AnotherArk (talk | contribs) |
AnotherArk (talk | contribs) |
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==Guns, ammo and all that jazz == |
==Guns, ammo and all that jazz == |
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+ | |||
+ | [[Template:Ammunition_Template]] |
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+ | |||
+ | {| class="mw-collapsible mw-collapsed" |
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+ | ! hide spam |
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+ | |- |
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+ | |<pre> |
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+ | {{#set: |
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+ | |Name = {{PAGENAME}} |
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+ | |Image = |
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+ | |Description = |
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+ | |||
+ | |Category = --- |
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+ | |Slots = |
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+ | |StackLimit = |
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+ | |Contains = --- |
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+ | |||
+ | |Locations = |
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+ | |Rarity = |
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+ | ... |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_12Gauge_Pellets |
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+ | |Hit = 6 |
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+ | |HitShockHead = 20000 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 18 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_12Gauge_Slug |
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+ | |Hit = 11 |
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+ | |HitShockHead = 20001 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 18 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_556x45_Ball |
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+ | |Hit = 8 |
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+ | |HitShockHead = 20002 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 16 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_545x39_Ball |
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+ | |Hit = 7,2 |
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+ | |HitShockHead = 20003 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = Unknown |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_762x51_Ball |
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+ | |Hit = 12 |
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+ | |HitShockHead = 20004 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 22 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_762x39_Ball |
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+ | |Hit = 9,5 |
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+ | |HitShockHead = 20005 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 18 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_45ACP_Ball |
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+ | |Hit = 9 |
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+ | |HitShockHead = 20006 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 9 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_357 |
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+ | |Hit = 9 |
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+ | |HitShockHead = 20007 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 13 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_9mm_Ball |
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+ | |Hit = 7 |
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+ | |HitShockHead = 20008 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 7 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_380_Ball |
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+ | |Hit = 5,5 |
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+ | |HitShockHead = 20009 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 5 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_556x45_EXP |
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+ | |Hit = 0 |
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+ | |HitShockHead = 20010 |
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+ | |HitShock = 500 |
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+ | |HitBlood = 500 |
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+ | |HitHealth = -200 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = Unknown |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B_22_Ball |
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+ | |Hit = 4,5 |
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+ | |HitShockHead = 20000 |
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+ | |HitShock = 200 |
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+ | |HitBlood = -200 |
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+ | |HitHealth = -100 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 3,5 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = A_composite |
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+ | |Hit = 9 |
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+ | |HitShockHead = 20000 |
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+ | |HitShock = 200 |
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+ | |HitBlood = -200 |
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+ | |HitHealth = -100 |
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+ | |BleedChance = 2 |
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+ | |Audiblefire = 1 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = A_primitive |
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+ | |Hit = 8 |
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+ | |HitShockHead = 18000 |
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+ | |HitShock = 180 |
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+ | |HitBlood = -180 |
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+ | |HitHealth = -90 |
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+ | |BleedChance = 1,8 |
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+ | |Audiblefire = 1 |
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+ | }} |
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+ | |||
+ | </pre> |
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+ | |<pre> |
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+ | {{#set: |
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+ | |Name = {{PAGENAME}} |
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+ | |Image = |
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+ | |Description= |
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+ | |Category = |
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+ | |Size = |
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+ | |Location = |
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+ | |Rarity = |
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+ | ... |
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+ | rest template |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Crossbow |
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+ | |Ammunition = |
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+ | |ReloadTime = 53333 |
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+ | |Dexterity = |
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+ | |Dispersion = 75 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = AK101 |
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+ | |Ammunition = B_556x45_Ball |
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+ | |ReloadTime = 0,1 |
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+ | |Dexterity = 2,75 |
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+ | |Dispersion = 15 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = AKM |
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+ | |Ammunition = B_762x39_Ball |
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+ | |ReloadTime = 0,1 |
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+ | |Dexterity = 2,75 |
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+ | |Dispersion = 15 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = B95 |
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+ | |Ammunition = B_762x51_Ball |
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+ | |ReloadTime = 0,1/0,01 |
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+ | |Dexterity = 2,65 |
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+ | |Dispersion = 0,001/0,001 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = CZ527 |
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+ | |Ammunition = B_762x39_Ball |
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+ | |ReloadTime = 2 |
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+ | |Dexterity = 2,7 |
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+ | |Dispersion = 15 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = M4 |
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+ | |Ammunition = B_556x45_Ball |
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+ | |ReloadTime = 0,085/0,09 |
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+ | |Dexterity = 3 |
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+ | |Dispersion = 0,0015/0,0015 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Mosin9130 |
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+ | |Ammunition = B_762x51_Ball |
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+ | |ReloadTime = 2 |
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+ | |Dexterity = 2,3 |
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+ | |Dispersion = 1 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Mosin9130_Sawed_Off |
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+ | |Ammunition = B_762x51_Ball |
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+ | |ReloadTime = 2 |
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+ | |Dexterity = 2,7 |
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+ | |Dispersion = 3 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = MP5 |
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+ | |Ammunition = B_9mm_Ball |
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+ | |ReloadTime = 67 |
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+ | |Dexterity = 3,2 |
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+ | |Dispersion = 3 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = PM73rak |
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+ | |Ammunition = B_380_Ball |
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+ | |ReloadTime = 92 |
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+ | |Dexterity = 3,3 |
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+ | |Dispersion = 3 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Repeater |
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+ | |Ammunition = B_357 |
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+ | |ReloadTime = 0,6 |
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+ | |Dexterity = 1,8 |
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+ | |Dispersion = 1 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Ruger1022 |
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+ | |Ammunition = B_22_Ball |
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+ | |ReloadTime = 0,1 |
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+ | |Dexterity = 3,15 |
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+ | |Dispersion = 15 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = SKS |
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+ | |Ammunition = B_762x39_Ball |
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+ | |ReloadTime = 0,1 |
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+ | |Dexterity = 2,5 |
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+ | |Dispersion = 15 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = 1911 |
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+ | |Ammunition = B_45ACP_Ball |
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+ | |ReloadTime = 0,13 |
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+ | |Dexterity = 3,6 |
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+ | |Dispersion = 6 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = CZ75 |
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+ | |Ammunition = B_9mm_Ball |
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+ | |ReloadTime = 0,13 |
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+ | |Dexterity = 3,6 |
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+ | |Dispersion = 6 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Flaregun |
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+ | |Ammunition = B_Flare |
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+ | |ReloadTime = 0,13 |
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+ | |Dexterity = 3,6 |
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+ | |Dispersion = 0,03 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = FNX45 |
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+ | |Ammunition = B_45ACP_Ball |
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+ | |ReloadTime = 0,09 |
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+ | |Dexterity = 3,7 |
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+ | |Dispersion = 6 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = LongHorn |
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+ | |Ammunition = B_762x51_Ball |
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+ | |ReloadTime = 1,0 |
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+ | |Dexterity = 3,7 |
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+ | |Dispersion = 2 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Magnum |
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+ | |Ammunition = B_357 |
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+ | |ReloadTime = 0,3 |
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+ | |Dexterity = 3,4 |
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+ | |Dispersion = 6 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Amphibia_S_(mkii) |
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+ | |Ammunition = B_22_Ball |
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+ | |ReloadTime = 0,08 |
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+ | |Dexterity = 3,5 |
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+ | |Dispersion = 6 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = P1 |
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+ | |Ammunition = B_9mm_Ball |
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+ | |ReloadTime = 0,13 |
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+ | |Dexterity = 3 |
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+ | |Dispersion = 6 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Makarov_IJ70 |
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+ | |Ammunition = B_380_Ball |
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+ | |ReloadTime = 0,13 |
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+ | |Dexterity = 3,7 |
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+ | |Dispersion = 6 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = Bow |
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+ | |Ammunition = A_composite |
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+ | |ReloadTime = 0,7 |
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+ | |Dexterity = 1,8 |
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+ | |Dispersion = 45 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = IZH43 |
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+ | |Ammunition = B_12Gauge_Pellets |
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+ | |ReloadTime = 0,1/0,01 |
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+ | |Dexterity = 2,7 |
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+ | |Dispersion = 0,01/0,01 |
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+ | }} |
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+ | |||
+ | {{#set: |
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+ | |InternalId = IZH43_SawedOff |
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+ | |Ammunition = B_12Gauge_Pellets |
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+ | |ReloadTime = ??/0,01 |
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+ | |Dexterity = 2,9 |
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+ | |Dispersion = 0,02/0,02 |
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+ | }} |
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+ | </pre> |
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+ | |} |
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{| class="mw-collapsible mw-collapsed" |
{| class="mw-collapsible mw-collapsed" |
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! hide spam |
! hide spam |
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|- |
|- |
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| |
| |
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− | + | |Id =BulletBase |
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+ | |Hit =8 |
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− | hit=8 |
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− | HitShockHead=20000 |
+ | |HitShockHead =20000 |
− | HitShock=500 |
+ | |HitShock =500 |
− | HitBlood=-500 |
+ | |HitBlood =-500 |
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
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− | indirecthit=0 |
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+ | |Indirecthitrange=0 |
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− | indirecthitrange=0 |
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+ | |Airfriction = |
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− | airfriction= |
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+ | |TypicalSpeed = |
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− | typicalSpeed= |
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− | Audiblefire= |
+ | |Audiblefire = |
− | Deflecting=10 |
+ | |Deflecting =10 |
− | + | |Id =B_12Gauge_Pellets |
|
+ | |Hit =6 |
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− | hit=6 |
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− | HitShockHead=20000 |
+ | |HitShockHead =20000 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
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+ | |Indirecthitrange=0 |
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− | indirecthitrange=0 |
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− | + | |Airfriction =-96 |
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− | + | |TypicalSpeed =404 |
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− | Audiblefire=18 |
+ | |Audiblefire =18 |
− | Deflecting= |
+ | |Deflecting =10 |
− | + | |Id =B_12Gauge_Slug |
|
+ | |Hit =11 |
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− | hit=11 |
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− | HitShockHead=20001 |
+ | |HitShockHead =20001 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
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− | indirecthit=0 |
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+ | |Indirecthitrange=0 |
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− | indirecthitrange=0 |
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+ | |Airfriction =-5 |
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− | airfriction=-5 |
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− | + | |TypicalSpeed =400 |
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− | Audiblefire=18 |
+ | |Audiblefire =18 |
− | Deflecting= |
+ | |Deflecting =10 |
− | + | |Id =B_556x45_Ball |
|
+ | |Hit =8 |
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− | hit=8 |
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− | HitShockHead=20002 |
+ | |HitShockHead =20002 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
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+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-129 |
|
− | + | |TypicalSpeed =884 |
|
− | Audiblefire=16 |
+ | |Audiblefire =16 |
− | Deflecting=10 |
+ | |Deflecting =10 |
− | + | |Id =B_545x39_Ball |
|
− | + | |Hit =7,2 |
|
− | HitShockHead=20003 |
+ | |HitShockHead =20003 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange= |
||
− | indirecthitrange= |
||
− | + | |Airfriction =-0.00114 |
|
− | + | |TypicalSpeed =910 |
|
− | Audiblefire= |
+ | |Audiblefire =Unknown |
− | Deflecting= |
+ | |Deflecting =10 |
− | + | |Id =B_762x51_Ball |
|
+ | |Hit =12 |
||
− | hit=12 |
||
− | HitShockHead=20004 |
+ | |HitShockHead =20004 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-96 |
|
− | + | |TypicalSpeed =860 |
|
− | Audiblefire=22 |
+ | |Audiblefire =22 |
− | Deflecting= |
+ | |Deflecting =10 |
− | + | |Id =B_762x39_Ball |
|
− | + | |Hit =9,5 |
|
− | HitShockHead=20005 |
+ | |HitShockHead =20005 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-195 |
|
− | + | |TypicalSpeed =730 |
|
− | Audiblefire=18 |
+ | |Audiblefire =18 |
− | Deflecting= |
+ | |Deflecting =10 |
− | + | |Id =B_45ACP_Ball |
|
+ | |Hit =9 |
||
− | hit=9 |
||
− | HitShockHead=20006 |
+ | |HitShockHead =20006 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-72 |
|
− | + | |TypicalSpeed =260 |
|
− | Audiblefire=9 |
+ | |Audiblefire =9 |
− | Deflecting=45 |
+ | |Deflecting =45 |
− | + | |Id =B_357 |
|
+ | |Hit =9 |
||
− | hit=9 |
||
− | HitShockHead=20007 |
+ | |HitShockHead =20007 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-166 |
|
− | + | |TypicalSpeed =360 |
|
− | Audiblefire=13 |
+ | |Audiblefire =13 |
− | Deflecting=45 |
+ | |Deflecting =45 |
− | + | |Id =B_9mm_Ball |
|
+ | |Hit =7 |
||
− | hit=7 |
||
− | HitShockHead=20008 |
+ | |HitShockHead =20008 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-11 |
|
− | + | |TypicalSpeed =350 |
|
− | Audiblefire=7 |
+ | |Audiblefire =7 |
− | Deflecting=35 |
+ | |Deflecting =35 |
− | + | |Id =B_380_Ball |
|
− | + | |Hit =5,5 |
|
− | HitShockHead=20009 |
+ | |HitShockHead =20009 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-11 |
|
− | + | |TypicalSpeed =300 |
|
− | Audiblefire=5 |
+ | |Audiblefire =5 |
− | Deflecting=32 |
+ | |Deflecting =32 |
− | + | |Id =B_556x45_EXP |
|
+ | |Hit =0 |
||
− | hit=0 |
||
− | HitShockHead=20010 |
+ | |HitShockHead =20010 |
− | HitShock=500 |
+ | |HitShock =500 |
− | + | |HitBlood =500 |
|
− | HitHealth=-200 |
+ | |HitHealth =-200 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =8 |
||
− | indirecthit=8 |
||
+ | |Indirecthitrange=3 |
||
− | indirecthitrange=3 |
||
− | + | |Airfriction =-1425 |
|
+ | |TypicalSpeed = |
||
− | typicalSpeed= |
||
− | Audiblefire= |
+ | |Audiblefire = |
− | Deflecting= |
+ | |Deflecting =10 |
− | + | |Id =B_22_Ball |
|
− | + | |Hit =4,5 |
|
− | HitShockHead=20000 |
+ | |HitShockHead =20000 |
− | HitShock=200 |
+ | |HitShock =200 |
− | HitBlood=-200 |
+ | |HitBlood =-200 |
− | HitHealth=-100 |
+ | |HitHealth =-100 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-215 |
|
− | + | |TypicalSpeed =380 |
|
− | Audiblefire=3,5 |
+ | |Audiblefire =3,5 |
− | Deflecting=30 |
+ | |Deflecting =30 |
− | + | |Id =A_composite |
|
+ | |Hit =9 |
||
− | hit=9 |
||
− | HitShockHead=20000 |
+ | |HitShockHead =20000 |
− | HitShock=200 |
+ | |HitShock =200 |
− | HitBlood=-200 |
+ | |HitBlood =-200 |
− | HitHealth=-100 |
+ | |HitHealth =-100 |
− | BleedChance=2 |
+ | |BleedChance =2 |
+ | |IndirectHit =0 |
||
− | indirecthit=0 |
||
+ | |Indirecthitrange=0 |
||
− | indirecthitrange=0 |
||
− | + | |Airfriction =-215 |
|
+ | |TypicalSpeed =30 |
||
− | typicalSpeed=30 |
||
− | Audiblefire=1 |
+ | |Audiblefire =1 |
− | Deflecting=20 |
+ | |Deflecting =20 |
− | + | |Id =A_primitive |
|
+ | |Hit =8 |
||
− | hit=8 |
||
− | HitShockHead=18000 |
+ | |HitShockHead =18000 |
− | HitShock=180 |
+ | |HitShock =180 |
− | HitBlood=-180 |
+ | |HitBlood =-180 |
− | HitHealth=-90 |
+ | |HitHealth =-90 |
− | BleedChance=1,8 |
+ | |BleedChance =1,8 |
+ | |IndirectHit = |
||
− | indirecthit= |
||
+ | |Indirecthitrange= |
||
− | indirecthitrange= |
||
− | + | |Airfriction =-0.00215 |
|
+ | |TypicalSpeed =30 |
||
− | typicalSpeed=30 |
||
− | Audiblefire=1 |
+ | |Audiblefire =1 |
− | Deflecting=20 |
+ | |Deflecting =20 |
| |
| |
||
Weapon Firearms=Crossbow |
Weapon Firearms=Crossbow |
Revision as of 05:17, 31 October 2014
Notes\Sandbox
- Maybe the articles (Sea, Coast, Waters, Fields and Forests, Hills and Mountains) can be combined into an extensive article on landscape?
- controls might be expanded to an article that cover all settings, including video ones I seen in the getting started guide.
- Servers need some info on the central architecture i.e. what is a hive\shard and private ones.
- Article that need work\check
- Survival
- Character Health (Health WIP) status effects sandbox, need to verification and ..
- Combat
- Injuries
- organization\other
- We might benefit from few article management templates, to help editors tag things and note where things need extra work.
- We need a chernarus+ tile set, for the gmap extension.
- Project:Manual of Style, Project:Need Help, Project:Need Help, Help:Contents - UserWiki:TheBlackDracula - Colour Code.
- Category:Templates, Category:Formatting templates
- rm
|
|
- Other unused\unchecked link spam
- Landmarks: Airfields, Castles, Military Bases and Camps , Other link to cat
- Power Lines, Water Pumps, Football Fields
- no
Blood type, Stomach
- Debug Forest, Debug Plains
Status Colors
tables:
|
|
|
|
|
Hydrated | |
---|---|
Hydrated | |
Thirsty | |
Thirsty | |
Thirsty |
Temperature | Status | Message |
---|---|---|
> 40°C | "I am hyperthermic" | |
> 38°C | File:Overheating.png | "I am Overheating" |
> 37.1°C | "I am hot" | |
35.5-37.1°C | Normal - no status. | |
< 34.5°C | "I am cold" | |
< 34.5°C | File:Freezing.png | "I am freezing" |
< 34.5°C | "I am hypothermic" |
Guns, ammo and all that jazz
Template:Ammunition_Template
hide spam | |
---|---|
{{#set: |Name = {{PAGENAME}} |Image = |Description = |Category = --- |Slots = |StackLimit = |Contains = --- |Locations = |Rarity = ... }} {{#set: |InternalId = B_12Gauge_Pellets |Hit = 6 |HitShockHead = 20000 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 18 }} {{#set: |InternalId = B_12Gauge_Slug |Hit = 11 |HitShockHead = 20001 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 18 }} {{#set: |InternalId = B_556x45_Ball |Hit = 8 |HitShockHead = 20002 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 16 }} {{#set: |InternalId = B_545x39_Ball |Hit = 7,2 |HitShockHead = 20003 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = Unknown }} {{#set: |InternalId = B_762x51_Ball |Hit = 12 |HitShockHead = 20004 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 22 }} {{#set: |InternalId = B_762x39_Ball |Hit = 9,5 |HitShockHead = 20005 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 18 }} {{#set: |InternalId = B_45ACP_Ball |Hit = 9 |HitShockHead = 20006 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 9 }} {{#set: |InternalId = B_357 |Hit = 9 |HitShockHead = 20007 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 13 }} {{#set: |InternalId = B_9mm_Ball |Hit = 7 |HitShockHead = 20008 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 7 }} {{#set: |InternalId = B_380_Ball |Hit = 5,5 |HitShockHead = 20009 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = 5 }} {{#set: |InternalId = B_556x45_EXP |Hit = 0 |HitShockHead = 20010 |HitShock = 500 |HitBlood = 500 |HitHealth = -200 |BleedChance = 2 |Audiblefire = Unknown }} {{#set: |InternalId = B_22_Ball |Hit = 4,5 |HitShockHead = 20000 |HitShock = 200 |HitBlood = -200 |HitHealth = -100 |BleedChance = 2 |Audiblefire = 3,5 }} {{#set: |InternalId = A_composite |Hit = 9 |HitShockHead = 20000 |HitShock = 200 |HitBlood = -200 |HitHealth = -100 |BleedChance = 2 |Audiblefire = 1 }} {{#set: |InternalId = A_primitive |Hit = 8 |HitShockHead = 18000 |HitShock = 180 |HitBlood = -180 |HitHealth = -90 |BleedChance = 1,8 |Audiblefire = 1 }} |
{{#set: |Name = {{PAGENAME}} |Image = |Description= |Category = |Size = |Location = |Rarity = ... rest template {{#set: |InternalId = Crossbow |Ammunition = |ReloadTime = 53333 |Dexterity = |Dispersion = 75 }} {{#set: |InternalId = AK101 |Ammunition = B_556x45_Ball |ReloadTime = 0,1 |Dexterity = 2,75 |Dispersion = 15 }} {{#set: |InternalId = AKM |Ammunition = B_762x39_Ball |ReloadTime = 0,1 |Dexterity = 2,75 |Dispersion = 15 }} {{#set: |InternalId = B95 |Ammunition = B_762x51_Ball |ReloadTime = 0,1/0,01 |Dexterity = 2,65 |Dispersion = 0,001/0,001 }} {{#set: |InternalId = CZ527 |Ammunition = B_762x39_Ball |ReloadTime = 2 |Dexterity = 2,7 |Dispersion = 15 }} {{#set: |InternalId = M4 |Ammunition = B_556x45_Ball |ReloadTime = 0,085/0,09 |Dexterity = 3 |Dispersion = 0,0015/0,0015 }} {{#set: |InternalId = Mosin9130 |Ammunition = B_762x51_Ball |ReloadTime = 2 |Dexterity = 2,3 |Dispersion = 1 }} {{#set: |InternalId = Mosin9130_Sawed_Off |Ammunition = B_762x51_Ball |ReloadTime = 2 |Dexterity = 2,7 |Dispersion = 3 }} {{#set: |InternalId = MP5 |Ammunition = B_9mm_Ball |ReloadTime = 67 |Dexterity = 3,2 |Dispersion = 3 }} {{#set: |InternalId = PM73rak |Ammunition = B_380_Ball |ReloadTime = 92 |Dexterity = 3,3 |Dispersion = 3 }} {{#set: |InternalId = Repeater |Ammunition = B_357 |ReloadTime = 0,6 |Dexterity = 1,8 |Dispersion = 1 }} {{#set: |InternalId = Ruger1022 |Ammunition = B_22_Ball |ReloadTime = 0,1 |Dexterity = 3,15 |Dispersion = 15 }} {{#set: |InternalId = SKS |Ammunition = B_762x39_Ball |ReloadTime = 0,1 |Dexterity = 2,5 |Dispersion = 15 }} {{#set: |InternalId = 1911 |Ammunition = B_45ACP_Ball |ReloadTime = 0,13 |Dexterity = 3,6 |Dispersion = 6 }} {{#set: |InternalId = CZ75 |Ammunition = B_9mm_Ball |ReloadTime = 0,13 |Dexterity = 3,6 |Dispersion = 6 }} {{#set: |InternalId = Flaregun |Ammunition = B_Flare |ReloadTime = 0,13 |Dexterity = 3,6 |Dispersion = 0,03 }} {{#set: |InternalId = FNX45 |Ammunition = B_45ACP_Ball |ReloadTime = 0,09 |Dexterity = 3,7 |Dispersion = 6 }} {{#set: |InternalId = LongHorn |Ammunition = B_762x51_Ball |ReloadTime = 1,0 |Dexterity = 3,7 |Dispersion = 2 }} {{#set: |InternalId = Magnum |Ammunition = B_357 |ReloadTime = 0,3 |Dexterity = 3,4 |Dispersion = 6 }} {{#set: |InternalId = Amphibia_S_(mkii) |Ammunition = B_22_Ball |ReloadTime = 0,08 |Dexterity = 3,5 |Dispersion = 6 }} {{#set: |InternalId = P1 |Ammunition = B_9mm_Ball |ReloadTime = 0,13 |Dexterity = 3 |Dispersion = 6 }} {{#set: |InternalId = Makarov_IJ70 |Ammunition = B_380_Ball |ReloadTime = 0,13 |Dexterity = 3,7 |Dispersion = 6 }} {{#set: |InternalId = Bow |Ammunition = A_composite |ReloadTime = 0,7 |Dexterity = 1,8 |Dispersion = 45 }} {{#set: |InternalId = IZH43 |Ammunition = B_12Gauge_Pellets |ReloadTime = 0,1/0,01 |Dexterity = 2,7 |Dispersion = 0,01/0,01 }} {{#set: |InternalId = IZH43_SawedOff |Ammunition = B_12Gauge_Pellets |ReloadTime = ??/0,01 |Dexterity = 2,9 |Dispersion = 0,02/0,02 }} |
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---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Id =BulletBase | Hit =8 | HitShockHead =20000 | HitShock =500 | HitBlood =-500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction = | TypicalSpeed = | Audiblefire = | Deflecting =10 | Id =B_12Gauge_Pellets | Hit =6 | HitShockHead =20000 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-96 | TypicalSpeed =404 | Audiblefire =18 | Deflecting =10 | Id =B_12Gauge_Slug | Hit =11 | HitShockHead =20001 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-5 | TypicalSpeed =400 | Audiblefire =18 | Deflecting =10 | Id =B_556x45_Ball | Hit =8 | HitShockHead =20002 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-129 | TypicalSpeed =884 | Audiblefire =16 | Deflecting =10 | Id =B_545x39_Ball | Hit =7,2 | HitShockHead =20003 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange= | Airfriction =-0.00114 | TypicalSpeed =910 | Audiblefire =Unknown | Deflecting =10 | Id =B_762x51_Ball | Hit =12 | HitShockHead =20004 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-96 | TypicalSpeed =860 | Audiblefire =22 | Deflecting =10 | Id =B_762x39_Ball | Hit =9,5 | HitShockHead =20005 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-195 | TypicalSpeed =730 | Audiblefire =18 | Deflecting =10 | Id =B_45ACP_Ball | Hit =9 | HitShockHead =20006 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-72 | TypicalSpeed =260 | Audiblefire =9 | Deflecting =45 | Id =B_357 | Hit =9 | HitShockHead =20007 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-166 | TypicalSpeed =360 | Audiblefire =13 | Deflecting =45 | Id =B_9mm_Ball | Hit =7 | HitShockHead =20008 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-11 | TypicalSpeed =350 | Audiblefire =7 | Deflecting =35 | Id =B_380_Ball | Hit =5,5 | HitShockHead =20009 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-11 | TypicalSpeed =300 | Audiblefire =5 | Deflecting =32 | Id =B_556x45_EXP | Hit =0 | HitShockHead =20010 | HitShock =500 | HitBlood =500 | HitHealth =-200 | BleedChance =2 | IndirectHit =8 | Indirecthitrange=3 | Airfriction =-1425 | TypicalSpeed = | Audiblefire = | Deflecting =10 | Id =B_22_Ball | Hit =4,5 | HitShockHead =20000 | HitShock =200 | HitBlood =-200 | HitHealth =-100 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-215 | TypicalSpeed =380 | Audiblefire =3,5 | Deflecting =30 | Id =A_composite | Hit =9 | HitShockHead =20000 | HitShock =200 | HitBlood =-200 | HitHealth =-100 | BleedChance =2 | IndirectHit =0 | Indirecthitrange=0 | Airfriction =-215 | TypicalSpeed =30 | Audiblefire =1 | Deflecting =20 | Id =A_primitive | Hit =8 | HitShockHead =18000 | HitShock =180 | HitBlood =-180 | HitHealth =-90 | BleedChance =1,8 | IndirectHit = | Indirecthitrange= | Airfriction =-0.00215 | TypicalSpeed =30 | Audiblefire =1 | Deflecting =20 |
Weapon Firearms=Crossbow Ammunition=(tofill) ReloadTime(semi/full)=53333 Dexterity=? Dispersion(semi/full)=75 Firespreadangle(semi/full)= Weapon Firearms=AK101 Ammunition=B_556x45_Ball ReloadTime(semi/full)=0,1 Dexterity=2,75 Dispersion(semi/full)=15 Firespreadangle(semi/full)= Weapon Firearms=AKM Ammunition=B_762x39_Ball ReloadTime(semi/full)=0,1 Dexterity=2,75 Dispersion(semi/full)=15 Firespreadangle(semi/full)= Weapon Firearms=B95 Ammunition=B_762x51_Ball ReloadTime(semi/full)=0,1/0,01 Dexterity=2,65 Dispersion(semi/full)=0,001/0,001 Firespreadangle(semi/full)= Weapon Firearms=CZ527 Ammunition=B_762x39_Ball ReloadTime(semi/full)=2 Dexterity=2,7 Dispersion(semi/full)=15 Firespreadangle(semi/full)= Weapon Firearms=M4 Ammunition=B_556x45_Ball ReloadTime(semi/full)=0,085/0,09 Dexterity=3 Dispersion(semi/full)=0,0015/0,0015 Firespreadangle(semi/full)= Weapon Firearms=Mosin9130 Ammunition=B_762x51_Ball ReloadTime(semi/full)=2 Dexterity=2,3 Dispersion(semi/full)=1 Firespreadangle(semi/full)= Weapon Firearms=Mosin9130 Sawed Off Ammunition=B_762x51_Ball ReloadTime(semi/full)=2 Dexterity=2,7 Dispersion(semi/full)=3 Firespreadangle(semi/full)= Weapon Firearms=MP5 Ammunition=B_9mm_Ball ReloadTime(semi/full)=67 Dexterity=3,2 Dispersion(semi/full)=3 Firespreadangle(semi/full)= Weapon Firearms=PM73rak Ammunition=B_380_Ball ReloadTime(semi/full)=92 Dexterity=3,3 Dispersion(semi/full)=3 Firespreadangle(semi/full)= Weapon Firearms=Repeater Ammunition=B_357 ReloadTime(semi/full)=0,6 Dexterity=1,8 Dispersion(semi/full)=1 Firespreadangle(semi/full)= Weapon Firearms=Ruger1022 Ammunition=B_22_Ball ReloadTime(semi/full)=0,1 Dexterity=3,15 Dispersion(semi/full)=15 Firespreadangle(semi/full)= Weapon Firearms=SKS Ammunition=B_762x39_Ball ReloadTime(semi/full)=0,1 Dexterity=2,5 Dispersion(semi/full)=15 Firespreadangle(semi/full)= Weapon Firearms=1911 Ammunition=B_45ACP_Ball ReloadTime(semi/full)=0,13 Dexterity=3,6 Dispersion(semi/full)=6 Firespreadangle(semi/full)= Weapon Firearms=CZ75 Ammunition=B_9mm_Ball ReloadTime(semi/full)=0,13 Dexterity=3,6 Dispersion(semi/full)=6 Firespreadangle(semi/full)= Weapon Firearms=Flaregun Ammunition=B_Flare ReloadTime(semi/full)=0,13 Dexterity=3,6 Dispersion(semi/full)=0,03 Firespreadangle(semi/full)= Weapon Firearms=FNX45 Ammunition=B_45ACP_Ball ReloadTime(semi/full)=0,09 Dexterity=3,7 Dispersion(semi/full)=6 Firespreadangle(semi/full)= Weapon Firearms=LongHorn Ammunition=B_762x51_Ball ReloadTime(semi/full)=1,0 Dexterity=3,7 Dispersion(semi/full)=2 Firespreadangle(semi/full)= Weapon Firearms=Magnum Ammunition=B_357 ReloadTime(semi/full)=0,3 Dexterity=3,4 Dispersion(semi/full)=6 Firespreadangle(semi/full)= Weapon Firearms=Amphibia S (mkii) Ammunition=B_22_Ball ReloadTime(semi/full)=0,08 Dexterity=3,5 Dispersion(semi/full)=6 Firespreadangle(semi/full)= Weapon Firearms=P1 Ammunition=B_9mm_Ball ReloadTime(semi/full)=0,13 Dexterity=3 Dispersion(semi/full)=6 Firespreadangle(semi/full)= Weapon Firearms=Makarov IJ70 Ammunition=B_380_Ball ReloadTime(semi/full)=0,13 Dexterity=3,7 Dispersion(semi/full)=6 Firespreadangle(semi/full)= Weapon Firearms=Bow Ammunition=A_composite ReloadTime(semi/full)=0,7 Dexterity=1,8 Dispersion(semi/full)=45 Firespreadangle(semi/full)= Weapon Firearms=IZH43 Ammunition=B_12Gauge_Pellets ReloadTime(semi/full)=0,1/0,01 Dexterity=2,7 Dispersion(semi/full)=0,01/0,01 Firespreadangle(semi/full)=1,5/1,5 Weapon Firearms=IZH43 SawedOff Ammunition=B_12Gauge_Pellets ReloadTime(semi/full)=?/0,01 Dexterity=2,9 Dispersion(semi/full)=0,02/0,02 Firespreadangle(semi/full)=1,5/1,5 |
Survival
research
- Survival Tactics - AAA
- Scavenging to Banditry
- Hiding in the Forest
- Sneak and Search
- Sprint and Grab
- Direct Assault
- Banditry
- Deep South
- Dealing with zombies\survivors
- Losing Zombies
- When you spot another player
- Long-Term Survival
- TO Stary and NW Airfield
- Bandit - different plays as bandit.
- Conservative
- A Beginners Guide
- FIRST STEPS
- SCAVENGE HUNT
- ZOMBIE ENCOUNTER
- Guides & Tutorials
...
- Tips for Getting Started
...
Other
Newly spawned players are immediately faced with a number of challenges: Finding food and drink. You will become hungry and thirsty fairly quickly, so having a canteen and a few cans of beans and soda is critical for long-term survival. Finding a weapon and ammunition. Finding a backpack.
Survival - Scavenging:
- Food and Water - You need to eat food and to drink water to keep your character energy and hydration levels, otherwise you'll will soon find yourself dying of starvation/dehydration. Food can be scavenged in buildings(e.g. canned food) and collected in the wild from bushes and trees (e.g. fruit) and or by hunting game and fishing. While ... you'll want to stock up..
- Medical_Supplies - can help a person survive and function with injuries and illnesses that would otherwise kill or incapacitate him/her. ...
- Protection from the elements - ...
Status Effects
Comfort
Nutrition
- Hunger
Starvation is caused by an insufficient amount of energy in the body. It is generally the result of not eating enough, Hypothermia sickness(vomiting), etc This condition is alleviated by consuming Food. Avoid consuming rotten food, but if you are dying from starvation, in the risk of food poisoning is generally preferable to a guaranteed death. Be careful not to eat or drink too much or you may end up Vomiting.
- Thirst
Dehydration is caused by an insufficient amount of water in the body, it is generally the result of not drinking enough, hyperthermia, sickness, eating dry food, etc. This condition is alleviated by consuming Drinks, some types of Food with high water content or drinking from a water sources, preferably from a Water Pump. If you are dying from dehydration it is imperative that you hydrate, so the nearest drinkable water source will do, as chancing infection is usually preferable to certain death. Be careful not to eat or drink too much or you may end up Vomiting.
- Overeating
The character will vomiting after consuming more food or water than his stomach can contain. Wait for the vomiting to pass, and don't eat/drink for a while, until your stomach contents can be digested. (Roughly 30 min should be enough) Then re-hydrate and eat (not as much this time!), prefer food with high nutrition value.
State/Status | Cause | Effect | Symptoms |
---|---|---|---|
Hunger | |||
Mild |
Energy below 600 | "My stomach grumbles" • "I'm feeling hungry" • "I want to eat something" • "I feel hungry" | |
Moderate |
Energy below 300 | "I'm extremely hungry" • "My stomach grumbled violently" • "I'm starving" | |
Severe |
Energy below 100 | "I'm dying of starvation" | |
Thirst | |||
Mild |
Water below 1500 | "I feel thirsty" • "I'm thirsty" • "I need a drink" • "I feel like having a drink" • "I want to drink something" | |
Moderate |
Water below 500 | "I really need to drink" | |
Severe |
Water below 0 | "I'm dying of dehydration" | |
Overeating | |||
Stuffed |
stomach above 1800 | none | "My stomach feels stuffed" • "I feel really full" • "My stomach feels completely full" |
Fully stuffed |
stomach above 2800 | none | "My stomach feels absolutely stuffed" • "I feel over-fed" • "My stomach feels much more full then it's normal" |
Vomiting |
stomach above 3300 | Vomiting: | "I am close to vomiting" • "I think I'm going to vomit..." • "I'm going to vomit..." |
Thermoregulation
- Hyperthermia
The character suffers from overheating, either from intense physical activity, hot weather and or heavy clothing for the conditions. When overheated, the character thirst levels will increase and may lead to dehydration. You need to decrease your body temperature and re-hydrate the body. Consider changing clothes to something less warm or in extreme cases take a swim in a pond or the ocean.
- Hypothermia
Loss of body heat, due to exposure to cold weather without appropriate clothing and or Humidity. You need to increase your body temperature. Consider changing clothes to something more warm\dry, use a Heatpack, sit by a fireplace, run etc..
State/Status | Cause | Effect | Symptoms |
---|---|---|---|
Hyperthermia | |||
Mild Hot
|
Temperature > 37.1°C |
|
"I am Hot" |
Moderate Overheating
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Temperature > 38°C |
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"I am Overheating" |
Severe |
Temperature > 40°C |
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"I am hyperthermic" |
Hypothermia | |||
Mild Cold
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Temperature < 35.5°C |
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"I am cold" • "I am Shaking" |
Moderate Freezing
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Temperature < 35°C |
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"I am freezing" |
Severe |
Temperature < 34.5°C | "I am hypothermic" |
Injury
Bleeding
The character is losing blood from an open wound, either from a zombie attack or other injury. Bleeding may be indicated by stream of blood gushing from the wound, which can be seen by other character (and the character himself in third person). The severity of the injury dictates how quickly the character is losing blood. As the amount of blood decreases character vision will fade to grey, and eventually to black ( rendered Unconscious).
Use either a Bandage or a rag to dress the wound and stop the bleeding. The dressing can be used on yourself or another player (using the action menu). If you are unable to dress the wound you will fall unconscious, and unless someone applies one to your unconscious body, and you regain blood, you will die. Although Rags will work in a pinch, they are not sterile, and if not disinfected prior to use, you could develop an infection.
Status | Cause | Effect | Symptoms |
---|---|---|---|
injury | Loss of Blood. The severity of the inujury dictates how quickly the character is losing blood. | Visible sprays of blood coming from your body. Screen color gradually become saturated. "I can feel blood dripping off my body" • "I can feel blood dripping" |
Injured Limbs
- Broken Leg\Arm
A bone fracture, caused by falling from great heights or injury to the limbs. Broken legs: impairs character ability to move, limiting him to crawling. Attempting to move when crouched or standing, results in immediate fall into prone; Fracture: impairs balance and coordination that affects your aiming, accompanied by audibly moans and groans, but he can still walk. The condition typically, but not always, accompanied by Pain symptoms. It is cured instantly by application of Morphine or Splint.
- Foot Injury
A foot injury is caused by walking or running, in worn out or without wearing shoes. While moving around, you cause damage to your feet based on the terrain you're moving on, and how fast you're moving. Wearing shoes negates some damage at the expense of their condition. Eventually Shoes become worn out and your feet can get injured Find new Shoes. Does not seem to be fully implemented. There are no known effects or treatment.
State/Status | Cause | Effect | Symptoms |
---|---|---|---|
Fracture | |||
Fractured arm |
injury | Affects aiming. | "My arm is in extreme pain." • "I think my arm is broken" |
Broekn leg |
injury | Disables the player's running and "jumping" abilities | "My leg is in pain." |
Foot Injury | |||
Sore | Worn out shoes | none | "My feet hurt" • "My feet are sore" |
Injured | Worn out shoes | none | "My feet are badly damaged" • "My feet are bleeding" • "My feet are hurting badly" |
Pain
The character is in pain after taking damage. Pain is characterized by involuntary shaking, which makes aiming very difficult. Pain affects can be removed by using Painkillers.
Status | Cause | Effect | Symptoms |
---|---|---|---|
none | Moderate or Serious injury | Affects aiming. | Shaking is only seen while in first person view. In third person view the screen will not shake, however the crosshairs and aiming are still affected. |
Unconsciousness
The character has passed out, and unable to see, move or communicate with those around him. Unconsciousness commonly caused by a severe blood loss and or being overwhelm by shock, and may result in a Heart Attack. Treat the symptoms that led to Unconsciousness, check pulse.
- Blood loss
In case of blood loss, with time a "Healthy" characters will be able to get back up on their own, however, if still #bleeding they will not be able to recover without assistance. Receive a Saline or blood bag transfusion will recover them instantly. Remember, blood can be transfused from one person to another as long as their blood types match.
- Shock
In case of shock. Receiving an epinephrine injection via an Epi-Pen will fix this condition instantly, however if the player has low blood they may head straight back into unconsciousness. It is therefore advised to bandage and fix all other conditions before the player is injected with the Epi-Pen. Note that shock goes away on its own over time, so provided you are not otherwise losing blood or unconscious for another reason, you'll recover naturally from this state in less then 2.5 min.
- Heart Attack
Heart Attack caused by random chance during Unconsciousness. Symptoms include Irregular pulse. Use Defibrillator will fix this condition. Note: To be used ONLY on patients who are determined to be experiencing a heart-attack, as indicated by checking patient's pulse and questioning how the patient arrived at their situation. This will render a healthy player unconscious or potentially kill. Requires a functioning Battery to be operate.
State | Cause | Effect | Symptoms |
---|---|---|---|
Blood loss |
|
Inability to see or move. | A black screen with the words "You are unconscious" |
Shock | Inability to see or move. | A black screen with the words "You are unconscious" |
Sickness
Food & Chemical Poisoning
The character has become sick through consuming bad food.
Mild Food Poisoning:
- Causes: Consuming Burned Meat, Rotten Fruit(50%) or Alcohol Tincture(75%).
- Symptoms: Strange taste in mouth, nausea.
- Treatment: Consume Charcoal Tablets, it will take few minutes to recover, during recovery stage sickness status will remain, but all ill effects will cease. Alternatively, drink water, and to a lesser extent, eat food. If blood loss symptoms present, administer Saline. This condition should be easily endured if energy\water levels are high.
Moderate Food Poisoning:
- Causes: Consuming Raw meat Food, Rotten Fruit(5%), poisonous Berries or Alcohol Tincture(20%).
- Symptoms: Same as Mild, with additional Vomiting
- Treatment: Same as Mild. Requires more Water and Food, and is more likely to require Saline to overcome.
Severe Food Poisoning:
- Causes: Consuming Rotten meat.
- Symptoms: Same as Moderate, with additional Cramps and Vomiting.
- Treatment: Tetracycline Antibiotics.
Chemical Poisoning
- Causes: Consuming Disinfectant and Poisoned Food
- Symptoms: Same as Severe Food Poisoning.
- Treatment: There is no confirmed cure for Chemical Poisoning, it has to be endured. Drink water, and eat Food. When blood gets low, administer Saline.
- Note: This is a serious and difficult status to recover from without constant assistance, with high chance of mortality. Keep patient hydrated, take care not to overfill their stomachs. Patients will likely fall unconscious from blood loss and will need Saline. Additionally, making your character vomit will NOT cure the sickness.
Stage/Status | Interval | Effect | Symptoms |
---|---|---|---|
Mild Food Poisoning | |||
Initial | 3-7min | None | "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird" |
Light Nausea |
10-20min |
|
"I feel nauseous" • "I feel queasy" • "I feel like throwing up" |
Feeblness |
20-40min | "I feel dizzy" • "I feel light-headed" • "I feel faint" • "I feel unsteady" | |
Recovery |
15-30min | None | |
Moderate Food Poisoning | |||
Initial | 3-7min | None | "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird" |
Medium Nausea |
10-30min | "I feel nauseous" • "I feel queasy" • "I feel like throwing up" | |
Feebleness |
20-40min | "I feel dizzy" • "I feel light-headed" • "I feel faint" • "I feel unsteady" | |
Exhaustion |
15-30min | None. | "I feel tired" • "I feel run-down" • "I feel worn-out" |
Severe Food Poisoning and Chemical Poisoning | |||
Initial | 40-120sec | none | "I have a funny taste in my mouth" • "My mouth tastes funny" • "I notice a weird taste" • "My mouth tastes weird" |
Severe Nausea |
2-5min | "I feel nauseous" • "I feel queasy" • "I feel like throwing up" | |
Cramps |
20-40min | "I feel cramps in my stomach" | |
Exhaustion |
15-30min | "I feel exhausted" • "I feel extremely tired" |
Infection
The character has contracted an infection by having been bitten or scratched by a zombie. Symptoms include: Itchy Wounds (Onset), Infected Wounds (Advanced), Weakness (Severe) and Dehydration. Treat by Cleaning wounds with Alcohol Tincture(Initial Stage) or use Tetracycline Antibiotics (Any Stage)
Infection or different type of infection should be caused by Drinking water or using rags...
Stage/Status | Interval | Effect | Symptoms |
---|---|---|---|
Onset | unknown | -13.6% Water/sec | "My wounds are itchy" • "I have itchy wounds" |
Advanced | unknown | -16.9% Water/sec, -0.3% Blood/sec, -0.1% Health/sec | "My wounds are infected" • "I have infected wounds" |
Severe | unknown | -19.5% Water/sec, -0.1% Blood/sec, -0.3% Health/sec | "My wounds are seriously infected" • "I have seriously infected wounds" • "I'm feeling hot" • "It's really warm" |
Exhaustion | unknown | -16.9% Water/sec | "My wounds hurt less" • "My wounds look cleaner" |
Hemolytic Reaction
A reaction to receiving incompatible blood type during blood bag transfusion. Hemolytic reactions are extremely dangerous and have a 100% mortality. The character will fall unconscious, shortly followed by death. Make sure to check blood type compatibility before performing a blood transfusion. A Saline transfusion is a safer option as there is no risk of incompatibility or side effects.
Stage | Interval | Effect |
---|---|---|
One | unknown | -10% Blood/sec |
Two | unknown | -20% Blood/sec |
Three | unknown | -25% Blood/sec |
Four | unknown | -5000 Blood |
Status Effects prev
legend
"Vitals"NutritionHunger
Thirst
ThermoregulationHyperthermia
Hypothermia
InjuriesBlood loss
Injured LimbsBroken Leg
Fracture
Foot Injury
Pain
Unconscious
Low Blood
Shock
Heart Attack:
SicknessFood & Chemical PoisoningMild Food Poisoning:
Moderate Food Poisoning:
Severe Food Poisoning:
Chemical Poisoning
Stuffed
Infection
Hemolytic Reaction
OtherHealing
Brain Flu
DrowningThe character is drowning... DeathThe character has taken too much damage, losing all of their health and has passed away. |
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