more stealthy and requires a UPS to operate. Tints everything green.
  • mp3 player - lets you listen to sweet tunes and increases your morale, if you can afford the batteries.
  • Radio - turning it on causes it to blare an annoying emergency broadcast. Attracts a crowd and so far only useful to scrap for amp circuits. In the future, it will broadcast hails from close factions.
  • Two-Way Radio - most useful for contacting a faction for help. Most of the time they will send you a helpful NPC to accompany you in your travels. (NPCs are a bit broken right now, don't rely on them.)
  • Water Purifier - nice to have if you aren't sure if you are drinking clean water. Food poisoning is nasty when 'Z's are around. For now, if you apply this to stacked items (ex. plastic bottle of water [4]) it will only purify the top item, the rest will stay dirty. For best results, drop all your water, pick up one, purify it and drink it, then retrieve the rest. Purifiers are in need of an update, the method for use is a bit finicky.
  • Crowbar - your best friend. Will quietly open all glass and wooden doors that are locked, not causing alarms to go off on certain buildings. Also lifts manholes and has a decent bash rating - though the hammer is quicker and has higher bash, the hammer can't pry open doors. As well can used to remove boarding from windows and doors.
  • Geiger Counter ("geiger ctr" ingame) - will make constant clicking noises when radiation is present. You can choose to scan yourself or the surrounding tiles. Useful if you have iodine on-hand to cure radiation. Those already mutated by radiation will need purifier or royal jelly.
  • Teleporter - if you are lucky, you might find a few in Labs or in a pile of corpses. applying it will teleport you a short distance away from you current position. Useful when in a pinch, but extremely dangerous to use underground. Teleporting into solid rock is not good.

List of tools

  • Reloading time of tools is a sum of their weight and volume plus 100 additional moving points and hands encumberment penalty. Reloading is interruptable activity.
    • Unloading time is a half of reloading time, and full charge is unloaded in one action. Unloading is non-interruptable activity.
  • Use — how many charges are used up when applying the object.
  • SEC — how many turns will pass before a charge is drained if the item is active; generally only used in the "whatever (on)" forms.
  • Revert — the item type that the tool will revert to once its charges are drained
  • Funct. — a function called when the tool is applied, or called once per turn if the tool is active. The same function can be used for both. See iuse.h and iuse.cpp for functions.
Name & charges (default/max) R
Price
Mat.
Vo
We
Ba
Cut
Hit
Use
SEC
Fuel
Revert
Funct.
Description / Notes
35 lighter 60 c_blue / plastic IRON 0 0 0 0 0
120 sewing kit (50/-1) 30 c_red / plastic IRON 2 0 -3 0 0
45 scissors (0/-1) 50 c_ltred / iron PLASTIC 1 1 0 8 0
70 hammer (0/1) 35 c_brown / iron WOOD 2 5 17 0 0
700 fire extinguisher (80/-1) 20 c_red / iron MNULL 16 20 26 0 0
380 flashlight (off) (100/2) 40 c_blue / plastic IRON 3 2 1 0 0
380 flashlight (on) (100/2) 0 c_blue / plastic IRON 3 2 1 0 15
250 hotplate (40/-1) 10 c_green / iron PLASTIC 5 6 8 0 0
200 soldering iron 70 c_ltblue / iron MNULL 3 1 2 6 0
1200 water purifier (100/-3) 5 c_ltblue / plastic IRON 12 20 2 0 0
800 two-way radio 10 c_yellow / plastic IRON 2 3 10 0 0
420 radio (off) (100/-1) 20 c_yellow / plastic IRON 4 2 4 0 0
420 radio (on) (100/-1) 0 c_yellow / plastic IRON 4 2 4 0 8
130 crowbar (0/2) 18 c_ltblue / iron MNULL 4 9 16 3 0
90 hoe (0/3) 30 c_brown / iron WOOD 14 14 12 10 0
100 shovel (0/3) 40 c_brown / iron WOOD 16 18 15 5 0
350 chainsaw (off) (400/-4) 7 c_red / iron PLASTIC 12 40 10 0 0
350 chainsaw (on) (400/-5) 0 c_red / iron PLASTIC 12 40 4 70 1
890 jackhammer (120/-4) 2 c_magenta / iron MNULL 13 54 20 6 0
40 bubblewrap 50 c_ltcyan / plastic MNULL 2 0 -8 0 0
120 bear trap (0/-2) 5 c_cyan / iron MNULL 4 12 9 1 0
30 nailboard trap (0/-3) 0 c_brown / wood MNULL 18 18 12 6 0
35 tripwire trap (0/-1) 0 c_ltgray / paper MNULL 1 0 -10 0 0
600 crossbow trap (0/-2) 0 c_green / iron WOOD 7 10 4 0 0
450 shotgun trap (0/-2) 0 c_red / iron WOOD 7 11 12 0 0
500 blade trap (0/-4) 0 c_ltgray / iron MNULL 13 21 4 16 0
2400 land mine (0/-1) 3 c_red / iron MNULL 3 6 10 0 0
300 geiger ctr (off) 8 c_green / plastic STEEL 2 2 2 0 0
300 geiger ctr (on) 0 c_green / plastic STEEL 2 2 2 0 10
6000 teleporter (20/-1) 10 c_magenta / plastic STEEL 3 12 4 0 0
3500 goo canister (1) 8 c_dkgray / steel MNULL 6 22 7 0 0
150 pipe bomb (0/1) 4 c_white / iron MNULL 2 3 11 0 0
0 active pipe bomb (3/1) 0 c_white / iron MNULL 2 3 11 0 1
400 grenade (0/-1) 3 c_green / iron PLASTIC 1 1 10 0 0
0 active grenade (5/-1) 0 c_green / iron PLASTIC 1 1 10 0 1
380 flashbang (0/-1) 3 c_white / steel PLASTIC 1 1 8 0 0
0 active flashbang (5/-1) 0 c_white / steel PLASTIC 1 1 8 0 1
600 EMP grenade (0/-1) 2 c_cyan / steel PLASTIC 1 1 8 0 0
0 active EMP grenade (3/-1) 0 c_cyan / steel PLASTIC 1 1 8 0 1
600 teargas canister (0/-1) 3 c_yellow / steel MNULL 1 1 6 0 0
0 active teargas (5/-1) 0 c_yellow / steel MNULL 1 1 6 0 1
180 smoke bomb (0/-1) 5 c_dkgray / steel MNULL 1 1 5 0 0
0 active smoke bomb (0/-1) 0 c_dkgray / steel MNULL 1 1 5 0 1
200 molotov cocktail (0/1) 0 c_ltred / glass COTTON 2 2 8 0 0
0 molotov cocktail (lit) (1) 0 c_ltred / glass COTTON 2 2 8 0 0
500 acid bomb (0/-1) 0 c_yellow / glass MNULL 1 1 4 0 0
0 acid bomb (active) (0/-1) 0 c_yellow / glass MNULL 1 1 4 0 0
700 dynamite (0/-3) 5 c_red / plastic MNULL 6 10 4 0 0
0 dynamite (lit) (0/-3) 5 c_red / plastic MNULL 6 10 4 0 1
1800 mininuke (0/-2) 1 c_ltgreen / steel PLASTIC 3 4 8 0 0
0 mininuke (active) (0/-2) 0 c_ltgreen / steel PLASTIC 3 4 8 0 1
400 zombie pheromone (3/-1) 1 c_yellow / flesh PLASTIC 1 1 -5 0 0
6600 portal generator (10/-1) 2 c_magenta / steel PLASTIC 2 10 6 0 0
600 inactive manhack (0/-3) 1 c_ltgreen / steel PLASTIC 1 3 6 6 0
4000 inactive turret (0/-3) 1 c_ltgreen / steel PLASTIC 12 12 8 0 0
2800 UPS (off) (1000/-1) 5 c_ltgreen / steel PLASTIC 12 6 10 0 0
2800 UPS (on) (1000/-1) 0 c_ltgreen / steel PLASTIC 12 6 10 0 2
1400 tazer (500/-1) 3 c_ltred / iron PLASTIC 1 3 6 0 0
800 mp3 player (off) 18 c_ltblue / iron PLASTIC 1 1 0 0 0
800 mp3 player (on) 0 c_ltblue / iron PLASTIC 1 1 0 0 10
3000 vortex stone 2 c_pink / stone MNULL 2 0 6 0 0
60 dog food (0/-5) 5 c_red / flesh MNULL 1 2 0 0 0
500 booby trap (0/-4) 0 c_ltcyan / steel PLASTIC 3 2 0 0 0
6000 C4-Explosive (0/-4) 5 c_ltcyan / plastic STEEL 6 2 0 0 0
6000 C4-Explosive(armed) (9/-4) 0 c_ltcyan / plastic STEEL 6 2 0 0 1
300 dog whistle 0 c_white / steel MNULL 0 0 0 0 0
300 vacutainer (0/-3) 10 c_ltcyan / plastic MNULL 1 0 0 6 0
900 welder (1000/-1) 25 c_ltred / iron MNULL 6 24 7 0 0