Difference between revisions of "Template:Animal Health Table/MechanicalCentipede"
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<noinclude>{{Stub|Capacity numbers}}{{#vardefine: HealthScale | 1}}</noinclude> | <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>!! | + | !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!!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" | |- id="BPT first body ring" |
Revision as of 03:43, 9 October 2022
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Part Name | Health | Quantity | Coverage[1] | Target 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.
- ↑ 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.
- ↑ 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'.