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Help me finish the "Effects" column of the Traits page (Wiki)


ZonaryQuasar

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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).

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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);
          } 
        } 
      }

 

 

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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

 

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