Editing Scyther blade
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− | + | {{Define|Body Part | |
− | + | | image = Artificial Organ | |
− | + | | always haulable = true | |
− | + | | def name = ScytherBlade | |
− | | image = | ||
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| description = Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon. | | description = Hand replacement with a telescoping blade. Scavenged from an incapacitated scyther mechanoid. Not very comfortable, but quite effective as a close-range weapon. | ||
− | | class = | + | | graphic class = Graphic_Single |
− | | | + | | graphic path = Things/Item/BodyPart/ArtificialOrgan |
− | | | + | | is body part = true |
− | | | + | | label = scyther blade |
− | | | + | | parent name = BodyPartBase |
− | | | + | | path cost = 10 |
− | | | + | | selectable = true |
− | | | + | | thing class = ThingWithComps |
− | | | + | | ticker type = Never |
− | | | + | | tradeability = Sellable |
− | | | + | | use hit points = true |
+ | | flammability base = 1.0 | ||
+ | | market value base = 2000 | ||
| max hit points base = 50 | | max hit points base = 50 | ||
+ | |mass = 4 | ||
}} | }} | ||
− | + | {{#set:Melee Damage Base = 20| Melee Cooldown Base = 100| Damage Type = Sharp}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}} | |
− | A scyther blade deals 20 damage, compared to | + | {{Info|Once removed from an incapacitated [[scyther]], scyther blades can be installed onto a colonist as replacements for their fists. A scyther blade cannot be salvaged if it has been damaged or if the scyther is dead. To remove a blade, add a bill in the scyther's Health, Modifications tab. Only a colonist set as a constructor can extract the blade. Two scyther blades make up one of the best melee weapons in the game, out-DPS'ing a normal plasteel [[longsword]] (12.12 vs 10). |
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+ | A scyther blade can only be installed on a natural arm and it deals 20 damage, compared to 6 damage from a fist. If an installed scyther blade gets replaced with an artificial arm or another hand attachment, the blade will be removed and boxed for reuse. Scyther blades come with a significant tradeoff, by reducing the hand's efficiency to 20%. A colonist with one normal hand and a blade on the other has 60% manipulation. A colonist with two blades installed has 20% manipulation, making one great at melee but not so good at anything needing good manipulation. But then again if your only medic has no hands he can't do anything. Those 20% are gold. | ||
+ | }} | ||
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+ | When meleeing a target, a colonist with no weapon often switches hands to attack. This means that a colonist with one blade and one normal fist is less effective than having two blades. A colonist equipped with one or more blades should not wield a melee weapon because they will use the weapon instead of their blades. | ||
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+ | Scyther blades, despite being impractical outside combat, are extremely profitable with a base market price of 2000 silver. Even if you don't plan on using them, you should still harvest them from downed scythers so you can sell them for profit. | ||
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+ | When social fighting, colonists will not use the scyther blade to hit the opponent. | ||
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{| {{STDT| c_06 text-center}} | {| {{STDT| c_06 text-center}} | ||
! Melee Attack !! Damage Amount !! Cooldown !!DPS | ! Melee Attack !! Damage Amount !! Cooldown !!DPS | ||
|- | |- | ||
![[Injury#Cut|Cut]] | ![[Injury#Cut|Cut]] | ||
− | | | + | |{{Q|{{BASEPAGENAME}}|Melee Damage Base}} |
− | | | + | |{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}} |
− | | | + | |{{Q|{{BASEPAGENAME}}|Maximum DPS}} |
|} | |} | ||
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[[Kind::Weapons| ]] | [[Kind::Weapons| ]] | ||
− | {{nav | + | {{nav/body_parts}} |