FaqTLJRU

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From Anuri TLJ_old

16.02.20 Technical Alt + M - character menu, various settings. Numpad [+, -] - add/decrease brightness. Z + mouse scroll - zoom in/out. Z + SCM - return to 100% zoom. Scroll Lock - fixes the camera on the character. Alt + Numpad [+, -] - adjust the character's voice sound. Hold Ctrl - displays the number of hexes from the character (works when the zoom is less than 100%). Alt + C - if the target is in front of the character, push the target 1 hex in front of you (works for living, dead, and lying targets)

Character C - opens the character's stats menu. B - changes the current hand. I - opens the inventory. Q - shows the player's view. W - shows how far the player can attack with the current weapon. A - uses the item in the player's hand, usually for attacking or using the item on an object or character. J - allows the player to throw an item at a selected hex. Animations X - to raise a weapon. - signals to players that they are ready to attack! Y - plays the animation of a dodge. U - plays the animation of an action, picking something up from the floor, or using it. K - plays the animation of being hit from behind. L - plays the animation of being hit from the front. V - plays the animation of the character being idle (scratching the head, etc.).

Commands via the chat line ~myinfo - to find out your ID. % 1-7 - to roll (a die roll - a random number generator) on the selected SPECIAL stat, the number corresponds to the ordinal number of the stat, where 1 - S - Strength and 7 - L - Luck. In addition, you can roll any die, for example, to roll a d100, you just need to write % 1 100. ~lex - to add a description to your character ~ilex - adding a description to an item in your hand, up to two lines. ~desc - adding a description to a hex (square), to remove it, put a space after the command.

  1. auth - loading an avatar.

$help - OOC channel for communicating with Game Masters. ~sf - falling ~sb - упасть назад, встать при повторной команде. ~suicide - совершить самоубийство, при наличие нужного предмета.

26.06.20 alt+c - push

PACE+Z - walk mode on WSAD, Q in walk mode activates the sight - the analogue of A

Without the mode turned on, you can move by pressing space:

space + w - go north space + s - go south space + a - go west space + d - go east when you press shift - run space + q - attack mode, the analogue of "A"

16.07.20 Current healing formula: A roll is made 1-600, and if the doctor's skill + buffs/debuffs is greater than the rolled number - it means success. In other words, every 6% of skill gives +1% chance of success.

A bullet and a severe wound are identical in their essence, just treated slightly differently.

Pliers (or threads) give +100% to the skill, i.e. ~16% success, and do not damage the patient; Multitool (for bullets) gives +0% to the skill and damages the patient by 5-15 hp; Blades (knives, etc.) -100% to the skill and damage the patient by 15-30 hp;

Moonshine "as an anesthetic" gives +0% to the skill, but it doesn't increase the damage from the operation; Alcohol "as an anesthetic" gives +30% to the skill, i.e. +5% success; Using it "heals" the target for 5-20 HP. A normal anesthetic gives +60% to the skill, i.e. +10% success; Using it "heals" the target for 15-30 HP. The absence of an anesthetic does not give anything, and does not take anything away.

Moonshine "as an antiseptic" gives +0% to the skill, but it doesn't allow the damage from the operation to increase; Alcohol "as an antiseptic" gives +15% to the skill, but it doesn't allow the damage from the operation to increase; Normal antiseptic gives +30% to the skill, and it also heals the patient by 5-10 HP.

The absence of antiseptic takes -30% from the skill and causes 5-10 HP of damage to the patient.

Moonshine and alcohol are spent at 100g per application Antiseptic and anesthetic are spent completely

5.08.20 Mechanics of grabs, throws, and fighting against them: 1) The melee attack "Grab" is available at level 12 with a melee combat skill of at least 100 and agility of at least 6 2) If the grab is successful, it will be written "grabs" 3) If the target makes any movement (walking or running) after that, they will fall. 4) The throw will occur automatically if you push the target (Alt+C) or hold down the left mouse button on the target through the menu - the push icon 5) To protect yourself from a throw, simply push the opponent away: if you are facing the opponent, press Alt+C, or hold down the left mouse button on the target through the menu - the push icon

27.09.20 Updated fishing mechanics:

Equip a fishing rod: use it from your inventory while holding it in your hand. Fishing rod + line -> Fishing rod with line + hook -> Fishing rod with line and hook + bait -> Ready-to-use fishing rod. Decraft will remove the hook and then the line if necessary.
 Each type of fish requires a specific bait and cannot be caught above its depth:
1 small fish
2 fish
3 fish
4 fish, giant fish

Types of preferred bait:

1 larvae - small fish, fish
2 rad-cockroach - small fish, fish
3 mantis leg - small fish, fish, fish
4 mutogrib - small fish, fish, fish
5 radflower seed - fish, fish
6 corn grain - fish, fish
7 poor-quality meat - fish, fish
8 human ear - fish, fish-fish
9 ant lion belly - fish, fish-fish, fish-giant
10 fish - fish, fish-fish, fish-giant
11 rat carcass - fish, fish-fish, fish-giant
12 meat - fish, fish-fish, fish-giant

After equipping the fishing rod, it must be cast by using it on a hex with a suitable water tile. Depending on the distance of the water tile from the shore, the bait will reach the desired depth. The shore is 1, and the maximum distance is 4. However, there may be hidden underwater pits. The range of the cast depends on the skill. Formula: [ Fishing ] / 50 + 2.

The check for a successful bite occurs every 3-6 seconds. The chance of a bite is 10%. The chance that the bite will result in the fish swallowing the bait is 50%, provided that the depth and bait are suitable for the fish (there is no point in trying to catch a rat at depth 1). After that, the float will start twitching every 1-3 seconds.
To hook the fish and start fighting it, you need to cancel the long action by pressing [space] or [esc].
If the fish is on the hook, the interaction menu will open:

Game screen: Depth - is informative in nature Fish size - will be shown depending on the depth: ( depth * 100 + 50 ) < [ Fishing ] - calculated 1 time since the casting Fish actions - will be shown depending on the depth: ( depth * 100 + 50 ) < [ Fishing ] - in each "turn" of interaction with the fish

The player's task is to exhaust the fish by reducing its stamina to their [ Fishing ] skill, and then press the "Pull Out" option.

Fish Stamina:

1 Fish - 150
2 Fish - 300
3 Fish - 450
4 Fish - 600
5 Giant Fish - 750

The fish's stamina will decrease if you respond correctly to its actions. If the fish is pulling, you need to pull it. If the fish is thrashing around, you need to подсечь it. Each successful action reduces the fish's stamina by 20%. Each unsuccessful action increases the fish's stamina by 20%.

Each action has a 1% chance of causing the fish to break free from the hook, with a subsequent protection from luck*2. The larger the fish, the higher the chance that the hook or line will break.

If the player fights the fish for too long or fails to notice the bite, the fish will eat the bait and escape.

The "Cut the Line" option allows the player to end the fishing session by losing the line and hook.

24.10.20 The color of the chat message indicates the volume of speech. The default volume is set in the Alt+M menu.

Colors: blue - whisper (~3-5 hexes); yellow - normal speech (10-15); red - shout (50+).

If the distance between the speakers exceeds the volume of speech, a random part of the message will not be heard, and "what time is it?" may become "what... time" on the other person's screen.

Just like *emotes*, you can use inline tags to change the volume of a part of a message: "default voice --whisper-- ++loud++".

You can also set an arbitrary volume for the current message by entering "//10" (where the number represents the volume of the voice).

4.11.20 Info on crits:

A critical hit deals increased damage and has an effect when you roll high 
Eyes - 1.1, 1.2, 1.3, 1.3, 1.4 + blindness (maximum).
Head - 1.1, 1.1, 1.15, 1.3, 1.3 + knockout.
Stomach - 1.1, 1.15, 1.2, 1.25, 1.3 + knockdown.
Arm - 1.0, 1.1, 1.2, 1.2 + knocked out item, 1.3 + fracture.
Leg - 1.2, 1.2, 1.2, 1.2 + knockdown, 1.2 + fracture.
Torso - 1.0, 1.0, 1.1, 1.2, 1.25.

5.11.20 Body part damage modifier:

Head - 120% damage
Abdomen - 110% damage
Arms, legs - 75% damage

19.11.20 pdated effects and timings:

STATUSES 

// Jet 1st 2st 3st 4st Antijet*

Time (min), 80, 100, 1100, 4000, 2, 
Action Points, 25, -50, 25, 0, 0,

Melee Damage, 6, -6, 0, 0, 0, Ignore Fatigue, 1, -1, 0, -0, -0,

Extra HP, 10, -30, 20, -20, 20,

// Requirement 1st 2nd 3rd 4th Antijet*

Time (min), 40, 50, 550, 2000, 2, 
Action points, 5, -30, 25, 0, 0,
Melee damage, 3, -3, 0, 0, 0,
Ignore fatigue, 1, -1, 0, -0, -0,
HP, 5, -25, 20, -15, 15, 

// Screw 1st 2st 3st 4st Antijet*

Time (min), 20, 25, 225, 1000, 2,
Agility, 1, -2, 1, 0, 0,
Strength, 1, -2, 1, 0, 0,
Ignore fatigue, 1, -1, 0, 0, 0,
Extra HP, 0, 0, 0, -10, 10, 
  • effect only after using Anti-Jet
    • the effects are cumulative, and each drug can be consumed no more than 2 times before the 4th stage ( withdrawal )

rework psycho:

// Psycho 1st 2st 3st 
Time (min), 30, 60, 240, 
Resist Norm, 10, -20, 10, 
Resist Laser, 10, -20, 10, 
Resist Plasma, 10, -20, 10, 
Resist Fire, 10, -20, 10,

2.12.20 Braga and moonshine: Braga:

To make a mash, you need a jug for making mash. The cooking process goes automatically, it is necessary to fill with ingredients, crush, add water and yeast. With the right proportion, you will get a mash with a maximum alcohol content of 20%. The strength of the mash is determined by taste - if it is bitter strongly - you are close to the right proportion. At the end - pour into empty bottles and clear from sediment by pouring it on the ground

The moonshine:

It is charged with fuel and filled with mash. The higher the alcohol content in the mash, the more alcohol will be released. To start the distillation process, it is necessary to heat the moonshine to the boiling point: 100 degrees - the percentage of alcohol in the total volume of mash. If the temperature exceeds 200 degrees - the machine will begin to receive damage and clogging. Heating is controlled by the position of the flap.

A dirty machine will cause the pressure inside to increase. When the temperature reaches 300 degrees, the machine will catch fire. When the pressure reaches 4 bar, there will be an explosion. It is recommended to clean the machine regularly. During cleaning, alcohol and raw materials will be lost if the machine has been filled. A broken machine can be repaired.

6.01.21 Mining and tools:

Different tools give positive or negative modifiers to the amount of resource mined.
Chopping wood:
Primitive machete, machete -1;
Axe 0;
Quality axe +1.
Ore mining:
Shovel -1;
Sledgehammer, drill 0;
Pickaxe, super sledgehammer +1.

Mining garbage:

Iron stake, shovel -1;
Mounting 0;
Tools +1.

25.01.21 Changes to the butchering mechanic:

- To butcher a mob, you must kill it in blood;
- Different knives provide bonuses to the chance of obtaining something, with the highest bonus provided by the combat knife, machete, hunting knife, and axe;
- You can make multiple approaches to butcher a mob until it is reduced to a mess of bones and blood;
- If you have gloves in slot 2, you will not be affected by the pollution caused by butchering.

29.01.21 Calculation of fatigue ( fatigue is accrued for 1 action animation ):

40 - ( ( strength * 2 ) + ( carry * 3 ) )
Minimum value: 5
Maximum value: 25
Calculation of max fatigue: ( carry * 5 ) + 70
Minimum value: 75
Maximum value: 120

8.02.21 Growth time of cultivated plants: Mushroom beds: 12 hours per stage, do not rot; - each stage can be accelerated by 50% by watering the plant Plants in the beds: 6 hours per stage, fruiting stage 24 hours, then they rot

9.02.21 if you're really hungry and thirsty, you can always eat a larva - the protein and nutrients will help you survive for a while longer. However, there's a risk of glowing in the dark, hair loss, bloody diarrhea, and vomiting... BUT YOU WON'T DIE OF THIRST OR HUNGER!

capacity of vending machines (volume): small - 250 medium, nukabro, cola - 500 refrigerated - 1,000 + refrigerator effect large - 2,000

19.02.21 You can embed a walkie-talkie in armor with a KB higher than or equal to 20. To do this, apply the walkie-talkie to the armor.

2.03.21 To start a campfire, you need to make split wood from regular wood. You can feed a burning campfire with fuel by using the appropriate fuel from your hand or inventory. If you want to start a fire, you can light a campfire on any flammable object, and it will automatically become a fire that will ignite anything within a 1-hex radius. You can add any type of fuel to bonfires, barrels, braziers, and other items using your inventory, including explosive items, which will cause an explosion. You can also throw any combustible item or explosive into a wild fire, which will cause a detonation.

6.03.21 Flasks There are 2 ways to fill a flask \ cup \ bucket: 1) Take an empty container in your hand or a container filled with the same type of water and use the liquid you want to pour from your inventory, as if you were drinking it 2) Place the container on the ground and use the liquid you want to pour on it through your inventory or from your hand

Suicide: If things are so bad that there's no point in living anymore, you can use the command ~suicide If you have a suitable weapon or a vial of chemicals in your hand, a long-lasting suicide action will begin. You can interrupt the action by pressing the space bar or ESC, or by knocking the character down or removing the item from their hand. If you choose a revolver as your suicide weapon, the character will play Russian roulette based on the number of bullets loaded in the cylinder. Don't be afraid to experiment with self-destruction, but keep in mind that your chances of success are only 1.

12.06.21 FIRST AID: Stimulants, powders, CC and traumatine are used from the inventory, through the bag or through the first aid menu on yourself \ target The first aid menu monitors whether you have an item to use or not and spends it if one is found

Now all medical drugs have an overdose level, which after filling above 100% stops giving the effect of the drug, knocks out and increases the character's poisoning level.

Drug Instant heal, Temporary off-heal, overdose

Travmatin: 100, 60, 75 Superstim: 60, 100, 75 Stim: 30, 50, 30 Powder: 20, 30, 40

HP recovery rate: 5 HP for every 5 seconds, while each drug is counted separately.

If the character has the Trait "Resistance to Chemistry", the drug heals and causes 30% less overdose If the character has the Trait "Unresistance to Chemistry", the drug heals and causes 30% more overdose If the character has the Trait "Fast Metabolism", the drug causes 30% more overdose. (All values are cumulative)

Overdose unit decay tick formula: 4000ms - ( [Overdose] * 100 ) - ( [Strength] * 100 )

If the character has the "Fast Metabolism" trait, the final tick value is reduced by 30%, i.e. it will decay faster.

24.05.22 Calculation of the probability of theft

This is the sum of the skills: Thievery % / 6 + Perception + Agility + Luck, reduced by the target's Perception and Thievery % / 6.

If the stolen item has a volume less than 20, the chance increases by 10%. Similarly, if the item's weight is less than 500g, an additional 10% is added to the theft chance.

You cannot steal items that are more than 100 ml or weigh more than 2500 g.

14.07.22 AP regen calculator https://docs.google.com/spreadsheets/d/1f4AN-4ja6i5x4xxJupiY-GF28d3tUdfuRCyRXc85oYQ/edit#gid=0

Critical hit mechanics: A critical hit can occur during any attack according to the following order: 0) Determining the part of the body being shot at. 1) Determining the critical hit chance: cr.Stat[ ST_CRITICAL_CHANCE ] - target's anticrit

The anticrit depends on the armor worn by the target, specifically the material of the armor: Leather (Jackets, some leather armors) -5 Armored Leather (Most leather armors) -10 Metal ( all kinds of metal armors ) -15 Polymer ( Combat armor ) -20 Composite ( Power \ Exo armor ) -25

2) Roll: If the critical chance is >= d100, then a critical hit occurs. 3) Next, the roll is compared with the table: Level Roll 0 1-15 1 16-39 2 40-69 3 70-94 4 95+ https://media.discordapp.net/attachments/678676666767114270/1008322187679240272/GIO1PbP.png?ex=68e1a077&is=68e04ef7&hm=bd18d9f7ed25b7b52f04d833feb1f6e528175097fb0e29994f23ace7f151af4c&=&format=webp&quality=lossless

4) Once the severity of the critical roll is determined, additional damage is dealt, the Main Effect is applied, and the target makes a roll to avoid the secondary effect: d10 > Stat - stat Mod . Keep in mind that a damaged arm or leg grants an additional -2 to statistics. 5) If the roll is successful, the target does not receive any effect, and if it fails, the second effect is applied. Effects HF_NO_EFFECTS - Nothing happens HF_KNOCKOUT - Loss of 100 to 200 percent of health and a fall. HF_KNOCKDOWN - Loss of 30 health and a fall to the ground. HF_CRIPPLED_LEFT_LEG - Damage to the left leg HF_CRIPPLED_RIGHT_LEG - Damage to the right leg HF_CRIPPLED_LEFT_ARM - Damage to the left arm HF_CRIPPLED_RIGHT_ARM - Damage to the right arm HF_BLINDED - Eye damage HF_DAZED - -30 AC for 8 seconds, the duration of the effect stacks. HF_DROPPED_WEAPON - You drop your weapon from the main hand slot. HF_STUNNED - Regeneration of MP is halved for 10 seconds, and the duration of the effect stacks. The base critical chance is affected by the Luck stat, which grants 3% per unit of critical chance. You can further enhance it with the Precision trait, which provides +15% critical chance, but you will not deal additional damage from critical hits. The Consequence roll can be enhanced by the Sadist trait, which adds +15 to the Consequence roll on the critical table, removes 0 level from the critical table, but also causes your attacks to require 15% more action points.

6.10.22 skillpoints matrix https://docs.google.com/spreadsheets/d/1I589-V7xED0cqG9i6NH0bNYOAfwS0V_SIyLR0roCY34/edit#gid=0

19.09.23

Update of the fatigue parameter: Each hit with a tool generates fatigue. The amount of fatigue is determined by the character's Strength and Stamina. Once the fatigue reaches a certain limit, the character must rest to continue working. Smoking tobacco and marijuana helps to relieve fatigue. Jet-like drugs completely eliminate the generation of fatigue.

The value of fatigue (per hit) is 

https://media.discordapp.net/attachments/948992324032159754/1141079239559495710/image.png?ex=68e2131a&is=68e0c19a&hm=ab9395ecae90b62a27354fe4277f4868289ad566b5b735e81fbcd3b7c257d387&=&format=webp&quality=lossless

Inventory check detection formula:

Random( 1, 100 ) >= ( ( thief[ SK_STEAL ] / 3 ) + thief[ ST_PERCEPTION ] ) - ( ( target[ SK_STEAL ] / 30 ) + target[ ST_PERCEPTION ] )

22.09.23 Melee achit calculator https://docs.google.com/spreadsheets/d/1LFFbMPt44sO3_oj1gwVYZmfHi3k8XSf9siD26x2DP6s/edit#gid=0

10.05.24 All creatures are divided into the following categories, depending on their skin: 1) "small" - up to the pig-rat; 2) "low" - from the pig-rat to an adult human; 3) "medium" - any adult human, ghoul, death claw, or even a yaogai; 4) "large" - PA, APA, robots, super-mutants, large turrets, etc.; 5) "flying" - all flying creatures (wasps) and robots;

Any attack flies strictly horizontally along one of the "layers". 0) GROUND - hits a random part of the body for all who are considered "SMALL", the groin/legs of "LOW", the legs of "MEDIUM/BIG", and misses "FLYING"; 1) LOW - misses "SMALL", hits the head/arms/body for "LOW", the groin/arms/torso for "MEDIUM", the groin for "BIG", and misses "FLYING"; 2) MEDIUM - past "SMALL" and "LOW", to the head of "MEDIUM", torso/arms of "BIG", and past "FLYING"; 3) HIGH - goes past "SMALL" "LOW" and "MEDIUM", to the head of "BIG" and to a random part of the body of "FLYING";

The attack automatically takes the layer corresponding to the aim and the height of the original target of the attack. Click on the ground (miss, under your feet, or just like that)