Difference between revisions of "Template:Animal Health Table/Human"

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{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
!Part Name!! Health!! Quantity!!Coverage<ref>Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.</ref>!!Target Chance<ref>Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.</ref>!!Subpart of||Internal!!Group<ref>What apparel coverage covers this body part.</ref>!!Capacity<ref>Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.</ref>!!Effect if Destroyed/Removed
+
!Part Name!! Health!! Quantity!!Coverage<ref>Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.</ref>!!Target Chance<ref>Target Chance is the actual chance for each part to be the initial target damaged when all parts' coverages have been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be targeted). Different [[damage types]] can propagate damage in different ways and cause parts to be hit more often than this table shows. See page for details.</ref>!!Subpart of||Internal!!Group<ref>What apparel coverage covers this body part.</ref>!!Capacity<ref>Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.</ref>!!Effect if Destroyed/Removed
 
|- id="BPT torso"
 
|- id="BPT torso"
 
![[#Torso|Torso]]
 
![[#Torso|Torso]]

Revision as of 01:20, 25 November 2022

Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Group[3] Capacity[4] Effect if Destroyed/Removed
Torso Expression error: Unexpected * operator. 1 100% 40.5% N/A[5] Ex.png Torso - Death
Neck Expression error: Unexpected * operator. 1 7.5% 1.5% Torso Ex.png Neck Breathing
Eating
Talking
Death
Head Expression error: Unexpected * operator. 1 80% 2.82% Neck Ex.png UpperHead
FullHead
HeadAttackTool
- Death
Skull Expression error: Unexpected * operator. 1 18.0% 0.51% Head Check.png UpperHead
Eyes
FullHead
- Cannot be destroyed
Increasing Pain based on damage.
Brain Expression error: Unexpected * operator. 1 80.0% 0.41% Skull Check.png UpperHead
Eyes
FullHead
Consciousness Death
Damage always results in scarring.
Eye Expression error: Unexpected * operator. 2 7.0% 0.42% Head Ex.png Eyes
FullHead
Sight -25% Sight. -100% if both lost.
-15 Disfigured Social penalty.
0% Hit Chance against Blunt damage.
Ear Expression error: Unexpected * operator. 2 7.0% 0.42% Head Ex.png UpperHead
FullHead
Hearing -25% Hearing. -100% if both lost.
-15 Disfigured Social penalty
Nose Expression error: Unexpected * operator. 1 10.0% 0.6% Head Ex.png FullHead - -15 Disfigured Social penalty
Jaw Expression error: Unexpected * operator. 1 15.0% 0.9% Head Ex.png Teeth
FullHead
Eating
Talking
-100% Talking and -90% Eating
-15 Disfigured Social penalty
Tongue Expression error: Unexpected * operator.[6] 1 0% 0% Jaw Check.png FullHead Eating
Talking
-100% Talking and -50% Eating
-15 Disfigured Social penalty
Waist Expression error: Unexpected * operator.[6] 1 0% 0% Torso Ex.png Waist - N/A
Spine Expression error: Unexpected * operator. 1 2.5% 1.01% Torso Check.png Torso Moving -100% Moving[7]
Ribcage Expression error: Unexpected * operator. 1 3.6% 1.46% Torso Check.png Torso Breathing Cannot be destroyed
Up to -48% Breathing
Increasing Pain based on damage.
Sternum Expression error: Unexpected * operator. 1 1.5% 0.61% Torso Check.png Torso Breathing Cannot be destroyed
Up to -48% Breathing
Increasing Pain based on damage.
Heart Expression error: Unexpected * operator. 1 2% 0.81% Torso Check.png Torso Blood Pumping Death
Lung Expression error: Unexpected * operator. 2 2.5% 1.01% Torso Check.png Torso Breathing -50% Breathing. Death if both lost
Stomach Expression error: Unexpected * operator. 1 2.5% 1.01% Torso Check.png Torso Metabolism -50% Metabolism
Liver Expression error: Unexpected * operator. 1 2.5% 1.01% Torso Check.png Torso Blood Filtration
Metabolism
Death
Kidney Expression error: Unexpected * operator. 2 1.7% 0.69% Torso Check.png Torso Blood Filtration -50% Blood Filtration. Death if both lost
Shoulder Expression error: Unexpected * operator. 2 12.0% 2.76% Torso Ex.png Shoulders Manipulation -50% Manipulation. -100% if both lost
Arm Expression error: Unexpected * operator. 2 77.0% 7.95% Shoulder Ex.png Arms Manipulation -50% Manipulation. -100% if both lost
Clavicle Expression error: Unexpected * operator. 2 9% 1.08% Shoulder Check.png Torso Manipulation Cannot be destroyed
Up to -48% Manipulation
Increasing Pain based on damage taken.
Humerus Expression error: Unexpected * operator. 2 10.0% 0.79% Arm Check.png Arms Manipulation -50% Manipulation. -100% if both lost
Radius Expression error: Unexpected * operator. 2 10.0% 0.79% Arm Check.png Arms Manipulation -50% Manipulation. -100% if both lost
Hand Expression error: Unexpected * operator. 2 14.0% 0.83% Arm Ex.png Hands Manipulation -50% Manipulation. -100% if both lost
Pinky Finger Expression error: Unexpected * operator. 2 6.0% 0.08% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Ring Finger Expression error: Unexpected * operator. 2 7.0% 0.09% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Middle Finger Expression error: Unexpected * operator. 2 8.0% 0.1% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
MiddleFingers
Manipulation -8% Manipulation. -16% if both lost
Index Finger Expression error: Unexpected * operator. 2 7.0% 0.09% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Thumb Expression error: Unexpected * operator. 2 8.0% 0.1% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Pelvis Expression error: Unexpected * operator. 1 2.5% 1.01% Torso Check.png Torso Moving Cannot be destroyed
Up to -96% Moving.
Leg Expression error: Unexpected * operator. 2 14.0% 12.6% Torso Ex.png Legs Moving -50% Moving. -100% if both lost
Femur Expression error: Unexpected * operator. 2 10.0% 1.26% Leg Check.png Legs Moving -50% Moving. -100% if both lost
Tibia Expression error: Unexpected * operator. 2 10.0% 1.26% Leg Check.png Legs Moving -50% Moving. -100% if both lost
Foot Expression error: Unexpected * operator. 2 10.0% 0.85% Leg Ex.png Feet Moving -50% Moving. -100% if both lost
Little Toe Expression error: Unexpected * operator. 2 6.0% 0.08% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Fourth Toe Expression error: Unexpected * operator. 2 7.0% 0.1% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Middle Toe Expression error: Unexpected * operator. 2 8.0% 0.11% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Second Toe Expression error: Unexpected * operator. 2 9.0% 0.13% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Big Toe Expression error: Unexpected * operator. 2 9.0% 0.13% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be the initial target damaged when all parts' coverages have been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be targeted). Different damage types can propagate damage in different ways and cause parts to be hit more often than this table shows. See page for details.
  3. What apparel coverage covers this body part.
  4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  5. This is the part that everything else connects to to be considered 'connected'.
  6. 6.0 6.1 This part has no coverage and cannot be damaged.
  7. If Moving drops below 16% a pawn cannot move. A pawn that cannot move cannot work.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.