Fields: Difference between revisions

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All fields dissipate when their density is equal or below zero.
All fields dissipate when their density is equal or below zero.


== Blood ==
== Aesthetic ==
Blood is created by a bleeding wound or when someone is hit.
These fields don't have any significant gameplay effects.
 
* [[Blood (field)|Blood]]
;Density
* [[Bile]]
# {{igs|%|c_red}} - blood splatter
# {{igs|%|c_red}} - blood stain
# {{igs|%|c_red}} - puddle of blood
 
;Effects
Stepping on a tile with blood does nothing. Its only particularity is that it dissipates faster in water.
 
== Bile ==
Bile is the substance spitted by certain mobs, like the [[boomer]]. It's created when the mob fails to hit the target or when it explodes. If the mob hits the target, the target will become [[Diseases#Boomered|boomered]].
 
;Density
# {{igs|%|c_pink}} - bile splatter
# {{igs|%|c_pink}} - bile stain
# {{igs|%|c_pink}} - puddle of bile
 
;Effects
Stepping on a tile with bile does nothing. Its only particularity is that it dissipates faster in water.
 
== Web ==
Cobwebs can be found in forest areas and are the natural habitat of [[web spider]]s.
 
;Density
# {{igs|}|c_white}} - cobwebs
# {{igs|}|c_white}} - webs
# {{igs|}|c_white}} - thick webs
 
;Effects
Items on a tile with this field don't suffer any particular effect.
 
Creatures on a tile with this field will be [[Diseases#Webbed|webbed]], and the field will be destroyed. Those with the [[mutation#Web Walker|web walker]] mutation or in a [[vehicles|vehicle]] aren't affected by this.
 
== Acid ==
Created by creatures such [[spitter zombie]]s or weapons such as [[acid bomb]]s. It eventually dissipates, but does so faster when in water.
 
;Density
# {{igs|5|c_ltgreen}} - acid splatter
# {{igs|5|c_green}} - acid streak
# {{igs|5|c_green}} - pool of acid
 
;Effects
Acid will melt, and eventually destroy, any item made of liquid, vegetable, flesh, human flesh, powder, cotton, wool, plastic or glass. Paper items are destroyed immediately.
 
Stepping on a tile with acid will hurt the player character's legs and feet (''"The acid burns your legs and feet!"''). Monsters that are acid proof, are able to dig or fly aren't affected by acid. Otherwise they'll be damaged every turn they are on that tile.
 
== Sap ==
Substance created by certain enemies, like [[biollante]]s.
 
;Density
# {{igs|5|c_yellow}} - sap splatter
# {{igs|5|c_brown}} - sap streak
# {{igs|5|c_brown}} - pool of sap
 
;Effects
It doesn't do anything to items lying on the same tile.
 
Creatures stepping on a tile with sap will be [[Diseases#Sap-coated|sap-coated]], and the field will be destroyed.
 
== Fire ==
Fire is usually initiated by the player, either on purpose or by accident. A fire will need flammable materials present on its same tile in order to not dissipate. It can also damage (and eventually destroy or kill) items and creatures present in the same tile.
 
Fire can be used for [[Fire (Crafting)|crafting]].
 
A fire can be contained by a [[brazier]] and other items and structures (such as [[wood stove]]s), and extinguished by pouring water over it or by using a [[fire extinguisher]].
 
All fire types have a chance of producing [[#Smoke|smoke]]. You can prevent the effects of smoke inhalation by wearing a [[filter mask]] when in or close to a fire, and a [[gas mask]] when in or close to a raging fire.
 
;Density
# {{igs|4|c_yellow}} - small fire
# {{igs|4|c_ltred}} - fire
# {{igs|4|c_red}} - raging fire
 
After a while consuming flammable materials, the fire will increase its density. If it reaches a given high density (3), and unless the fire is in a [[pit]] or a brazier, it will try to spread to random adjacent tiles, up to two tiles away. If the fire fails to spread it'll create more smoke instead.
 
Depending on their composition, items can feed a fire present on the same tile, making it last longer and increasing its density.
{| class="wikitable sortable"
|-
! <abbr title="Composition of the item">Composition</abbr>
! <abbr title="How long it does make the fire burn">Longevity</abbr>
! <abbr title="How much smoke it produces">Smoke</abbr>
|-
| paper || based on volume || low
|-
| wood || moderate || low
|-
| vegetable || moderate || low
|-
| cotton || low || low
|-
| wool || low || low
|-
| flesh || low || moderate
|-
| human flesh || low || moderate
|-
| tequila, whiskey, vodka and rum || high || high
|-
| other liquids || high || low
|-
| powder || based on volume || moderate
|-
| plastic || low || moderate
|}
 
;Intensity
Intensity is derived from the current density of the fire. Characters inside a vehicle will reduce the effects of the intensity of the fire.
 
;Effects
[[Ammunition]] will cook-off (explode) when on fire.
 
Damage to player characters:
# A small fire {{igs|4|c_yellow}} will damage the legs and feet (''"You burn your legs and feet!"'').
# A fire {{igs|4|c_ltred}} will damage the legs and torso and suffer from [[Diseases#Smoke|smoke]] intoxication (of strength 5, for 20 turns) (''"You're burning up!"'').
# A raging fire {{igs|4|c_red}}  will damage the legs and torso and become [[Diseases#On_Fire|on fire]] (for 5 turns) and suffer from [[Diseases#Smoke|smoke]] intoxication (of strength 7, for 30 turns) (''"You're set ablaze!"'').
<!-- player.h: void infect(dis_type type, body_part vector, int strength, int duration, game *g); -->
Characters with the [[Thermal_Dissipation|thermal dissipation]] bionic aren't affected by fire, but can be affected by smoke.
 
Damage per turn done to creatures based on their composition:
{| class="wikitable sortable"
|-
! Composition
! <abbr title="Damage per turn">Dmg</abbr>
|-
| flesh || 3
|-
| human flesh || 3
|-
| vegetable || 12
|-
| paper || 20
|-
| liquid || 20
|-
| powder || 20
|-
| wood || 20
|-
| cotton || 20
|-
| wool || 20
|-
| stone || -20
|-
| kevlar || -20
|-
| steel || -20
|}
Flying creatures receive -15 damage points per turn.
 
* Small fires {{igs|4|c_yellow}} (intensity 1) will deal from 2 up to 6 extra damage points per turn.
* Fires {{igs|4|c_ltred}} (intensity 2) will deal from 6 up to 12 extra damage points per turn. If it's a flying creature, it'll see its movement points reduced by 20. If it's not made of liquid, stone, kevlar, steel or fire it'll become [[Diseases#On_Fire|on fire]] from 3 up to 8 turns.
* Raging fires {{igs|4|c_red}} (intensity 3) will deal from 10 up to 20 extra damage points per turn. If it's a flying creature, it'll see its movement points reduced by 40 (any creature also has a 1/3 chance of being affected by this). If it's not made of liquid, stone, kevlar, steel or fire it'll become [[Diseases#On_Fire|on fire]] from 8 up to 12 turns.
<!-- monster.h:  void add_effect(monster_effect_type effect, int duration); -->
 
== Smoke ==
Smoke obviously can originate from fires, but also from gas-powered vehicles' tailpipe (indicating that the engine made [[noise]]), from the occasional [[artifact]] and [[smoker zombie]]s. You can prevent the problems from smoke inhalation by wearing a [[filter mask]] or [[gas mask]].
 
;Density
# {{igs|8|c_white}} - thin smoke
# {{igs|8|c_ltgray}} - smoke
# {{igs|8|c_dkgray}} - thick smoke
 
;Effects
Eliminates all nearby scents. Dissipates faster in exterior areas. It has 1/2 chance of spreading.<!-- Some code related to smoke movement -->
 
A character in a tile with thick smoke {{igs|8|c_dkgray}} (density 3) and not inside a vehicle will suffer from [[Diseases#Smoke|smoke inhalation]] with a strength of 4 for 15 turns, and will have its movement points reduced from 10 up to 20 points.
 
The movement penalty applies to all creatures, but for plant-like ones is more severe. Creatures that don't breathe (such as zombies or robots) aren't affected by all this.
 
== Tear gas ==
Produced by explosives like [[teargas canister]]s or [[40mm teargas|teargas grenades]]. You can prevent tear gas poisoning by wearing a [[gas mask]], or a [[filter mask]] plus some [[clothing#Head|head]] and [[clothing#Eyes|eye]] gear (or a mix of both) which offer at least 6 environmental protection points (for example, a [[filter mask]] plus a [[baseball cap]] plus [[swim goggles]]).
 
;Density
# {{igs|8|c_white}} - hazy cloud
# {{igs|8|c_yellow}} - tear gas
# {{igs|8|c_brown}} - thick tear gas
 
;Effects
Eliminates all nearby scents. Dissipates faster in exterior areas. It has 1/3 chance of spreading.
 
A character in a tile with tear gas {{igs|8|c_yellow}} or thick tear gas {{igs|8|c_brown}} has a chance of suffering from [[Diseases#Tear gas|tear gas]] intoxication of a strength of 5 for 20 turns. Those inside vehicles can also be affected, but the chances are low (1/3 chance). That character will also be [[Diseases#Blind|blinded]] with a strength equal to double the density of the field for 10 turns. Those inside vehicles can also be affected, but the chances are low (1/3 chance).
 
Creatures made of flesh or vegetable will be blinded for eight times the density of the field.
 
* Hazy clouds {{igs|8|c_white}} will stun from 1 up to 5 turns and damage by 2 up to 5 points.
* Tear gas {{igs|8|c_yellow}} will stun from 5 up to 10 turns and damage by 2 up to 5 points.
* Thick tear gas {{igs|8|c_brown}} will stun from 10 up to 20 turns and damage by 4 up to 10 points.
 
Creatures made of vegetable (such as triffids and fungaloids) are particularly vulnerable to this field. They will have their movement points severely reduced and will be severely damaged every turn. The denser the tear gas, the more severe those effects will be.
 
Creatures that don't breathe (such as zombies or robots) aren't affected by all this.
 
== Toxic gas ==
Major hazard in [[mine]] exploration, due to the gas vents sometimes found underground.  Can obstruct vision, in addition to the obvious health effects of breathing it.  Wear a [[gas mask]]!
 
;Density
# {{igs|8|c_white}} - hazy cloud
# {{igs|8|c_ltgreen}} - toxic gas
# {{igs|8|c_green}} - thick toxic gas
 
;Effects
Eliminates all nearby scents. Dissipates faster in exterior areas. It has 1/2 chance of spreading.
 
A character in a tile with toxic gas {{igs|8|c_ltgreen}} will be [[Diseases#Poisoned|poisoned]] with a strength 5 for 30 turns. Those inside vehicles won't be affected by this. In a thick toxic gas {{igs|8|c_green}} the character will be [[Diseases#Badly_Poisoned|badly poisoned]] instead, also with a strength of 5 and for 30 turns. Staying inside a vehicle won't protect from this.
 
Creatures in a tile with this field present will suffer damage equal to the density of the current field, and have their movement points reduced also by the density level of the field.
 
Creatures that don't breathe (such as zombies or robots) aren't affected by all this.
 
== Radioactive gas ==
Description. What creates it. Ways to protect from it. Etc.
 
;Density
# {{igs|8|c_white}} - hazy cloud
# {{igs|8|c_ltgreen}} - radioactive gas
# {{igs|8|c_green}} - thick radioactive gas
 
;Effects
Eliminates all nearby scents. It has 1/2 chance of spreading.
 
A character in a tile with thick radioactive gas {{igs|8|c_green}} will have his radiation level severely increased, and will receive from 1 up to 3 points of damage to all the body parts each turn (''"This radioactive gas burns!"'').
 
* Hazy cloud {{igs|8|c_white}} will reduce movement points from 0 up to 15 points, and damage by 0 up to 12 points.
* Radioactive gas {{igs|8|c_ltgreen}} will reduce movement points from from 20 up to 50 points, and damage by 10 up to 25 points.
* Thick radioactive gas {{igs|8|c_green}} will reduce movement points from from 60 up to 120 points, and damage by 30 up to 50 points.
 
Creatures made of vegetable (such as [[triffid]]s and [[fungaloid]]s) are particularly vulnerable to this field. They will have their movement points severely reduced and will be severely damaged every turn. The denser the radioactive gas, the more severe those effects will be.
 
Creatures that don't breathe (such as zombies or robots) aren't affected by all this.
 
== Gas vent ==
Description. What creates it. Ways to protect from it. Etc.
 
;Density
# {{igs|%|c_white}} - gas vent
# {{igs|%|c_white}} - gas vent
# {{igs|%|c_white}} - gas vent
 
;Effects
Produces [[#toxic gas|toxic gas]] of density 3 ({{igs|8|c_green}} - thick toxic gas).
 
== Fire vent ==
Description. What creates it. Ways to protect from it. Etc.
 
;Density
# {{igs|&|c_white}} - ''none''
# {{igs|&|c_white}} - ''none''
# {{igs|&|c_white}} - ''none''
 
;Effects
Produces [[#flame burst|flame bursts]] of density 3 ({{igs|5|c_red}} - fire).
 
== Flame burst ==
Field created by [[#Fire vent|fire vents]].
 
;Density
# {{igs|5|c_red}} - fire
# {{igs|5|c_red}} - fire
# {{igs|5|c_red}} - fire
 
;Effects
It reduces its density each turn.
 
Damages the character's legs and torso (''"You're torched by flames!"''). Characters inside a vehicle or with the [[Thermal_Dissipation|thermal dissipation]] bionic aren't affected by all this (''"These flames do not burn you."'').
 
Damage per turn done to creatures based on their composition:
{| class="wikitable sortable"
|-
! Composition
! <abbr title="Damage per turn">Dmg</abbr>
|-
| flesh || 3
|-
| human flesh || 3
|-
| vegetable || 12
|-
| paper || 50
|-
| liquid || 50
|-
| powder || 50
|-
| wood || 50
|-
| cotton || 50
|-
| wool || 50
|-
| stone || -25
|-
| kevlar || -20
|-
| steel || -20
|}
 
Additionally, it'll deal some damage to creatures of all materials and reduce their movement points by 20.
 
== Electricity ==
Can be produced by <stuff>, [[#Shock vent|shock vents]] and creatures such as [[shocker zombie]]s.
 
;Density
# {{igs|9|c_white}} - sparks
# {{igs|9|c_cyan}} - electric crackle
# {{igs|9|c_blue}} - electric cloud
 
;Effects
It has 4 in 5 chance of spreading. It'll try to move to ground tiles first.
 
It will damage all body parts of a character (''"You're electrocuted!"''), and there's 1/8 possibility of being paralyzed (''"You're paralyzed!"''). {{spoiler|Characters with an artifact that resists electricity aren't affected by this (''"The electricity flows around you."'').}}
 
Creatures will be damaged and their movement points will be reduced relative to the density of the electricity field.
 
== Fatigue ==
Description. What creates it. Ways to protect from it. Etc.
 
;Density
# {{igs|*|c_ltgray}} - odd ripple
# {{igs|*|c_dkgray}} - swirling air
# {{igs|*|c_magenta}} - tear in reality
 
;Effects
This field will try to increase its density periodically. When it reaches the maximum one ({{igs|*|c_magenta}} - tear in reality) {{spoiler|it'll spawn a flying polyp and a blank body.}}
 
Characters and creatures in this field have a chance of being teleported to a random location, and have all body parts lightly damaged, the amount tied to the current density (''"You're violently teleported!"'').
 
If the teleportation moves a creature to a tile where there's another creature present both of them will be killed (''("The %s teleports into a %s, killing them both!"''). {{spoiler|After ten teleportations the creature will explode.}}
 
== Push items ==
Description. What creates it. Ways to protect from it. Etc.
 
;Density
# {{igs|&|c_white}} - ''none''
# {{igs|&|c_white}} - ''none''
# {{igs|&|c_white}} - ''none''
 
;Effects
Does stuff.
 
== Shock vent ==
Description. What creates it. Ways to protect from it. Etc.
 
;Density
# {{igs|&|c_white}} - ''none''
# {{igs|&|c_white}} - ''none''
# {{igs|&|c_white}} - ''none''
 
;Effects
Fields of density one will automatically augment their density to 3, and will create from from 3 to 6 electricity fields of density 2 ({{igs|9|c_cyan}} - electric crackle) or 3 ({{igs|9|c_blue}} - electric cloud). Once released it has a 1/5 chance of reducing it's density by one.
 
Stepping on this field will remove it.
 
== Acid vent ==
Description. What creates it. Ways to protect from it. Etc.
 
;Density
# {{igs|&|c_white}} - ''none''
# {{igs|&|c_white}} - ''none''
# {{igs|&|c_white}} - ''none''


;Effects
== Emitters ==
Fields of density one will automatically augment their density to 3, and will create [[#Acid|acid]] fields around it, the closer to it, the higher their density. Once released it will reduce its density by one each 10 turns.
These special tiles serve as sources for other fields to emit from.
* [[Fire vent]]
* [[Shock vent]]
* [[Acid vent]]
* [[Gas vent]]


Stepping on this field will remove it.
== Environmental Hazards ==
These fields can inflict undesirable status conditions on players and mobs that stand in or move through them.
* [[Web]]
* [[Acid]]
* [[Sap]]
* [[Fire]]
* [[Smoke]]
* [[Tear gas]]
* [[Toxic gas]]
* [[Radioactive gas]]
* [[Flame burst]]
* [[Electricity]]
* [[Fatigue]]


== Other ==
* [[Push items]]


[[Category:World]]
[[Category:World]]

Revision as of 20:09, 21 June 2013


Fields are effects that can exist on tiles (such as fire, smoke, etc) which might affect items and creatures present there or stepping on it (including the player). All monsters able to dig are immune to fields.

All fields dissipate when their density is equal or below zero.

Aesthetic

These fields don't have any significant gameplay effects.

Emitters

These special tiles serve as sources for other fields to emit from.

Environmental Hazards

These fields can inflict undesirable status conditions on players and mobs that stand in or move through them.

Other