Exercise: Difference between revisions

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== Stiffness (Exercise Fatigue) ==
== Stiffness (Exercise Fatigue) ==

Revision as of 15:43, 20 June 2021

GameplayExercise
Hammer.png
This article is currently under construction.
It is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well.
If this page has not been updated in a while, please replace this notice with {{Improve}}. Last edit was 20/06/2021.

Exercise is a gameplay mechanic in which the player can raise their passive skills, fitness and strength. Players open the Exercise menu in the Health Tab to choose what exercises to do.

Exercises

Squats

Improves Fitness when performed regularly.

Push-ups

Improves strength when performed regularly.

Test text that should appear next to the image (hopefully)

Sit-ups

Improves fitness when performed regularly.

Burpees

Improves strength and fitness when performed regularly. Will drain endurance a lot.

Barbell curls

Improves strength when performed regularly.

Dumbbell presses

Improves strength when performed regularly.

Biceps curls

Stiffness (Exercise Fatigue)

After doing a certain exercise, some body parts of your character will begi.n having exercise fatigue. As their regularity increase they will have less pain. A character's Fitness skill will have an impact on Exercising - A character with less than 5 fitness will visibly struggle and do it slowly, and once it gets above 5, they will do it more and more quickly with ease. The Occupation Fitness Instructor gives the player a great start on exercise regularity.

Code

Editors note: This is just for ease of adding information - I don't think we need the code on this page in the final version.

squats = {
	type = "squats",
	name=getText("IGUI_Squats"),
	tooltip=getText("IGUI_Squats_Tooltip"),
	stiffness="legs", -- where we gonna build stiffness (can be a list separated by "," can be legs, arms or abs)
	metabolics = Metabolics.Fitness,
	xpMod = 1,
};
pushups = {
	type = "pushups",
	name=getText("IGUI_PushUps"),
	tooltip=getText("IGUI_PushUps_Tooltip"),
	stiffness="arms,chest",
	metabolics = Metabolics.Fitness,
	xpMod = 1,
};
situp = {
	type = "situp",
	name=getText("IGUI_SitUps"),
	tooltip=getText("IGUI_SitUps_Tooltip"),
	stiffness="abs",
	metabolics = Metabolics.Fitness,
	xpMod = 1,
};
burpees = {
	type = "burpees",
	name=getText("IGUI_Burpees"),
	tooltip=getText("IGUI_Burpees_Tooltip"),
	stiffness="legs,arms,chest", -- where we gonna build stiffness (can be a list separated by "," can be legs, arms or abs)
	metabolics = Metabolics.FitnessHeavy,
	xpMod = 0.8, -- few less xp as it gives xp for 3 body parts
};
barbellcurl = {
	type = "barbellcurl",
	name=getText("IGUI_BarbellCurl"),
	tooltip=getText("IGUI_BarbellCurl_Tooltip"),
	item = "Base.BarBell",
	prop="twohands", -- prop is where we gonna put our item, 2 hand, primary or switch (one hand, then the other every X times)
	stiffness="arms,chest",
	metabolics = Metabolics.FitnessHeavy,
	xpMod = 1.2,
};
dumbbellpress = {
	type = "dumbbellpress",
	name=getText("IGUI_DumbbellPress"),
	tooltip=getText("IGUI_PushUps_Tooltip"),
	item = "Base.DumbBell",
	prop="switch",
	stiffness="arms",
	metabolics = Metabolics.FitnessHeavy,
	xpMod = 1.8,
};
bicepscurl = {
	type = "bicepscurl",
	name=getText("IGUI_BicepsCurl"),
	tooltip=getText("IGUI_PushUps_Tooltip"),
	item = "Base.DumbBell",
	prop="switch", -- switch is special, as i have 2 anim, one for left hand and one for right, i'll switch every X repeat the hand used
	stiffness="arms",
	metabolics = Metabolics.FitnessHeavy,
	xpMod = 1.8,
};