Player/zh-hant

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Player/zh-hant


Character Creation
Traits

Before starting Project Zomboid, a character will need to be created for the player to use; giving them a name, choosing an occupation, as well as selecting certain traits (both positive and negative).

The player will need to eat, drink, sleep, medicate, heal and entertain themselves regularly to survive. Players can run, sneak, craft, open/close doors and windows, attack with weapons, equip items and consume items.

The Player is the only entity in the game with the ability to improve their skills. Experience is gained in each of the various skills, once a box is filled, the option to "level up" that skill is enabled. However, skill points are only awarded at your characters generic level up, which means assigning the skill points efficiently is important and gets progressively more difficult.

角色創建

No matter which mode you choose, whether it be Game modes, Custom Sandbox or House In The Woods you MUST create a character unless you have done so previously. We will quickly guide you through the character creation process before you jump into the game.

介面

當你要創建一隻角色時,你會看到以下的畫面:

Character Creation Explanation of numbers below.
  1. Your first and last name for your character. Careful what you name your survivor, if you name it after yourself then be prepared to see yourself die.
  2. Gender assignment. Right being males and left being females.
  3. Creates a random character, complete with random name, build, hair and hair color. Feel free to use this option if you just want to get into the game.
  4. Character preview box. Allows you to view your character before moving onto the next stage of creation.
  5. Body type is more to do with skin color. While males have multiple options females seemingly only have two options available to them.
  6. Self explanatory. What hair your character will have.
  7. Self explanatory. What color of hair your character will have.
  8. What type of beard your character will have. The choice of number 7 will determine the color of your beard.

特性

當你按了繼續之後,會進到下列的的畫面:

Traits Screen. Explanation of numbers below.
  1. What was made on the previous screen. If you regret the silly name you gave your character, this will be your final chance to change that.
  2. Occupation allows you to choose the job your character had before the outbreak of the zombie apocalypse. These occupations usually come with a unique trait specific to that job. So choose wisely when starting out. For more information on Occupations See: Occupation
  3. Here you will find a list of possible traits that your character can have. Traits with negative- values are usually desirable perks while ones with positives+ will usually be something that will hinder your play. Points to Spend (See No. 5) must be 0 or less (e.g 0, -1, -2, -10) before the game will start. Make sure to balance both positive and negative traits otherwise you will have increased difficulty while playing the game. See also: 特性介紹
  4. This is the counter used to make sure your traits are balanced. If this is not 0 or less, the game will not start.

當你再按下繼續之後,就會進入正式的遊戲畫面。

戰鬥

The player requires an equipped weapon to fight, which can be done from the inventory. Holding CTRL will put the player into a combat stance, allowing them to sneak, or aim, clicking the LMB will attack with your chosen weapon. There are three ranges of combat, extreme close combat, close combat and ranged combat.

Extreme close combat refers to small blade or improvised stabbing weapons, such as the Kitchen Knife and pencil/pen, the close proximity to the zombie increases likelihood of scratches, bites and infection; this is a high risk strategy and should be avoided at all costs, however, a knife is better than nothing.

Close combat refers to weapons that can be swung in an arc (such as the spiked baseball bat, axe etc.) meaning there is still a good distance between your character and the zombie, this is often the optimal method for dealing with zombies as it is quiet, lower risk and relatively low exertion, excluding use of the sledgehammer which is high exertion and not recommended for combat.

Ranged combat refers to guns and Molotov cocktails; guns are effective with dealing with large numbers of zombies very quickly, especially in the case of the Sawed-off JS-2000 Shotgun, however the large amount of noise will almost certainly attract other zombies, and possibly close-by hordes this is generally a last ditch solution.

移動

The players movement is controlled with WASD. The default movement speed is walking, which makes relatively little noise unless the player has the clumsy trait. By holding CTRL or Z, the player enters sneak mode in order to make less noise, this mode is also used for attacking. By holding the shift key the player is able to sprint for a limited amount of time before tiring, this also makes much more noise.

Players can interact with the environment, using E for climbing over obstacles such as fences and opening windows, which an be climbed through, 2nd floor and above windows can be jumped out of, which causes severe damage to the player, but can be mitigated by using Sheet Rope to climb down through open windows.

With continued use of sprinting, the player levels up his sprinting skill, which directly affects how long the player can sprint for before they become overexerted.

Using sneak will increase your nimble and sneaking skill. The sneaking skill determines how well you avoid detection, and while avoiding detection, you level your nimble and light-footed skills, you also gain experience in nimble by climbing fences and moving through windows while undetected. Light-footed is leveled by moving at any speed while being undetected. Light-footed reduces the amount of noise made by the player when moving.

技能

A shot of the skills panel.

As the player improves skills in the game (carpentry, sprinting, etc), the player will gain a skill point at each level up. These can be used to improve on a skill (if there is a skill available for improvement). Each time a player gets a skill point or level up, getting the next skill point requires 100 more experince points.

The next time the Player opens his or her "skills" tab in the UI section, the Skill Point Allocation Panel will appear, allowing the player to distribute Skill Points to the category that has been trained, which will be greyed out but depicting a small plus symbol.

Gold Squares are already obtained Skills. Black Squares are skills that have yet to be trained. Partially white squares are skills that are being trained but have not been trained enough to get a skill level increase in. How much of the black square is white shows how close the player is to achieving the next skill level.

血量

See Health

睡眠

Sleep management is a vital part of the gameplay mechanics, the player will get tired everyday, and the level of tiredness affects the player's spatial awareness, greatly increasing the chance of being caught out by zombies. The player must choose when to go to sleep and requires a bed or sofa to do so, sleeping will initially get rid of the tired moodle and then gives between 6-8 hours of regular sleep, provided you are not attacked or otherwise panicked. The only action that can be performed whilst asleep is the assigning of skill points.

物品管理

Example Inventory of Jimmy Johnson

The player can acquire various resources and tools that the player can use or store for future use. Carrying items will encumber the player when carrying beyond their encumbered limit, which is governed by the player's strength. Items are not given weights, but encumbered values, this can be overcome by using baggage. Baggage (such as Plastic Bag and Duffel Bag) allow for the storing of items in the player's inventory while greatly reducing the encumbered value of the item.

The encumbered moodle appears when the total encumbered value exceeds the player's limit, which reduces the player's speed. Food and drink can be consumed by dragging the item from the inventory and from various containers to the player's heart, this can also be done via a right click contextual menu in the item interface. The player can store items in containers to prevent themselves from becoming encumbered.

The inventory area also doubles as a crafting panel where the player can use a right click contextual menu to modify items. In the clothes panel you can see the items the player is currently wearing, this is used to keep the body temperature of the player at the right level, vests allow you to cool down and Sweaters keep you warm.

建立安全據點

A safe house is a defensive structure that the player can construct as a base of operation. The player is able to build or secure a safe house with carpentry. It usually started by closing all windows and doors and securing them. The player can secure windows and doors by barricading the with Wooden Planks, a Hammer and a Nails are required to do so. The player can further secure a safe house by putting sheets over the windows. Where there is either a sheet or a curtain on the window, the player will be able to close and open the curtains by right-clicking on them. Players can further refine their stronghold by placing doors, windows, and wall pieces, in addition to crates and barricades. Players can then destroy their walls by using a sledgehammer.

See Also