ZonaryQuasar Posted August 6, 2019 Share Posted August 6, 2019 Hi, I am currently editing and translating the Project Zomboid wiki to PT-BR and saw that the Effects column is not completed. Some things can be tested and discovered in game, while others can not, and that's why I'm asking here for help. We have the Traits table (showing only the ones that doesn't list values on the effects column): Name Type Mutually Exclusive Points Description Effect Brave Positive Cowardly, Desensitized -4 "Less prone to becoming panicked." (by how much?) )Cat's Eyes Positive - -2 "Better vision at night" (by how much?) Eagle Eyed Positive Short Sighted -6 "Faster visibility fade. Higher visibility arc." Character has a wider field of view. (by how much?) Fast Healer Positive Slow Healer -6 "Recovers faster from injuries and illnesses." (by how much?) Iron Gut Positive Weak Stomach -3 "Less chance to have food illness" (by how much?) Keen Hearing Positive Deaf, Hard of Hearing -6 "Larger perception radius." (by how much?) Lucky Positive Unlucky -4 "Sometimes things just go your way" Character is more likely to find rare items and has higher chance of repair, does not affect chance to get infected. (by how much?) Please, if anyone can help me dicovering this. If anyone from the Indie Stone team could share a light here. If we manage to complete this I will post the rest (hobbies and negative traits). Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted August 6, 2019 Share Posted August 6, 2019 Brave: 0.3 multiplier, Cowardly 2.0 multiplier Fast Healer: 0.8 random car crash damage multiplier Slow Healer: 1.2 random crash damage multiplier Besides vehicle damage, FH/SH take effect when the player is bitten, and when falling (breaking a leg). Random time to heal is calculated: FH is between 30-50, normal 50-80, and SH 80-120. Effect multiplier on other injuries varies Cats Eyes: 0.8 multiplier to the 'night strength' darkness value Lucky: 1.1 multiplier on all loot rolls, -5% fail chance on repair Unlucky: 0.9 multiplier on loot, +5% fail chance Iron Gut: 0.5 multiplier to food poison value Weak Stomach: 2.0 multiplier to food poison value Eagle Eyed, Short Sighted, Keen Hearing, Hard of Hearing etc are used in more complex calculations the exact % effect isn't so apparent at quick glance. I highly suspect some of rest of the info on that page is incorrect anyways, gathered from sources other then directly checking the code. Resilient Positive Prone to Illness -4 "Less prone to disease. Slower rate of zombification." -70% infection rate Prone to Illness Negative Resilient +4 "More prone to disease. Faster rate of zombification." - 300% infection rate Not sure where this information is coming from (the %'s). Resilient uses a 1.25 'morality duration' modifier, Prone 0.75 They also take effect when your wet, on the check for catching a cold, and only if you don't have outdoorsman. Resilient is a 0.45 multiplier, Prone is 1.7 This is probably a oversight. Outdoorsman (-2 points) completely cancels the check for Prone (+4 points) for a net gain of 2 points, and Resilient is completely useless as Outdoorsman is cheaper, and more powerful. Spoiler if (!this.ParentChar.HasTrait("Outdoorsman")) { if (!isHasACold()) { if (getParentChar().getMoodles().getMoodleLevel(MoodleType.Wet) > 1 || getParentChar().getMoodles().getMoodleLevel(MoodleType.Hypothermia) > 2) { float f1 = 1.0F; if (getParentChar().getMoodles().getMoodleLevel(MoodleType.Wet) == 2) f1 = 1.0F; if (getParentChar().getMoodles().getMoodleLevel(MoodleType.Wet) == 3) f1 = 1.5F; if (getParentChar().getMoodles().getMoodleLevel(MoodleType.Wet) == 4 || getParentChar().getMoodles().getMoodleLevel(MoodleType.Hypothermia) > 4) { f1 = 2.0F; } if (getParentChar().HasTrait("ProneToIllness")) { f1 *= 1.7F; } if (getParentChar().HasTrait("Resilient")) { f1 *= 0.45F; } f1 *= 0.75F; setCatchACold(getCatchACold() + (float)ZomboidGlobals.CatchAColdIncreaseRate * f1 * GameTime.instance.getMultiplier()); if (getCatchACold() >= 100.0F) { setCatchACold(0.0F); setHasACold(true); setColdStrength(20.0F); setTimeToSneezeOrCough(0); } } } Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted August 6, 2019 Share Posted August 6, 2019 Corrected several errors in my previous post. Apparently I didn't look hard enough. Link to comment Share on other sites More sharing options...
ZonaryQuasar Posted August 6, 2019 Author Share Posted August 6, 2019 Thanks for the thoroughly reply! Ok, if I understand everything, we have: Name Type Mutually Exclusive Points Description Effect Brave Positive Cowardly, Desensitized -4 "Less prone to becoming panicked." -70% chance of becoming Panicked Cat's Eyes Positive - -2 "Better vision at night" +20% better vision at night Eagle Eyed Positive Short Sighted -6 "Faster visibility fade. Higher visibility arc." (?) Fast Healer Positive Slow Healer -6 "Recovers faster from injuries and illnesses." +20% faster recover time (more or less) Iron Gut Positive Weak Stomach -3 "Less chance to have food illness" -50% chance Keen Hearing Positive Deaf, Hard of Hearing -6 "Larger perception radius." (?) Lucky Positive Unlucky -4 "Sometimes things just go your way" +10% chance of finding loot -5% chance of failing repair Link to comment Share on other sites More sharing options...
ZonaryQuasar Posted August 8, 2019 Author Share Posted August 8, 2019 @Fenris_Wolf, can you confirm if the informations I typed based on your post are correct? I'm very willing to update those informations on the Wiki, but I wish someone's approval first. Is there anyone in charge of the Wiki? Link to comment Share on other sites More sharing options...
ZonaryQuasar Posted August 12, 2019 Author Share Posted August 12, 2019 I asked on #pz-wiki Discord channel and they gave me green light. I will post this on the Traits page, if anyone see any error or misinformation, please fix (and if possible message me so I can update the translation). Thanks Link to comment Share on other sites More sharing options...
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