Difference between revisions of "Template:Animal Health Table/MechanicalCentipede"
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+ | <noinclude>{{Stub|Capacity numbers}}{{#vardefine: HealthScale | 1}}</noinclude> | ||
{| {{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>!!Hit Chance<ref>Hit Chance is the actual chance for each part to be hit 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 hit).</ref>!!Subpart of||Internal!!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 first body ring" | ||
+ | ![[#First body ring|First body ring]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*45}}||1||100%||14%||''N/A''<ref>This is the part that everything else connects to to be considered 'connected'.</ref>||{{Cross}}||[[Moving]]<br>[[Manipulation]]||Death<br> Up to -?% Moving<br> Up to -?% Manipulation<br>Will never take permanent injury | ||
+ | |||
+ | |- id="BPT head" | ||
+ | ![[#Head|Head]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*30}}||1||15%||8.3%||[[#BPT first body ring|First body ring]]||{{Cross}}||[[Moving]]<br>[[Manipulation]]||Death<br>Will never take permanent injury. | ||
+ | |||
+ | |- id="BPT artificial brain" | ||
+ | ![[#Artificial brain|Artificial brain]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*10}}||1||5%||0.75%||[[#BPT head|Head]]||{{Check}}||[[Consciousness]]||Death<br>Will never take permanent injury. | ||
+ | |||
+ | |- id="BPT visual sensor" | ||
+ | ![[#Visual sensor|Visual sensor]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*10}}||2||8.0%||1.2%||[[#BPT head|Head]]||{{Cross}}||[[Sight]]||-?% Sight. -?% if both lost.<br>Will never take permanent injury. | ||
+ | |||
+ | |- id="BPT sound sensor" | ||
+ | ![[#Sound sensor|Sound sensor]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*10}}||2||8.0%||1.2%||[[#BPT head|Head]]||{{Cross}}||[[Hearing]]||-?% Hearing. -?% if both lost.<br>Will never take permanent injury. | ||
+ | |||
+ | |- id="BPT chemical analyzer" | ||
+ | ![[#Chemical analyzer|Chemical analyzer]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*10}}||1||8.0%||1.2%||[[#BPT head|Head]]||{{Cross}}||-||Will never take permanent injury. | ||
+ | |||
+ | |- id="BPT second body ring" | ||
+ | ![[#Second body ring|Second body ring]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*40}}||1||71%||11%||[[#BPT first body ring|First body ring]]||{{Cross}}||[[Moving]]<br>[[Manipulation]]||Death<br> Up to -?% Moving<br> Up to -?% Manipulation<br>Will never take permanent injury | ||
+ | |||
+ | |- id="BPT reactor" | ||
+ | ![[#Reactor|Reactor]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*20}}||1||5%||3.6%||[[#BPT second body ring|Second body ring]]||{{Check}}||[[Blood Pumping|Power Generation]]||Death.<br>Will never take permanent injury. | ||
+ | |||
+ | |- id="BPT third body ring" | ||
+ | ![[#Third body ring|Third body ring]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*35}}||1||80%||11%||[[#BPT second body ring|Second body ring]]||{{Cross}}||[[Moving]]<br>[[Manipulation]]||Death<br> Up to -?% Moving<br> Up to -?% Manipulation<br>Will never take permanent injury | ||
+ | |||
+ | |- id="BPT fluid reprocessor 1" | ||
+ | ![[#Fluid reprocessor|Fluid reprocessor]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*15}}||1||5%||3.60%||[[#BPT third body ring|Third body ring]]||{{Check}}||[[Fluid Reprocessing]]|| ? | ||
+ | |||
+ | |- id="BPT fourth body ring" | ||
+ | ![[#Fourth body ring|Fourth body ring]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*30}}||1||75%||12%||[[#BPT third body ring|Third body ring]]||{{Cross}}||[[Moving]]<br>[[Manipulation]]||Death<br> Up to -?% Moving<br> Up to -?% Manipulation<br>Will never take permanent injury | ||
+ | |||
+ | |- id="BPT fluid reprocessor 2" | ||
+ | ![[#Fluid reprocessor|Fluid reprocessor]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*15}}||1||6%||2.60%||[[#BPT fourth body ring|Fourth body ring]]||{{Check}}||[[Fluid Reprocessing]]|| ? | ||
+ | |||
+ | |- id="BPT fifth body ring" | ||
+ | ![[#Fifth body ring|Fifth body ring]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*25}}||1||66%||14%||[[#BPT fourth body ring|Fourth body ring]]||{{Cross}}||[[Moving]]<br>[[Manipulation]]||Death<br> Up to -?% Moving<br> Up to -?% Manipulation<br>Will never take permanent injury | ||
+ | |||
+ | |- id="BPT sixth body ring" | ||
+ | ![[#Sixth body ring|Sixth body ring]] | ||
+ | |{{#expr: {{#var:HealthScale|}}*20}}||1||50%||14%||[[#BPT fifth body ring|Fifth body ring]]||{{Cross}}||[[Moving]]<br>[[Manipulation]]||Death<br> Up to -?% Moving<br> Up to -?% Manipulation<br>Will never take permanent injury | ||
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|} | |} | ||
<noinclude>[[Category:Customized table templates]]</noinclude> | <noinclude>[[Category:Customized table templates]]</noinclude> |
Revision as of 14:41, 2 July 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Part Name | Health | Quantity | Coverage[1] | Hit Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
First body ring | 45 | 1 | 100% | 14% | N/A[4] | Moving Manipulation |
Death Up to -?% Moving Up to -?% Manipulation Will never take permanent injury | |
Head | 30 | 1 | 15% | 8.3% | First body ring | Moving Manipulation |
Death Will never take permanent injury. | |
Artificial brain | 10 | 1 | 5% | 0.75% | Head | Consciousness | Death Will never take permanent injury. | |
Visual sensor | 10 | 2 | 8.0% | 1.2% | Head | Sight | -?% Sight. -?% if both lost. Will never take permanent injury. | |
Sound sensor | 10 | 2 | 8.0% | 1.2% | Head | Hearing | -?% Hearing. -?% if both lost. Will never take permanent injury. | |
Chemical analyzer | 10 | 1 | 8.0% | 1.2% | Head | - | Will never take permanent injury. | |
Second body ring | 40 | 1 | 71% | 11% | First body ring | Moving Manipulation |
Death Up to -?% Moving Up to -?% Manipulation Will never take permanent injury | |
Reactor | 20 | 1 | 5% | 3.6% | Second body ring | Power Generation | Death. Will never take permanent injury. | |
Third body ring | 35 | 1 | 80% | 11% | Second body ring | Moving Manipulation |
Death Up to -?% Moving Up to -?% Manipulation Will never take permanent injury | |
Fluid reprocessor | 15 | 1 | 5% | 3.60% | Third body ring | Fluid Reprocessing | ? | |
Fourth body ring | 30 | 1 | 75% | 12% | Third body ring | Moving Manipulation |
Death Up to -?% Moving Up to -?% Manipulation Will never take permanent injury | |
Fluid reprocessor | 15 | 1 | 6% | 2.60% | Fourth body ring | Fluid Reprocessing | ? | |
Fifth body ring | 25 | 1 | 66% | 14% | Fourth body ring | Moving Manipulation |
Death Up to -?% Moving Up to -?% Manipulation Will never take permanent injury | |
Sixth body ring | 20 | 1 | 50% | 14% | Fifth body ring | Moving Manipulation |
Death Up to -?% Moving Up to -?% Manipulation Will never take permanent injury |
- ↑ 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.
- ↑ Hit Chance is the actual chance for each part to be hit 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 hit).
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.