Template:Animal Health Table/MechanicalCentipede
Creates a table showing the health values for various body parts of a given animal.
Parameters
Currently accepts two parameters, namely bodytype and baseHealthScale. The template is set up to automatically draw from the page parameters if they exist, or the parameters can be defined instead. At the time of writing, only baseHealthScale is ever defined on pages.
The parameters are entered unnamed, in the following pattern:
{{quote|bodytype|baseHealthScale}}
Currently supported body types are as follows:
Human
defined at: Template: Animal Health Table/HumanMonkey
defined at: Template: Animal Health Table/MonkeySnake
defined at: Template: Animal Health Table/SnakeMechanicalCentipede
defined at: Template: Animal Health Table/MechanicalCentipedeLancer
(Includes Tesseron and Legionary) defined at: Template: Animal Health Table/LancerPikeman
defined at: Template: Animal Health Table/PikemanScyther
defined at: Template: Animal Health Table/ScytherMechanicalTermite
defined at: Template: Animal Health Table/MechanicalTermiteMech_Light
defined at: Template: Animal Health Table/Mech_LightMech_Agrihand
defined at: Template: Animal Health Table/Mech_AgrihandScorcher
defined at: Template: Animal Health Table/ScorcherApocriton
defined at: Template: Animal Health Table/ApocritonMech_Tunneler
defined at: Template: Animal Health Table/Mech_TunnelerMech_Diabolus
defined at: Template: Animal Health Table/Mech_DiabolusMech_Centurion
defined at: Template: Animal Health Table/Mech_CenturionMech_Warqueen
defined at: Template: Animal Health Table/Mech_WarqueenBird
defined at: Template: Animal Health Table/BirdBeetleLike
defined at: Template: Animal Health Table/BeetleLikeBeetleLikeWithClaw
defined at: Template: Animal Health Table/BeetleLikeWithClawQuadrupedAnimalWithPaws
defined at: Template: Animal Health Table/QuadrupedAnimalWithPawsQuadrupedAnimalWithPawsAndTail
defined at: Template: Animal Health Table/QuadrupedAnimalWithPawsAndTailQuadrupedAnimalWithHooves
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesQuadrupedAnimalWithHoovesAndHump
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHumpQuadrupedAnimalWithHoovesAndTusks
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesAndTusksQuadrupedAnimalWithHoovesTusksAndTrunk
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesTusksAndTrunkQuadrupedAnimalWithHoovesAndHorn
defined at: Template: Animal Health Table/QuadrupedAnimalWithHoovesAndHornQuadrupedAnimalWithClawsTailAndJowl
defined at: Template: Animal Health Table/QuadrupedAnimalWithClawsTailAndJowlTurtleLike
defined at: Template: Animal Health Table/TurtleLike
Example usage
On a page without Health Scale defined, the second parameter is required. For example, for the body part health values of a grizzly bear with a health scale value of 2.5, the required format is:
{{Animal Health Table||2.5}}
which results in
On a page with Health Scale defined, no parameters are required. For example, if the health scale on the page was defined as 1.0, the required format would be:
{{Animal Health Table|human}}
which results in
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Group[3] | Capacity[4] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|---|
Torso | 40 | 1 | 100% | 15% | N/A[5] | Torso | - | Death | |
Neck | 25 | 1 | 7.5% | 1.5% | Torso | Neck | Eating Talking Breathing |
Death | |
Head | 25 | 1 | 80% | 1.74% | Neck | UpperHead FullHead HeadAttackTool[6] |
- | Death | |
Skull | 25 | 1 | 18% | 0.216% | Head | UpperHead Eyes FullHead |
- | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 10 | 1 | 80% | 0.864% | Skull | UpperHead Eyes FullHead |
Consciousness |
Death Damage always results in scarring. | |
Eye | 10 | 2 | 7.0% | 0.42% | Head | FullHead Eyes |
Sight |
−25% Sight. −100% if both lof both lost. −15 Disfigured Social penalty Damage always results in scarring 0% Hit Chance against Blunt damage. | |
Ear | 12 | 2 | 7.0% | 0.42% | Head | UpperHead FullHead |
Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
Nose | 10 | 1 | 10% | 0.6% | Head | FullHead | - | −15 Disfigured Social penalty | |
Jaw | 20 | 1 | 15% | 0.8991% | Head | Teeth FullHead Mouth |
Eating Talking |
−100% Talking and −90% Eating −15 Disfigured Social penalty Can no longer use Teeth attack.[7] | |
Tongue | 10[8] | 1 | 0.1% | 0.0009% | Jaw | FullHead | Talking | −100% Talking and −50% Eating −15 Disfigured Social penalty | |
Waist[9] | 10[8] | 1 | 0% | 0% | Torso | Waist | - | N/A | |
Spine | 25 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
×0 Moving[10] | |
Ribcage | 30 | 1 | 3.6% | 3.6% | Torso | Torso | Breathing |
Cannot be destroyed Up to −48% Breathing. Increasing Pain based on damage. | |
Sternum | 20 | 1 | 1.5% | 1.5% | Torso | Torso | Breathing |
Cannot be destroyed Up to −48% Breathing. Increasing Pain based on damage. | |
Stomach | 20 | 1 | 2.5% | 2.5% | Torso | Torso | Digestion |
−50% Digestion | |
Heart | 15 | 1 | 2.0% | 2.0% | Torso | Torso | Blood Pumping |
Death | |
Lung | 15 | 2 | 2.5% | 2.5% | Torso | Torso | Breathing |
−50% Breathing. Death if both lost | |
Kidney | 15 | 2 | 1.7% | 1.7% | Torso | Torso | Blood Filtration | −50% Blood Filtration. Death if both lost | |
Liver | 20 | 1 | 2.5% | 2.5% | Torso | Torso | Digestion |
Death | |
Shoulder | 30 | 2 | 12% | 1.68% | Torso | Shoulders | Manipulation |
−50% Manipulation. −100% if both lost | |
Clavicle | 25 | 2 | 9.0% | 1.08% | Shoulder | Torso | Manipulation |
Cannot be destroyed Up to −48% Manipulation. Increasing Pain based on damage. | |
Arm | 30 | 2 | 77% | 6.0984% | Shoulder | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Humerus | 25 | 2 | 10% | 0.924% | Arm | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Radius | 20 | 2 | 10% | 0.924% | Arm | Arms | Manipulation |
−50% Manipulation. −100% if both lost | |
Hand | 20 | 2 | 14% | 0.827904% | Arm | Hands | Manipulation |
−50% Manipulation. −100% if both lost Can no longer use Fist attack[11] | |
Pinky | 8 | 2 | 6.0% | 0.077616% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Ring Finger | 8 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Middle Finger | 8 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Index Finger | 8 | 2 | 7.0% | 0.090552% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Thumb | 8 | 2 | 8.0% | 0.103488% | Hand | Hands LeftHand[12] RightHand[12] |
Manipulation |
−8% Manipulation. −16% if both lost | |
Pelvis | 25 | 1 | 2.5% | 2.5% | Torso | Torso | Moving |
Cannot be destroyed Up to −96% Moving. Increasing Pain based on damage. | |
Leg | 30 | 2 | 14% | 9.8% | Torso | Legs | Moving |
−50% Moving. −100% if both lost | |
Femur | 25 | 2 | 10% | 1.4% | Leg | Legs | Moving |
−50% Moving. −100% if both lost | |
Tibia | 25 | 2 | 10% | 1.4% | Leg | Legs | Moving |
−50% Moving. −100% if both lost | |
Foot | 25 | 2 | 10% | 0.854% | Leg | Feet | Moving |
−50% Moving. −100% if both lost | |
Little Toe | 8 | 2 | 6.0% | 0.084% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Fourth Toe | 8 | 2 | 7.0% | 0.098% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Middle Toe | 8 | 2 | 8.0% | 0.112% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Second Toe | 8 | 2 | 9.0% | 0.126% | Foot | Feet | Moving |
−4% Moving. −8% if both lost | |
Big Toe | 8 | 2 | 9.0% | 0.126% | Foot | Feet | Moving |
−4% Moving. −8% if both lost |
- ↑ 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.
- ↑ What apparel coverage covers this body part.
- ↑ 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'.
- ↑ Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
- ↑ A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
- ↑ 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
- ↑ Called "Utility Slot" in game.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 12.8 12.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.
{{Animal Health Table|MechanicalCentipede|notCollapsible=1}}
which results in
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 −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Head | 30 | 1 | 15% | 8.3% | First body ring | - | Death Will never take permanent injury. | |
Artificial brain | 10 | 1 | 5% | 0.75% | Head | Data Processing | Death Will never take permanent injury. | |
Sight sensor | 10 | 2 | 8% | 1.2% | Head | Sight | −25% Sight. −100% if both lost. Will never take permanent injury. | |
Hearing sensor | 10 | 2 | 8% | 1.2% | Head | Hearing | −25% Hearing. −100% if both lost. Will never take permanent injury. | |
Chemical analyzer | 10 | 1 | 8% | 1.2% | Head | - | Will never take permanent injury. | |
Second body ring | 40 | 1 | 71% | 11% | First body ring | Moving Manipulation |
Death −16.6% Moving −16.6% 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 −16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 15 | 1 | 5% | 2.80% | Third body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fourth body ring | 30 | 1 | 75% | 12% | Third body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Fluid reprocessor | 15 | 1 | 6% | 2.60% | Fourth body ring | Fluid Reprocessing | Death if both lost −50% Fluid reprocessing Will never take permanent injury | |
Fifth body ring | 25 | 1 | 66% | 14% | Fourth body ring | Moving Manipulation |
−16.6% Moving −16.6% Manipulation Will never take permanent injury | |
Sixth body ring | 20 | 1 | 50% | 14% | Fifth body ring | Moving Manipulation |
−16.6% Moving −16.6% 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'.
The above documentation is transcluded from Template:Animal Health Table/doc. (edit | history) Editors can experiment in this template's sandbox (create | mirror) and testcases (create) pages. Subpages of this template. |