Action Points: Difference between revisions

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A conscious character can perform actions even if the cost of that action exceeds their remaining APs; in this case the action will be executed, leaving them unconscious with negative APs.
A conscious character can perform actions even if the cost of that action exceeds their remaining APs; in this case the action will be executed, leaving them unconscious with negative APs.
 
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==Regeneration and Maximum Amount==
==Regeneration and Maximum Amount==
A player can have a maximum of 50 Action Points. Action Points begin regenerating as soon as their amount drops below 50, and regenerate at a rate of 1 point per 30 minutes, meaning that a character can regenerate all their AP in 25 hours.
A player can have a maximum of 50 Action Points. Action Points begin regenerating as soon as their amount drops below 50, and regenerate at a rate of 1 point per 30 minutes, meaning that a character can regenerate all their AP in 25 hours.
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*Attempting to enter a building that you cannot enter (because of barricades or, if a zombie, closed doors) or exit a building you cannot exit trough the main doors (by pressing the "Leave" button on a heavily barricaded building as a survivor, or at any barricade level as a zombie).
*Attempting to enter a building that you cannot enter (because of barricades or, if a zombie, closed doors) or exit a building you cannot exit trough the main doors (by pressing the "Leave" button on a heavily barricaded building as a survivor, or at any barricade level as a zombie).
*Dropping an item.
*Dropping an item.
*Trying to attack/gesture/generally do things to a character who isn't there (because they've moved, or they're dead, or the HTML form data was messed up), unless noted below.
*Trying to attack/gesture/generally do things to a character who isn't there (because they've moved, or they're dead), unless noted below.
*Trying to use a [[First Aid Kit]] if the target moves away.
*Trying to use a [[First Aid Kit]] if the target moves away.
*Attempting to retune [[radio transmitter]] (pressing the "Retune transmitter" button). Note that the retuning itself will cost 1AP and in case of [[Useful Items#Radio|handheld radios]] attempt to retune does cost 1AP.
*Attempting to retune [[radio transmitter]] (pressing the "Retune transmitter" button). Note that the retuning itself will cost 1AP and in case of [[Useful Items#Radio|handheld radios]] attempt to retune does cost 1AP.

Revision as of 03:13, 16 January 2009

Action Points (AP or APs for short) are the basic unit of Urban Dead used to perform actions. Almost any action, such as moving, attacking, analyzing a zombie with a DNA extractor or building up a barricade takes 1 AP. Some actions, such as moving a zombie without Lurching Gait or getting up after becoming dead, take more APs.

Action Points are extremely important for tactics.

A conscious character can perform actions even if the cost of that action exceeds their remaining APs; in this case the action will be executed, leaving them unconscious with negative APs.

Regeneration and Maximum Amount

A player can have a maximum of 50 Action Points. Action Points begin regenerating as soon as their amount drops below 50, and regenerate at a rate of 1 point per 30 minutes, meaning that a character can regenerate all their AP in 25 hours.

No method exists of modifying maximum AP and recharge rates - AP setting are the same for all players. However in the official game FAQ Kevan states

'There may eventually be character skills which modify the maximum AP and its recharge rate, but the basic starting-character settings will remain the same.'

List of AP per action

0 AP

  • Logging in or out as a character.
  • Buying skills.
  • Looking at or editing your profile.
  • Looking at someone else`s profile.
  • Adding to or modifying your Contacts list.
  • Looking at the full list of survivors in the location you're currently on when said location holds more than 50 of them by pressing the "list names" button.
  • Attempting to enter a building that you cannot enter (because of barricades or, if a zombie, closed doors) or exit a building you cannot exit trough the main doors (by pressing the "Leave" button on a heavily barricaded building as a survivor, or at any barricade level as a zombie).
  • Dropping an item.
  • Trying to attack/gesture/generally do things to a character who isn't there (because they've moved, or they're dead), unless noted below.
  • Trying to use a First Aid Kit if the target moves away.
  • Attempting to retune radio transmitter (pressing the "Retune transmitter" button). Note that the retuning itself will cost 1AP and in case of handheld radios attempt to retune does cost 1AP.
  • Opening mobile phone in a suburb with online phone mast

Note that most of these actions do count towards the daily server hit limit.

1 AP

Any character

  • Stepping inside a building, even when you're a zombie with the Memories of Life skill and the doors are closed (they are opened automatically).
  • Stepping outside a building via the "Leave" button unless you can't do so.
  • Jumping off from a tall building's windows (note that if you're a survivor the first time you press the button you'll be asked for confirmation, so pressing the button only once doesn't spend any AP).
  • Attacking.
  • Speaking.

Humans only

  • Moving from one square to the next (including diagonal movement).
  • Using a DNA extractor (even if the target cannot be analyzed/has already been sampled today/doesn't exist).
  • Using binoculars (even if building isn't tall enough).
  • Using the "Search the area" button once (even if nothing is found).
  • Searching with your inventory full.
  • Spraypainting/graffiting/tagging.
  • Using any item in the inventory except for a revivification syringe (even if the item has no active use, e.g. GPS receiver).
  • Using a revivification syringe on anything but zombies without the Brain Rot skill or with that skill and inside a powered Necrotech building.
  • Standing up after being revived with a Mk. I or Mk. II revivification syringe for survivors that already possess the Ankle Grab zombie skill.
  • Closing a building's doors.
  • Removing a dead body from a building.
  • Accessing NecroNet.
  • Improving a barricade, or attempting to.
  • Repairing damage to a ransacked building.
  • Opening a portable radio receiver for tuning (clicking on the radio item in inventory).
  • Tuning a radio to a frequency (even if the frequency remains the same).
  • Using a First Aid Kit (unless the target is at full health, or moves away).

Zombies only

  • Moving from one square to the next (including diagonal movement) with the Lurching Gait skill.
  • Standing up with the Ankle Grab skill if the zombie hasn't been killed by someone with the Headshot skill.
  • Performing a Flailing Gesture.
  • Using Scent Death.
  • Ransacking a building that is empty of survivors.
  • Groaning by using the Feeding Groan skill, or failing to do so because survivors in the area have moved or died.

2 AP

Zombies only

  • Moving from one square to the next (including diagonal movement) without the Lurching Gait skill.

6 AP

Zombies only

  • Standing up with the Ankle Grab skill after being headshot.

10 AP

Humans only

  • Getting up after being treated with the Mk. 2 revivification syringe (Mk. 1 syringes work instantly and do not cost AP) without possessing the Ankle Grab skill.
  • Using a revivification syringe on a zombie without the Brain Rot skill or with that skill and inside a powered Necrotech building.
  • Spraypainting on a Billboard.

Zombies only

  • Getting up after being "killed" (reduced to 0 HP) without possessing the Ankle Grab skill.

15 AP

Zombies only

  • Standing up after being headshot without possessing the Ankle Grab skill.

20 AP

Humans only