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<div class="text"> Blood Banker </div> </td> | <div class="text"> Blood Banker </div> </td> | ||
<td> Your maximum blood storage capacity is increased by {BloodVial_Size}%. </td> | <td> Your maximum blood storage capacity is increased by {BloodVial_Size}%. </td> | ||
<td> | <td> Cook </td> | ||
</tr> | </tr> | ||
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<div class="text"> Bringing Home the Bacon </div> </td> | <div class="text"> Bringing Home the Bacon </div> </td> | ||
<td> Dragging a victim highlights you to other family members for {CoverMe_HighlightDuration} seconds. </td> | <td> Dragging a victim highlights you to other family members for {CoverMe_HighlightDuration} seconds. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Insult to Injury </div> </td> | <div class="text"> Insult to Injury </div> </td> | ||
<td> Hitting a victim with your chainsaw reduces {Despair_StaminaReduction}% of their stamina. </td> | <td> Hitting a victim with your chainsaw reduces {Despair_StaminaReduction}% of their stamina. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Ding Dong </div> </td> | <div class="text"> Ding Dong </div> </td> | ||
<td> Bell on barbwire rings out {sfxlouderrate}% louder and highlight range is increased by {highlightrange}%. </td> | <td> Bell on barbwire rings out {sfxlouderrate}% louder and highlight range is increased by {highlightrange}%. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Easily Tuckered Out </div> </td> | <div class="text"> Easily Tuckered Out </div> </td> | ||
<td> Your attacks use {Combat_Leatherface_Attack_StaminaCost}% less stamina, but your stamina regenerates {StaminaRegenRateMultiplier}% slower. </td> | <td> Your attacks use {Combat_Leatherface_Attack_StaminaCost}% less stamina, but your stamina regenerates {StaminaRegenRateMultiplier}% slower. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Venom </div> </td> | <div class="text"> Venom </div> </td> | ||
<td> When a victim gets caught in one of your traps, they take an extra 1HP of damage per second for {ExtraBiteDuration} seconds. </td> | <td> When a victim gets caught in one of your traps, they take an extra 1HP of damage per second for {ExtraBiteDuration} seconds. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Rough Cut </div> </td> | <div class="text"> Rough Cut </div> </td> | ||
<td> Hitting a victim with your chainsaw applies 1 HP/second extra damage for {ExtraSharpChainsaw_Duration} seconds. Make 'em bleed, boy! </td> | <td> Hitting a victim with your chainsaw applies 1 HP/second extra damage for {ExtraSharpChainsaw_Duration} seconds. Make 'em bleed, boy! </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Give Me More </div> </td> | <div class="text"> Give Me More </div> </td> | ||
<td> Nancy ability regeneration rate increased by {RegenerationMultiplier}% but Stamina regeneration is reduced by {StaminaReductionMultiplier}%. </td> | <td> Nancy ability regeneration rate increased by {RegenerationMultiplier}% but Stamina regeneration is reduced by {StaminaReductionMultiplier}%. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Wire Frame </div> </td> | <div class="text"> Wire Frame </div> </td> | ||
<td> You can traverse gaps {Sidle_AnimSpeedMultiplier}% faster and crawl spaces {Bolthole_AnimSpeedMultiplier}% faster. </td> | <td> You can traverse gaps {Sidle_AnimSpeedMultiplier}% faster and crawl spaces {Bolthole_AnimSpeedMultiplier}% faster. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Efficient Herbalist </div> </td> | <div class="text"> Efficient Herbalist </div> </td> | ||
<td> Poisoning an object has a {HerbalistChanceValue}% chance to not consume any powder. </td> | <td> Poisoning an object has a {HerbalistChanceValue}% chance to not consume any powder. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Hey Sissy </div> </td> | <div class="text"> Hey Sissy </div> </td> | ||
<td> Sissy's powder further reduces {ReductionRate}% ability cooldown but causes {Duration} seconds of blurry vision after using ability. </td> | <td> Sissy's powder further reduces {ReductionRate}% ability cooldown but causes {Duration} seconds of blurry vision after using ability. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Hurt Em </div> </td> | <div class="text"> Hurt Em </div> </td> | ||
<td> Barbed wire traps do {HurtEm_DamageMultiplier}% more damage. </td> | <td> Barbed wire traps do {HurtEm_DamageMultiplier}% more damage. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> I Smell Blood </div> </td> | <div class="text"> I Smell Blood </div> </td> | ||
<td> Stay focused on that last victim. Your proximity range is increased {KnowYouAreWatching_Range}X. </td> | <td> Stay focused on that last victim. Your proximity range is increased {KnowYouAreWatching_Range}X. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> I'll Kill Them All </div> </td> | <div class="text"> I'll Kill Them All </div> </td> | ||
<td> After using her ability, Nancy's damage is increased by {DamageMultiplier}% for 30 seconds. </td> | <td> After using her ability, Nancy's damage is increased by {DamageMultiplier}% for 30 seconds. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> [[File:T UI IC Family Perks LampLighter.png|x350px]] | ||
<div class="text"> Insulated </div> </td> | <div class="text"> Insulated </div> </td> | ||
<td> Booby-trapped lights stun you for {Stun_Small_Duration}% less time. LVL3: Booby-trapped lights do not stun you. </td> | <td> Booby-trapped lights stun you for {Stun_Small_Duration}% less time. LVL3: Booby-trapped lights do not stun you. </td> | ||
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<tr> | <tr> | ||
<td> | <td> [[File:T UI IC Family Perks LetsMotor.png|x350px]] | ||
<div class="text"> 2 Cycle Charge </div> </td> | <div class="text"> 2 Cycle Charge </div> </td> | ||
<td> While revving your chainsaw, you regenerate stamina {StaminaRegenRateMultiplier}% faster. </td> | <td> While revving your chainsaw, you regenerate stamina {StaminaRegenRateMultiplier}% faster. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Slow and Steady </div> </td> | <div class="text"> Slow and Steady </div> </td> | ||
<td> While sprinting, stamina usage is decreased by {SprintStaminaConsumptionRate}% but speed is also reduced by {SpeedMultiplier}%. </td> | <td> While sprinting, stamina usage is decreased by {SprintStaminaConsumptionRate}% but speed is also reduced by {SpeedMultiplier}%. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Not That Easy </div> </td> | <div class="text"> Not That Easy </div> </td> | ||
<td> When a victim is caught in your barbed wire, it is {SelfRemovalMultiplier}% harder for them to remove. </td> | <td> When a victim is caught in your barbed wire, it is {SelfRemovalMultiplier}% harder for them to remove. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Patience </div> </td> | <div class="text"> Patience </div> </td> | ||
<td> While standing still your ability consumption is reduced by {ChargesDepletedPerPeriod}%. While standing still your ability consumption is reduced by {Johnny_TrackingAbility_Depletion}%. </td> | <td> While standing still your ability consumption is reduced by {ChargesDepletedPerPeriod}%. While standing still your ability consumption is reduced by {Johnny_TrackingAbility_Depletion}%. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Pins and Needles </div> </td> | <div class="text"> Pins and Needles </div> </td> | ||
<td> Placing a barbwire spool has a {percentchance}% chance to not consume an inventory item. </td> | <td> Placing a barbwire spool has a {percentchance}% chance to not consume an inventory item. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Rubber Legs </div> </td> | <div class="text"> Rubber Legs </div> </td> | ||
<td> Your toxic cloud also slows victims down by {SpeedMultiplier}%. </td> | <td> Your toxic cloud also slows victims down by {SpeedMultiplier}%. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Poisoned Claws </div> </td> | <div class="text"> Poisoned Claws </div> </td> | ||
<td> Adds a slight poison effect for {duration} seconds to attacks. </td> | <td> Adds a slight poison effect for {duration} seconds to attacks. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
<td> | <td> [[File:T UI IC Family Perks PowerAttacker.png|x350px]] | ||
<div class="text"> Big Swings </div> </td> | <div class="text"> Big Swings </div> </td> | ||
<td> When attacking, damage you deal is increased by {DamageMultiplier}%, but stamina usage on attacks increased by {Combat_Cook_Attack_StaminaCost}%. </td> | <td> When attacking, damage you deal is increased by {DamageMultiplier}%, but stamina usage on attacks increased by {Combat_Cook_Attack_StaminaCost}%. </td> | ||
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<div class="text"> Truck Stick </div> </td> | <div class="text"> Truck Stick </div> </td> | ||
<td> You can trigger a knock down on Victims when attacking while your chainsaw is off. Cools down after {Quarterback_Cooldown} seconds. </td> | <td> You can trigger a knock down on Victims when attacking while your chainsaw is off. Cools down after {Quarterback_Cooldown} seconds. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Rubber Boots </div> </td> | <div class="text"> Rubber Boots </div> </td> | ||
<td> You're immune to electrified cattle grids, but turning on the generator takes {GeneratorActivate_MaxPoints} seconds longer. LVL1: You're immune to electrified cattle grids, but turning on the generator takes {GeneratorTaps} pull/s. LVL2: You're immune to electrified cattle grids. LVL3: You're immune to electrified cattle grids and the generator turns on in only {GeneratorTaps} pull/s. </td> | <td> You're immune to electrified cattle grids, but turning on the generator takes {GeneratorActivate_MaxPoints} seconds longer. LVL1: You're immune to electrified cattle grids, but turning on the generator takes {GeneratorTaps} pull/s. LVL2: You're immune to electrified cattle grids. LVL3: You're immune to electrified cattle grids and the generator turns on in only {GeneratorTaps} pull/s. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Sip Sip Sip </div> </td> | <div class="text"> Sip Sip Sip </div> </td> | ||
<td> Weapon gives you {BloodVialMultiplier}% more blood in blood vial but damage also reduced by {ReducedDamage}%. </td> | <td> Weapon gives you {BloodVialMultiplier}% more blood in blood vial but damage also reduced by {ReducedDamage}%. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Linger </div> </td> | <div class="text"> Linger </div> </td> | ||
<td> Your toxic cloud lasts {Sissy_Poison_CloudLifeSpan} seconds longer and is {Sissy_Poison_CloudSize} [cm] larger. </td> | <td> Your toxic cloud lasts {Sissy_Poison_CloudLifeSpan} seconds longer and is {Sissy_Poison_CloudSize} [cm] larger. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Spore Loser </div> </td> | <div class="text"> Spore Loser </div> </td> | ||
<td> Losing a close encounter automatically makes you drop an emergency poison cloud, even if you're out of powder. Got a holdout pouch, huh Sissy? Emergency poison cloud cooldown {SporeLoser_Cooldown} seconds. </td> | <td> Losing a close encounter automatically makes you drop an emergency poison cloud, even if you're out of powder. Got a holdout pouch, huh Sissy? Emergency poison cloud cooldown {SporeLoser_Cooldown} seconds. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Strong Minded </div> </td> | <div class="text"> Strong Minded </div> </td> | ||
<td> After using her ability, Nancys stamina depletion is reduced by {StaminaDepletionMultiplier}% for 30 seconds. </td> | <td> After using her ability, Nancys stamina depletion is reduced by {StaminaDepletionMultiplier}% for 30 seconds. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Ranch Hand </div> </td> | <div class="text"> Ranch Hand </div> </td> | ||
<td> You can reset hitchhiker's traps, but it takes you longer. Trap reset time is {Trap_ResetHoldTime} seconds. LVL1: You can reset hitchhiker's traps, but it takes you longer. Trap reset time is 8 seconds. LVL2: You can reset hitchhiker's traps, but it takes you longer. Trap reset time is 6 seconds. LVL3: You can reset hitchhiker's traps, but it takes you longer. Trap reset time is 3 seconds. </td> | <td> You can reset hitchhiker's traps, but it takes you longer. Trap reset time is {Trap_ResetHoldTime} seconds. LVL1: You can reset hitchhiker's traps, but it takes you longer. Trap reset time is 8 seconds. LVL2: You can reset hitchhiker's traps, but it takes you longer. Trap reset time is 6 seconds. LVL3: You can reset hitchhiker's traps, but it takes you longer. Trap reset time is 3 seconds. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
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<div class="text"> Wait A Second </div> </td> | <div class="text"> Wait A Second </div> </td> | ||
<td> Barbed wire can only be removed after {CountdownDuration} seconds. A victim ally can still remove it straight away. </td> | <td> Barbed wire can only be removed after {CountdownDuration} seconds. A victim ally can still remove it straight away. </td> | ||
<td> | <td> </td> | ||
</tr> | </tr> | ||
Revision as of 13:20, 21 June 2023