Racial traits question

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
User avatar
Interkarma
Posts: 5478
Joined: Sun Mar 22, 2015 1:51 am

Re: Racial traits question

Post by Interkarma » Sat Aug 03, 2019 12:30 am

The breath code is below:

Code: Select all

--currentBreath;
if (Race == Races.Argonian && (UnityEngine.Random.Range(0, 2) == 1))
	++currentBreath;
What it's doing is deducting from remaining breath, then if character race is Argonian they have a 50% chance to regain that breath. Generally speaking, they'll get back half their breaths overall with some randomness involved.

User avatar
mikeprichard
Posts: 1034
Joined: Sun Feb 19, 2017 6:49 pm

Re: Racial traits question

Post by mikeprichard » Sat Aug 03, 2019 1:59 am

Thanks once more to IK for explaining the code! I may leave the UESP Argonian page alone for now, as I think the above racial formula for underwater breathing, and probably more so the racial formula for reduced fatigue loss while swimming, are more involved than the other seven races' special advantages. But this is good info to have here.

atzel
Posts: 1
Joined: Fri Aug 09, 2019 12:57 pm

Re: Racial traits question

Post by atzel » Fri Aug 09, 2019 1:05 pm

Is this implemented as standard in the basic unity build? Even when you're using a custom class? I've understood this has not been the case in the original DF. How about racial attribute bonuses?

User avatar
mikeprichard
Posts: 1034
Joined: Sun Feb 19, 2017 6:49 pm

Re: Racial traits question

Post by mikeprichard » Fri Aug 09, 2019 3:21 pm

I'm not sure if this is your question, but when creating a custom class in both classic and DFU:

a) racial "special advantages" (Breton extra 30% magic resist, etc.) still apply, while
b) racial attribute bonuses (adjustments to Strength, etc.) are replaced by the player's manual attribute allocation.

User avatar
mikeprichard
Posts: 1034
Joined: Sun Feb 19, 2017 6:49 pm

Re: Racial traits question

Post by mikeprichard » Sun Apr 19, 2020 5:12 pm

mikeprichard wrote:
Fri Aug 02, 2019 10:17 am
ACNAero wrote:
Thu Aug 01, 2019 10:19 pm
Thanks Karma :D

Just for posterity and ease of reference, I'm gonna put what the racial bonuses are here.

Breton: +30% Magic Resistance
Dark Elf: Bonus Damage and Chance to Hit by (Level / 4)
High Elf: Paralysis Immunity
Nord: +30% Frost Resistance
Redguard: Bonus Damage and Chance to Hit by (Level / 3)
Wood Elf: Bonus Damage and Chance to Hit for Archery by (Level / 3)

Argonians and Khajiit I couldn't find the code for, but I'll trust IK's statements and assume the code might be elsewhere. Or maybe I just couldn't think of the right keywords to find it with ctrl+f.
Khajiit +30 to climbing

And "Argonians get a reduction to fatigue while swimming, and can hold their breath longer (not quite full water breathing though)." But now I've fixed the UESP pages, all the info is now where it belongs, instead of buried in another forum topic here: https://en.uesp.net/wiki/Daggerfall:Races
Sorry for the topic necro, but related to the recent discussion re: racial advantages at viewtopic.php?f=4&t=3623, could someone please point me to where exactly the above advantages are coded for each race in DFU? We've previously confirmed the links to the Argonian special advantages (https://github.com/Interkarma/daggerfal ... ty.cs#L302 and https://github.com/Interkarma/daggerfal ... ty.cs#L371), but I can't find anything either in my Redguard save file (SaveData.txt) or searching the git to indicate where the Redguard's "Bonus Damage and Chance to Hit by (Level / 3)" was implemented. Thanks!

EDIT: Had to do some more hunting, but finally found the Dark Elf/Redguard/Wood Elf combat bonuses at https://github.com/Interkarma/daggerfal ... er.cs#L900, the Breton/Nord resistances at https://github.com/Interkarma/daggerfal ... r.cs#L1437, the High Elf immunity at https://github.com/Interkarma/daggerfal ... r.cs#L1391, and the Khajiit climbing bonus at https://github.com/Interkarma/daggerfal ... er.cs#L286.

Post Reply