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"This is just a code snippet, the rest of the code has been cut out for readability reasons."
They are not the two main variables nor the only traits that affect trip chance.
Clumsy was kept to show an example of a trait that affects the trip chance negatively.
I wonder where this possible misinformation is coming from? Maybe someone did tests that showed there is a Graceful bug or read some patchnotes and got confused? Either way thanks again for some strong clues here.
The trip chance was obtained from the following file:
Project Zomboid\zombie\ai\states\ClimbOverFenceState.java
(If you want to verify this for yourself, you will need to decompile it first)
Line 485:
private boolean shouldFallAfterVaultOver(IsoGameCharacter var1) {
if (var1 instanceof IsoPlayer && !((IsoPlayer)var1).isLocalPlayer()) {
return ((IsoPlayer)var1).networkAI.climbFenceOutcomeFall;
} else if (DebugOptions.instance.Character.Debug.AlwaysTripOverFence.getValue()) {
return true;
} else {
float var2 = 0.0F;
if (var1.Traits.Clumsy.isSet()) {
var2 += 10.0F;
}
if (var1.Traits.Graceful.isSet()) {
var2 -= 10.0F;
}
var2 -= (float)var1.getPerkLevel(PerkFactory.Perks.Fitness);
return (float)Rand.Next(100) < var2;
}
}
This is just a code snippet, the rest of the code has been cut out for readability reasons.
I prefer this mod over a very similar one but both have the chance to trip % while I'm also reading/seeing conflicting reports about build 42 Graceful being foostep loudness ONLY?
If I remember correctly, Corpse Grapple Effectiveness affects the chance of successfully grabbing a corpse and the dragging speed.
Still havent updated the mod with the Build 42.3 changes, since its only a couple of recipes being added.
What do you mean with "the trait description doesnt show much"? The mod still works in Build 42.3