Action cost: Difference between revisions
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The most common action cost besides 1,000 is 100, "one tenth of a turn" or "one segment". Directing companions has this action cost, as do various cases of flipping power switches. | The most common action cost besides 1,000 is 100, "one tenth of a turn" or "one segment". Directing companions has this action cost, as do various cases of flipping power switches. | ||
== Action Cost Modifiers == | |||
{{Excerpt|Quickness#Action Cost Modifiers}}<!-- You can edit this table in the [[Quickness]] article --> | |||
In addition, [[Movement Speed]] affects the action cost of a creature's basic movement action. | |||
== Notes == | |||
Modding note: at an internal technical level, this concept is referred to as "energy". "Action cost" is used in public facing materials to avoid confusion with [[Energy|things one thinks of first when thinking "energy"]]. | Modding note: at an internal technical level, this concept is referred to as "energy". "Action cost" is used in public facing materials to avoid confusion with [[Energy|things one thinks of first when thinking "energy"]]. | ||
[[Category:Mechanics]] | [[Category:Mechanics]] |
Revision as of 20:06, 9 November 2020
Most actions you take in the game have an action cost. This determines how long it takes you to perform the action.
The standard action cost representing a "one-turn" action is 1,000. Quickness determines how many action points a character has available to spend each turn, which is typically also 1,000.
All action costs are randomly varied by up to ±10% in order to make the initiative order of the game less deterministic.
The most common action cost besides 1,000 is 100, "one tenth of a turn" or "one segment". Directing companions has this action cost, as do various cases of flipping power switches.
Action Cost Modifiers
These things modify the action cost of certain actions, allowing a character with the same quickness to perform more or less of those actions.
Name | Type | Action Cost Effect |
---|---|---|
bounding boots | equipment | 33% additional reduced action cost of sprinting while worn. (you sprint at 3 times your normal movement speed instead of 2 times your normal speed) |
Empty the Clips | skill | 50% temporary reduced action cost of firing pistols for twenty rounds. |
Fastest Gun in the Rust | skill | 25% permanent reduced action cost of firing pistols. |
medassist module | cybernetic | 80% reduced action cost of applying any tonic. Pre-loaded injectors are applied by the medassist module at no action cost. |
micromanipulator array | cybernetic | 40% reduced action cost of Tinkering skills. |
plastifer chem vest | equipment | 100% reduced action cost of applying any tonic. |
rapid release finger flexors | cybernetic | 25% reduced action cost of firing pistols. |
Short Blade Expertise | skill | 25% reduced action cost of bump-attacking while primary hand contains a short blade. Also applies to using the Hobble skill or the Shank skill with a short blade in your primary weapon hand. |
Sprinting | ability | 50% temporary reduced action cost of movement. |
steel butcher knife | equipment | variable reduced action cost of the Butchery skill (the action cost to butcher a corpse is divided by 1 plus the number of steel butcher knives currently equipped). |
Swimming (the action) | environmental | +500 temporary action cost to movement while moving through any large pool of liquid. |
Swimming (the skill) | skill | 50% permanent reduced action cost of swimming. (swimming costs only 250 extra action points, instead of 500 extra action points) |
Telepathy | mental mutation | 90% reduced action cost of directing companions to perform tasks. |
Two-headed | physical mutation | 20% or greater permanent reduced action cost of using mental mutations, depending on mutation level. |
In addition, Movement Speed affects the action cost of a creature's basic movement action.
Notes
Modding note: at an internal technical level, this concept is referred to as "energy". "Action cost" is used in public facing materials to avoid confusion with things one thinks of first when thinking "energy".