Difference between revisions of "Template:Trap Note"

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(Created page with "<includeonly>IEDs are single use traps that may be triggered when a pawn of any kind walks over it. * The base trigger chance is 100% for enemies, including mechanoids and ani...")
 
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* Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.{{Check Tag|Friendly Mechanoids?|Do mechanitor controlled mechanoids have the same trigger chance?}}
 
* Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.{{Check Tag|Friendly Mechanoids?|Do mechanitor controlled mechanoids have the same trigger chance?}}
 
* Friendly visitors and their animals will never trigger a trap.   
 
* Friendly visitors and their animals will never trigger a trap.   
However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.{{Check Tag|Path Cost?|What is the effective pathcost of the "Known" trap, or how much worse does the alt path have to be, to path over the trap?}} In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.</includeonly><noinclude>{{Documentation}}</noinclude>
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However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.{{Check Tag|Path Cost?|What is the effective pathcost of the "Known" trap, or how much worse does the alt path have to be, to path over the trap?}} In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.
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IEDs can also be triggered when hit by a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, or when damaged below 20% of their maximum HP.</includeonly><noinclude>{{Documentation}}</noinclude>

Revision as of 05:11, 28 March 2023

Documentation icon Template documentation[view] [edit] [history] [purge]

Just standardizes the spiel about the shared triggering behavior of traps, including a special section that is displayed on pages with IED in their name for explosion when shot.

It can be expanded to include any other shared features, not just trigger chances, but this is not currently the case.

No parameters are currently used or supported.

Examples

IEDs are single use traps that may be triggered when a pawn of any kind walks over it.

  • The base trigger chance is 100% for enemies, including mechanoids and animals affected by the manhunter mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies.
  • Non-manhunting wild animals have a 25% chance to trigger the trap.
  • Colonists and tame animals have 0.4% (one in 250) chance to trigger the trap.[Friendly Mechanoids?]
  • Friendly visitors and their animals will never trigger a trap.

However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably practical.[Path Cost?] In all instances, the nimble trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns.

IEDs can also be triggered when hit by a projectile dealing the Bullet, Arrow, or ArrowHighVelocity damage type, or when damaged below 20% of their maximum HP.