Clothing: Difference between revisions

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{{Sidebar/Clothing}}
{{Sidebar/Clothing}}
Some pieces of clothing cover multiple body parts (dress covers torso and legs) and all [[items]] can be used as weaponsThe bash, cut, melee speed, and hit apply to when carried in your hand, and have '''no''' effect when worn on your body.  Similarly, protection rating and storage only applies when actually worn. [[Character]] cannot wear more that two types of clothing of the same type at once without incurring an encumbrance penalty. Characters spend 350 [[movement points]] when putting clothes on, but take them off instantly.
Some items in the game can be worn to provide various effectsClothing has various attributes that will enhance your abilities in ways that are almost essential; to the point where playing a game without them is considered a player [http://www.wiki.cataclysmdda.com/index.php?title=Guide:_Nudist_Challenge challenge].


== Protection ==
Clothing in Cataclysm: Dark Days Ahead has several attribuites that should be taken into consideration.  All clothing will take 350 movement points to put on, however they can be removed instantly.


* '''Environmental protection''' (EP) protects from [[diseases]] and status effects that infect through body parts (mouth and eyes). To protect from a disease, the EP of the gear must be equal or higher than the strength of the disease.


* '''Warmth''' protects from [[coldness]] and [[frostbites]] in cold [[weather]]. Too much warmth can make you [[hot]], particularly during Summer. Both coldness and hotness impact your morale and stats negatively, and can make it difficult or impossible to sleep.


== Durability ==
==Armor against Cutting/Bashing==
All clothing items have five "hit points". Clothing will be damaged if the amount of damage you are dealt exceeds the protection rating of the item hit. Damage resistance decreases chance to be damaged and amount of damage increases that chance (but not the amount of damage to item, it is always one). If item is damaged for more than four points, it will be destroyed.<!-- that's true for worn items --> Reinforced items effectively have an additional hit point.
 
Personal Armor in Cataclysm is, with the exception of a select few bionics and mutations, provided by clothing. The armor system currently provides a damage mitigation against incoming attacks.  It is possible to bypass a percentage of armor with criticals, and it is possible to fail to completely penetrate armor.  When an enemy fails to penetrate your armor the message 'the attacks fails to penetrate your armor!' will pop.  When you fail to do the same the message 'the shot bounces off the <critter>'s thick hide!' will appear.  Due to damage being rolled as a set number of X-sided dice (3D8 or 1D3 being 2 examples) it is possible for some attacks to fail while others succeed.
 
 
==Armor against Acid==
 
In the 0.C experimentals there is a rating for armor against acid, however since acid currently does not damage loose items or worn clothing it is currently unknown what capacity it plays in combat, if any.  It is possible that this regulates the damage accrued over time spent in acid.
 
 
==Armor Against Enviorment==
 
Clothing offers the potential to protect the wearer from ambient field effects, diseases, or other ailments.  Most of the listed effects have a range of 'Strengths' that they will compare against the wearer's enviornmental protection level.  For instance, the [http://www.wiki.cataclysmdda.com/index.php?title=Low_immunity_diseases influenza] can affect a player with up to a strength of 3, targeting the mouth. As such, wearing more than 3 enviornmental protection on the mouth at all times will provide effective immunity to the flu.
 
 
==Durability==
 
Clothing can be thought of as having 'Hit Points' based upon their condition. New clothing will have 4 hit points, and degrade through combat, failed tailoring attempts, or other mishandling.
 
{| class="wikitable"
{| class="wikitable"
|-
|-
! Damage<br>level
! Damage<br>level
! Cotton<br>& Wool || Leather    || Kevlar    || Paper    || Wood<br>& Bone <br>& Chitin || Plastic<br>& Glass || Iron
! Cotton<br>& Wool || Leather    || Kevlar    || Paper    || Wood<br>& Bone <br>& Chitin || Plastic<br>& Glass || Iron || Steel
|-
|-
! &minus;1
! &minus;1
| reinforced      || reinforced || reinforced ||          ||            ||reinforced          ||
| reinforced      || reinforced || reinforced ||          ||            ||reinforced           ||           ||  
|-
|-
! 1
! 1
| ripped          || scratched  || marked    || torn    || scratched  || scratched          || lightly rusted  
| ripped          || scratched  || marked    || torn    || scratched  || scratched          || lightly rusted           ||
|-
|-
! 2
! 2
| torn            || cut        || dented    || shredded || chipped    || cut                || rusted  
| torn            || cut        || dented    || shredded || chipped    || cut                || rusted           ||
|-
|-
! 3
! 3
| shredded        || torn      || scarred    || shredded || cracked    || cracked            || very rusty  
| shredded        || torn      || scarred    || shredded || cracked    || cracked            || very rusty           ||
|-
|-
! 4
! 4
| tattered        || tattered  || broken    || shredded || splintered || shattered          || thoroughly rusted  
| tattered        || tattered  || broken    || shredded || splintered || shattered          || thoroughly rusted           ||
|-
|-
! Can be repaired with
! Can be repaired with
| [[Sewing kit]] or [[bone needle]] and [[rag]]s|| [[Sewing kit]] or [[bone needle]] and [[leather patch]]es|| [[soldering iron]] and [[kevlar plate]]s            ||          || [[Toolbox]]           || [[soldering iron]] and [[plastic chunk]]s ||
| [[Tailor's kit]], [[Sewing kit]], [[Wooden Needle]] or [[Bone needle]] and [[Rag]]s|| [[Tailor's Kit]], [[Sewing kit]], [[Wooden Needle]] or [[Bone needle]] and [[Leather patch]]es|| [[Soldering iron]] or [[Welder]] and [[Kevlar plate]]s            || [[Basic Repair Kit]]         || [[Toolbox]] or [[Basic repair kit]] loaded with [[Duct tape]]        || [[soldering iron]] and [[plastic chunk]]s ||           || [[Welder]] or [[Soldering iron]] and [[scrap metal]]
|}
|}
The order of putting clothes on is important for their protection. Items with low protection worn over items with high protection will be ruined much faster than in the reverse. Use the {{k|+}} key to open the layer clothing menu.


Using the Tailoring skill, and a [[sewing kit]], [[bone needle]], or (for plastic or Kevlar) Mechanics and a [[soldering iron]], you can repair, fit, and/or reinforce your gear, improving its quality levelRepairing damaged gear--especially more complex things like a Chest Rig--runs the risk of damaging it further, so be careful. Trying to fit or reinforce a piece of clothing has a lower chance of damaging the object, so that's a safer way to trainIndeed, the game acknowledges this: "You practice your sewing" when your roll isn't quite good enough to fit or reinforce the itemFitting and reinforcing gear, as well as repairing heavily damaged gear, requires extra materials ([[rag]]s, [[leather patch]]es, etc).
Clothing will be damaged if the amount of damage you are dealt exceeds the protection rating of the item hit. Damage resistance decreases chance to be damaged and amount of damage increases that chance.
 
While clothing can be repaired by multiple levels with one repair attempt, they will only be damaged 1 point at a time.  Clothing can be reinforced to grant them an additional hit point; for a total of 5.  Actual armor values of clothing will slightly increase/decrease with the condition of the clothing, with an overall marked difference between tattered clothing and reinforced clothing.
 
 
==Warmth==
 
Clothing is the primary source of heat of the game.  Since temperatures range from well below freezing sub-levels to broiling lava rifts ambient temperature is an important factor to consider when deciding what clothing to wear.  Since it is always possible to take off clothing it may be wisest to bring spare sets with you and 'test' your enviornment by walking around in it; adjusting your kitout accordingly.
 
 
==Storage==
 
Another almost-exclusive property of clothing is its volume-storage granting properties.  Many articles of clothing will provide some volume storage capacity, however the largest increases to volume capacity will come from bags and packs; whose primary purpose is to grant stoarage capacity.
 
As of the 0.C experimental, the destruction of clothing can result in the forced-expulsion of items that excede your current volume capacity.  Since the game chooses what items to drop for you, you may not even be aware that you lost your items if you missed the notification.
 
 
==Area Coverage==
 
Clothing will cover one or more of the following areas of the body:  [none], head, eyes, mouth, torso, left arm, right arm, left hand, right hand, left leg, right leg, left foot, right footEach area is considered as a seperate entity by the game; and unless explicitly stated coverage extends only to the parts mentioned.
 
Coverage of an area implies that the location will be encumbered and protected by the full amount listed. Multiple areas that are covered by the same article of clothing recieve the full encumbrance, acid, enviornmental, and armor values of the clothing; however storage space is considered absolute and will not increase no matter how many areas are covered.
 
 
==Percentage Coverage==
 
Clothing will provide a coverage percentage, represented by a number from 0 to 100The higher the number, the less likely the clothing is to be bypassed by any one attack100 guarantees the article will act as armor for every attack targeting its coverage area, 0 implies that it will never.
 
Articles of clothing that are not bypassed by an attack have a chance to be damaged, however they cant protect you if they are never hit.


The better repaired a piece of clothing, the higher the cut and bash protection it provides. Always keep your gear in good repair.


== Encumbrance ==
==Encumbrance==
Encumbrance is determined not only by the total encumbrance rating of your equipment, but also the total number of equipment pieces you have equipped on a given slot.
 
Encumbrance is the primary limiting factor for the amount of clothing a survivor can wear.  Encumbrance represents how much the clothing inhibits activities like running, lockpicking, aiming, swinging, or observing.  Encumbrance values directly add to your encumbrance rating, and the penalty for encumbrance on any individual body parts increments every 10 encumbrance.
 
The game considers encumbrance below 10 as completely unfettered.  Values between 10 and 39 are considered mildy encumbering, resulting in a modest penalty to activies and skills that can be overcome with skill.  Values between 40 and 59 are consered encumbering, resulting in heavier penalties that may be too hefty for an early-game character to easily overcome.  Values over 60 are considered heavily encumbering, and the severe penalties never max out; still increasing every 10 encumbrance.


The formula appears to be '''T=((N-1)*(1/2)) + E''', where
The formula appears to be '''T=((N-1)*(1/2)) + E''', where
Line 57: Line 101:
* '''Y''' - the warmth rating on this body part
* '''Y''' - the warmth rating on this body part


Slotless articles of clothing that do not encumber any kind of body part still consume a letter slot. Carrying too many items will result in "excess" items not being picked up, with the message "You are carrying too many items!" Slotless storage was notorious for this.


Be careful not to hold more volume than you can carry! When you struggle to hold all of your things, you will start taking encumbrance penalties to many body parts.  Going over your weight limit decreases running speed and can damage you if you overload yourself sufficiently, but going over your volume limit incurs a heavy encumbrance to all body parts.
==Fit/Additional Modification==
 
Some clothing can be refit with their respective repair tool to make them less encumbering.  This will only happen if the item is not already sized for you and then only if the item is at 4 hit points (fully repaired).  Fit items will never loss this property, even through further modification or damage.
 
Any clothing can be further modified with fur, leather, or kevlar to make it either more protective or warmer.  Each material has its own benefit, and each enhancement can be removed at a later date should you so desire.  Modifying clothing in this manner will result in an increased encumbrance value.  The current penalty for enhancing a low encumbrance item is much higher than modifying a higher-encumbrance item.
 
 
==Clothing Layer==
 
In addition to the body parts clothing covers, they occupy a layer on each body part.  Layers are identifiable from the advanced inventory screen {{k|+}}, where the text given upon highlighting each article will help you identfy the layer they belong toCurrent layers are, named for their rext:
 
- 'Next to the Skin'
- 'Tied around the waist'
- [default]
- 'Strapped to you'
- 'Over your other clothes'
 
Only 2 of any one item can be worn at any time, with the exception of some helmets which limit you to 1 of any kind at once.
 
In addition to base encumbrance values, any clothing past the first that occupies the same layer on any body part will incur an additional encumbrance penalty for bulk.  The base value for this seems to be 2 per additional article, but in some cases it can increase if the items are marked as bulky or otherwise awkward.  It is for this reason that wearing several undershirts and compression tops will result in a large encumbrance penalty despite each individual article having a value of 0 encumbrance.
 
 
The order of putting clothes on is important for their protection. Items with low protection worn over items with high protection will be ruined much faster than in the reverse. Use the {{k|+}} key to open the layer clothing menu, and the {{k|s}} key to reorder clothing.
 
 
==Water-affinity==


=== Adjusting clothes ===
Water-afinity refers to the items response to varying levels of water. Currently the largest effect getting wet has is a moral drop.
To adjust a piece of clothing {{k|a}}pply a [[sewing kit]] or [[bone needle]] on it. If it's damaged, it'll try to repair it first. This procedure will add the '''(fits)''' tag to them and reduce their encumbrance by one.


You can only adjust unfitted cotton, wool, or leather clothes.
Some items will be water-friendly, and resist rain.  If all the outer layers clothing covering your head, torso, and arms are water-friendly or better you will not take moral penalties for being rained on.  Rain mechanics are further disscussed on the [[wet]] page.


If you go to adjust a piece of clothing and it's reinforced first, the item isn't one on which you can adjust the fit; the only way to acquire one that fits is to continue searching.
Some items are actually water-friendly, and can grant moral boosts when wet.




== List of clothing ==
==Utility/Special Purposes==
You can find sortable lists of the available clothing items in the pages below (and in the sidebar, and in the [http://cdda-trunk.chezzo.com Item Browser's] [http://cdda-trunk.chezzo.com/armor/head Armor index]):


* [[Feet]]
Many clothing items in C:DDA grant special benefits to the wearer that are not so readily identified or classified.  Some hold items, freeing up volume (but not weight) for other items, some help you wield weapons faster, and some provide minor but unique benefits.
* [[Legs]]
* [[Body]]
* [[Torso]]
* [[Arms]]
* [[Hands]]
* [[Mouth]]
* [[Eyes]]
* [[Head]]


* [[Cloaks]]
Items like holsters, sheathes, scabbards, and [[suvivor vest]]s will decrease the time required to draw a weapon, as well as removing its volume from your inventory.  With skill a survivor can decrease the chance of fumbling while drawing/holstering the weapon.
* [[Blankets]]
* [[Wearable containers|Storage]]
* [[Decorative]]
* [[Power armor]]


== Clothing sets ==
Items such as toolbelts will hold tools of varying sizes, such as a hammer or wrench.  The most impressive of these items is current the Firefighter's toolbelt of the 0.C experiementals, which is capable of holding a crowbar.
You can also find unofficial collections of clothing items that belong to the same theme, material, etc. in the [[clothing sets]] page.
The Survivor's toolbelt actually carries the better part of a toolbox on it, to remove the large metal box from your inventory.


[[Category:Items]]
Items such as Light-amplifying googles will increase night vision without creating traceable light.  Items such as sunglasses will eliminate the glare penalty from sunny days.  Items such as wrist watches will put the percise time onto your hud.  Items such as the bio-monitor will detect and read out your current [[radiation]] level when used.

Revision as of 23:05, 22 December 2015

Some items in the game can be worn to provide various effects. Clothing has various attributes that will enhance your abilities in ways that are almost essential; to the point where playing a game without them is considered a player challenge.

Clothing in Cataclysm: Dark Days Ahead has several attribuites that should be taken into consideration. All clothing will take 350 movement points to put on, however they can be removed instantly.


Armor against Cutting/Bashing

Personal Armor in Cataclysm is, with the exception of a select few bionics and mutations, provided by clothing. The armor system currently provides a damage mitigation against incoming attacks. It is possible to bypass a percentage of armor with criticals, and it is possible to fail to completely penetrate armor. When an enemy fails to penetrate your armor the message 'the attacks fails to penetrate your armor!' will pop. When you fail to do the same the message 'the shot bounces off the <critter>'s thick hide!' will appear. Due to damage being rolled as a set number of X-sided dice (3D8 or 1D3 being 2 examples) it is possible for some attacks to fail while others succeed.


Armor against Acid

In the 0.C experimentals there is a rating for armor against acid, however since acid currently does not damage loose items or worn clothing it is currently unknown what capacity it plays in combat, if any. It is possible that this regulates the damage accrued over time spent in acid.


Armor Against Enviorment

Clothing offers the potential to protect the wearer from ambient field effects, diseases, or other ailments. Most of the listed effects have a range of 'Strengths' that they will compare against the wearer's enviornmental protection level. For instance, the influenza can affect a player with up to a strength of 3, targeting the mouth. As such, wearing more than 3 enviornmental protection on the mouth at all times will provide effective immunity to the flu.


Durability

Clothing can be thought of as having 'Hit Points' based upon their condition. New clothing will have 4 hit points, and degrade through combat, failed tailoring attempts, or other mishandling.

Damage
level
Cotton
& Wool
Leather Kevlar Paper Wood
& Bone
& Chitin
Plastic
& Glass
Iron Steel
−1 reinforced reinforced reinforced reinforced
1 ripped scratched marked torn scratched scratched lightly rusted
2 torn cut dented shredded chipped cut rusted
3 shredded torn scarred shredded cracked cracked very rusty
4 tattered tattered broken shredded splintered shattered thoroughly rusted
Can be repaired with Tailor's kit, Sewing kit, Wooden Needle or Bone needle and Rags Tailor's Kit, Sewing kit, Wooden Needle or Bone needle and Leather patches Soldering iron or Welder and Kevlar plates Basic Repair Kit Toolbox or Basic repair kit loaded with Duct tape soldering iron and plastic chunks Welder or Soldering iron and scrap metal

Clothing will be damaged if the amount of damage you are dealt exceeds the protection rating of the item hit. Damage resistance decreases chance to be damaged and amount of damage increases that chance.

While clothing can be repaired by multiple levels with one repair attempt, they will only be damaged 1 point at a time. Clothing can be reinforced to grant them an additional hit point; for a total of 5. Actual armor values of clothing will slightly increase/decrease with the condition of the clothing, with an overall marked difference between tattered clothing and reinforced clothing.


Warmth

Clothing is the primary source of heat of the game. Since temperatures range from well below freezing sub-levels to broiling lava rifts ambient temperature is an important factor to consider when deciding what clothing to wear. Since it is always possible to take off clothing it may be wisest to bring spare sets with you and 'test' your enviornment by walking around in it; adjusting your kitout accordingly.


Storage

Another almost-exclusive property of clothing is its volume-storage granting properties. Many articles of clothing will provide some volume storage capacity, however the largest increases to volume capacity will come from bags and packs; whose primary purpose is to grant stoarage capacity.

As of the 0.C experimental, the destruction of clothing can result in the forced-expulsion of items that excede your current volume capacity. Since the game chooses what items to drop for you, you may not even be aware that you lost your items if you missed the notification.


Area Coverage

Clothing will cover one or more of the following areas of the body: [none], head, eyes, mouth, torso, left arm, right arm, left hand, right hand, left leg, right leg, left foot, right foot. Each area is considered as a seperate entity by the game; and unless explicitly stated coverage extends only to the parts mentioned.

Coverage of an area implies that the location will be encumbered and protected by the full amount listed. Multiple areas that are covered by the same article of clothing recieve the full encumbrance, acid, enviornmental, and armor values of the clothing; however storage space is considered absolute and will not increase no matter how many areas are covered.


Percentage Coverage

Clothing will provide a coverage percentage, represented by a number from 0 to 100. The higher the number, the less likely the clothing is to be bypassed by any one attack. 100 guarantees the article will act as armor for every attack targeting its coverage area, 0 implies that it will never.

Articles of clothing that are not bypassed by an attack have a chance to be damaged, however they cant protect you if they are never hit.


Encumbrance

Encumbrance is the primary limiting factor for the amount of clothing a survivor can wear. Encumbrance represents how much the clothing inhibits activities like running, lockpicking, aiming, swinging, or observing. Encumbrance values directly add to your encumbrance rating, and the penalty for encumbrance on any individual body parts increments every 10 encumbrance.

The game considers encumbrance below 10 as completely unfettered. Values between 10 and 39 are considered mildy encumbering, resulting in a modest penalty to activies and skills that can be overcome with skill. Values between 40 and 59 are consered encumbering, resulting in heavier penalties that may be too hefty for an early-game character to easily overcome. Values over 60 are considered heavily encumbering, and the severe penalties never max out; still increasing every 10 encumbrance.

The formula appears to be T=((N-1)*(1/2)) + E, where

  • N — the number of items equipped on a given slot;
  • E — the total encumbrance of your equipment on a given slot;
  • T — the total encumbrance. It is stored as an Integer and is truncated. This means two things:
    1. If T is stored as a variable, wearing an even number of clothing items gives you a free .5 encumbrance.
    2. If T is stored as a formula, even if you cannot see the 0.5 from wearing two items it is still used in calculations.

You can check how your equipped gear is encumbering (and warming) you on the Character Stats screen. Each body part will have a display: (U)V+W=X[Y], where

  • U - the number of layers equipped (should equal N in the formula above)
  • V - the encumbrance from equipment (should equal E)
  • W - the encumbrance from excess layers
  • X - the total encumbrance (truncated version of T)
  • Y - the warmth rating on this body part


Fit/Additional Modification

Some clothing can be refit with their respective repair tool to make them less encumbering. This will only happen if the item is not already sized for you and then only if the item is at 4 hit points (fully repaired). Fit items will never loss this property, even through further modification or damage.

Any clothing can be further modified with fur, leather, or kevlar to make it either more protective or warmer. Each material has its own benefit, and each enhancement can be removed at a later date should you so desire. Modifying clothing in this manner will result in an increased encumbrance value. The current penalty for enhancing a low encumbrance item is much higher than modifying a higher-encumbrance item.


Clothing Layer

In addition to the body parts clothing covers, they occupy a layer on each body part. Layers are identifiable from the advanced inventory screen +, where the text given upon highlighting each article will help you identfy the layer they belong to. Current layers are, named for their rext:

- 'Next to the Skin' - 'Tied around the waist' - [default] - 'Strapped to you' - 'Over your other clothes'

Only 2 of any one item can be worn at any time, with the exception of some helmets which limit you to 1 of any kind at once.

In addition to base encumbrance values, any clothing past the first that occupies the same layer on any body part will incur an additional encumbrance penalty for bulk. The base value for this seems to be 2 per additional article, but in some cases it can increase if the items are marked as bulky or otherwise awkward. It is for this reason that wearing several undershirts and compression tops will result in a large encumbrance penalty despite each individual article having a value of 0 encumbrance.


The order of putting clothes on is important for their protection. Items with low protection worn over items with high protection will be ruined much faster than in the reverse. Use the + key to open the layer clothing menu, and the s key to reorder clothing.


Water-affinity

Water-afinity refers to the items response to varying levels of water. Currently the largest effect getting wet has is a moral drop.

Some items will be water-friendly, and resist rain. If all the outer layers clothing covering your head, torso, and arms are water-friendly or better you will not take moral penalties for being rained on. Rain mechanics are further disscussed on the wet page.

Some items are actually water-friendly, and can grant moral boosts when wet.


Utility/Special Purposes

Many clothing items in C:DDA grant special benefits to the wearer that are not so readily identified or classified. Some hold items, freeing up volume (but not weight) for other items, some help you wield weapons faster, and some provide minor but unique benefits.

Items like holsters, sheathes, scabbards, and suvivor vests will decrease the time required to draw a weapon, as well as removing its volume from your inventory. With skill a survivor can decrease the chance of fumbling while drawing/holstering the weapon.

Items such as toolbelts will hold tools of varying sizes, such as a hammer or wrench. The most impressive of these items is current the Firefighter's toolbelt of the 0.C experiementals, which is capable of holding a crowbar. The Survivor's toolbelt actually carries the better part of a toolbox on it, to remove the large metal box from your inventory.

Items such as Light-amplifying googles will increase night vision without creating traceable light. Items such as sunglasses will eliminate the glare penalty from sunny days. Items such as wrist watches will put the percise time onto your hud. Items such as the bio-monitor will detect and read out your current radiation level when used.