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c2:misc [2018/12/18 21:12] Kylec3:misc [2019/02/26 09:36] Kyle
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-SandboxVars = { +^ Player  ^ Character Name  ^ Backstory  ^ Class  ^ Insight status ^Core Weapon^ 
-    VERSION = 4, +|Kyle |Robert | Yes | Cleric |Yes | Silvered Axe 1D6 Slashing+0 Hit+2 Dmg | 
-    Zombies = 3+|Alex| Zonatar| Yes| Barbarian|No |**Salma** Maul D8 Blugoning Str+Hit+3 Dmg, 2 Handed| 
-    Distribution = 1, +|Jonathan| John| Yes|Dragon Rider|Yes|Silvered Sword 1D6 SlashingStr+Dmg+2Spell Hit/Dmg| 
-    DayLength = 3, +|samuel | Amicus|Yes|Warlock| Yes|Silvered Crossbow Dex1D6 Piercing+2spell hit/Dmg, 1 Slot| 
-    StartYear = 1, +|moritz|Alkagolo| No|Barbarian|No|No Steel Material, 1 Iron material, 1 Ebony Material| 
-    StartMonth = 7, +|James |No |No|No |No|No| 
-    StartDay = 9, +|Elmer|No|No|No|No|No| 
-    StartTime = 2, +|Amber|Amethyst|No|Warlock|No|No Silver material Ivory Materials| 
-    WaterShut = 2, + 
-    ElecShut = 2, + 
-    WaterShutModifier = 140, + 
-    ElecShutModifier = 140, +{{ :c3:material_details_update.xlsx |}} 
-    FoodLoot = 3, + 
-    WeaponLoot = 2, +Weapon mechanics legend 
-    OtherLoot = 2, + 
-    Temperature = 3, ++All: Means this bonus applies to hit and damage \\ 
-    Rain = 3, +Permanent: Means this upgrade is permanent and cannot be changedthink carefully \\ 
-    ErosionSpeed = 5, +Corruption: some cool stuff happens \\ 
-    ErosionDays = 0, +Enchant-able: this weapon can be enchanted with the various weapon spells the game offers. \\ 
-    XpMultiplier = 1.5, +Un-Enchant-able: this weapon cannot be enchanted at allusually happens when a blade or head of the weapon has an elemental damage. 
-    ZombieAttractionMultiplier = 1.0, + 
-    VehicleEasyUse = false, + 
-    Farming = 3, +Core of weapon: The core usually determines the based damage die the weapon uses as well as its enchantibilitycan also provide some added bonuses. 
-    CompostTime = 2, + 
-    StatsDecrease = 3, +Blade of the weapon: Usually determines a bonus to damage for the weapon as well as maybe elemental damage.  
-    NatureAbundance = 3, + 
-    Alarm = 4, +Hilt or handle of the weapon: usually determains a bonus to hitalso determines the stat used to attack and deal damage such as dexstrength or finess. 
-    LockedHouses = 6, + 
-    StarterKit = false, +String: Bow onlydetermines both or either hit/ damage bonus as well as stat used strength dex or finesse
-    Nutrition = true, + 
-    FoodRotSpeed = 3, +Stock: cross bow only: special that determines both or either hit/ Damage bonusalso give the weapon slots used for the cross bow mods
-    FridgeFactor = 3, + 
-    LootRespawn = 1, + 
-    SeenHoursPreventLootRespawn = 0, +When using a Core weapon with any tier two materials your proficency bonus will he halved (Rounded down) for all hits made with the weaponability score bonus and other skill bonuses are applied as normal
-    TimeSinceApo = 1, + 
-    PlantResilience = 3, +You will gain a core weapon you can customised based on the starting weapons you give up in exhange
-    PlantAbundance = 3, + 
-    EndRegen = 3, +you will only gain one (or a set) Core weapon at the start of your playthroughif this weapon is destroyed,soldlost or stolen you cannot get a new oneyou may be able to retrieve a stolen or lost weapon or repair a destroyed one depending on the details. 
-    Helicopter = 1+ 
-    MetaEvent = 2, +
-    SleepingEvent = 1, +
-    GeneratorSpawning = 2, +
-    GeneratorFuelConsumption = 1.0, +
-    SurvivorHouseChance = 3, +
-    AnnotatedMapChance = 4, +
-    CharacterFreePoints = 0, +
-    ConstructionBonusPoints = 4+
-    NightDarkness = 2, +
-    InjurySeverity = 2, +
-    BoneFracture = true, +
-    HoursForCorpseRemoval = -1, +
-    DecayingCorpseHealthImpact = 3, +
-    BloodLevel = 3, +
-    ClothingDegradation = 3, +
-    FireSpread = true, +
-    DaysForRottenFoodRemoval = -1+
-    AllowExteriorGenerator = true, +
-    MaxFogIntensity = 1, +
-    MaxRainFxIntensity = 1+
-    EnableSnowOnGround = true, +
-    CarSpawnRate = 4, +
-    ChanceHasGas = 2, +
-    InitialGas = 3, +
-    CarGasConsumption = 1.0, +
-    LockedCar = 5, +
-    CarGeneralCondition = 3, +
-    CarDamageOnImpact = 3+
-    DamageToPlayerFromHitByACar = 3, +
-    TrafficJam = true, +
-    CarAlarm = 3, +
-    PlayerDamageFromCrash = true, +
-    SirenShutoffHours = 1.0, +
-    RecentlySurvivorVehicles = 1, +
-    EnableVehicles = true, +
-    ZombieLore = { +
-        Speed = 3, +
-        Strength = 2, +
-        Toughness = 3, +
-        Transmission = 1, +
-        Mortality = 5, +
-        Reanimate = 3, +
-        Cognition = 3, +
-        Memory = 2, +
-        Decomp = 1, +
-        Sight = 2, +
-        Hearing = 2, +
-        Smell = 2, +
-        ThumpNoChasing = true, +
-        ThumpOnConstruction = true, +
-        ActiveOnly = 3, +
-        TriggerHouseAlarm = false, +
-    }, +
-    ZombieConfig = { +
-        PopulationMultiplier = 1.0, +
-        PopulationStartMultiplier = 1.0, +
-        PopulationPeakMultiplier = 1.5, +
-        PopulationPeakDay = 28, +
-        RespawnHours = 72.0, +
-        RespawnUnseenHours = 16.0, +
-        RespawnMultiplier = 0.1, +
-        RedistributeHours = 12.0, +
-        FollowSoundDistance = 100, +
-        RallyGroupSize = 20, +
-        RallyTravelDistance = 20, +
-        RallyGroupSeparation = 15, +
-        RallyGroupRadius = 3+
-    }, +
-}+
  
  • c3/misc.txt
  • Last modified: 5 years ago
  • by 127.0.0.1