Template:Animal Health Table/Mech Diabolus

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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:

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


Body part Health
Head 63
Skull 63
Brain 25
Nose 25
Neck 63
Jaw 50
Eye [1]
(left, right)
25
Ear
(left, right)
25
Body 100
Kidney[2]
(left, right)
38
Lung[2]
(left, right)
38
Liver[2] 50
Heart[2] 38
Spine[2] 63
Stomach[2] 50
Limbs
(left, right, fore, hind)
75
Appendage
(left, right, fore, hind)
50
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

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] Ex.png Torso - Death
Neck 25 1 7.5% 1.5% Torso Ex.png Neck Eating
Talking
Breathing
Death
Head 25 1 80% 1.74% Neck Ex.png UpperHead
FullHead
HeadAttackTool[6]
- Death
Skull 25 1 18% 0.216% Head Check.png UpperHead
Eyes
FullHead
- Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 80% 0.864% Skull Ex.png UpperHead
Eyes
FullHead
Consciousness
Death
Damage always results in scarring.
Eye 10 2 7.0% 0.42% Head Ex.png 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 Ex.png UpperHead
FullHead
Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 10 1 10% 0.6% Head Ex.png FullHead - −15 Disfigured Social penalty
Jaw 20 1 15% 0.8991% Head Ex.png 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 Check.png FullHead Talking −100% Talking and −50% Eating
−15 Disfigured Social penalty
Waist[9] 10[8] 1 0% 0% Torso Ex.png Waist - N/A
Spine 25 1 2.5% 2.5% Torso Check.png Torso Moving
×0 Moving[10]
Ribcage 30 1 3.6% 3.6% Torso Check.png Torso Breathing
Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.
Sternum 20 1 1.5% 1.5% Torso Check.png Torso Breathing
Cannot be destroyed
Up to −48% Breathing.
Increasing Pain based on damage.
Stomach 20 1 2.5% 2.5% Torso Check.png Torso Digestion
−50% Digestion
Heart 15 1 2.0% 2.0% Torso Check.png Torso Blood Pumping
Death
Lung 15 2 2.5% 2.5% Torso Check.png Torso Breathing
−50% Breathing. Death if both lost
Kidney 15 2 1.7% 1.7% Torso Check.png Torso Blood Filtration −50% Blood Filtration. Death if both lost
Liver 20 1 2.5% 2.5% Torso Check.png Torso Digestion
Death
Shoulder 30 2 12% 1.68% Torso Ex.png Shoulders Manipulation
−50% Manipulation.
−100% if both lost
Clavicle 25 2 9.0% 1.08% Shoulder Check.png Torso Manipulation
Cannot be destroyed
Up to −48% Manipulation.
Increasing Pain based on damage.
Arm 30 2 77% 6.0984% Shoulder Ex.png Arms Manipulation
−50% Manipulation. −100% if both lost
Humerus 25 2 10% 0.924% Arm Check.png Arms Manipulation
−50% Manipulation. −100% if both lost
Radius 20 2 10% 0.924% Arm Check.png Arms Manipulation
−50% Manipulation. −100% if both lost
Hand 20 2 14% 0.827904% Arm Ex.png Hands Manipulation
−50% Manipulation. −100% if both lost
Can no longer use Fist attack[11]
Pinky 8 2 6.0% 0.077616% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Ring Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Middle Finger 8 2 8.0% 0.103488% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Index Finger 8 2 7.0% 0.090552% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Thumb 8 2 8.0% 0.103488% Hand Ex.png Hands
LeftHand[12]
RightHand[12]
Manipulation
−8% Manipulation. −16% if both lost
Pelvis 25 1 2.5% 2.5% Torso Check.png Torso Moving
Cannot be destroyed
Up to −96% Moving.
Increasing Pain based on damage.
Leg 30 2 14% 9.8% Torso Ex.png Legs Moving
−50% Moving. −100% if both lost
Femur 25 2 10% 1.4% Leg Check.png Legs Moving
−50% Moving. −100% if both lost
Tibia 25 2 10% 1.4% Leg Check.png Legs Moving
−50% Moving. −100% if both lost
Foot 25 2 10% 0.854% Leg Ex.png Feet Moving
−50% Moving. −100% if both lost
Little Toe 8 2 6.0% 0.084% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
Fourth Toe 8 2 7.0% 0.098% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
Middle Toe 8 2 8.0% 0.112% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
Second Toe 8 2 9.0% 0.126% Foot Ex.png Feet Moving
−4% Moving. −8% if both lost
Big Toe 8 2 9.0% 0.126% 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 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.
  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. Allows a blunt attack of Power 5, Cooldown 2, Chance factor 0.2
  7. A Bite attack of Power 8.2, Cooldown 2 seconds, Chance Factor 0.07
  8. 8.0 8.1 This part has no explicitly defined HP. As such, it uses the default max HP of 10
  9. Called "Utility Slot" in game.
  10. If Moving drops below 16% a pawn cannot move.
  11. A Blunt attack of Power 8.2, Cooldown 2 seconds. The first attack can stun for 14 damage. One for each hand.
  12. 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|Mech Diabolus|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 55 1 100% 10% N/A[4] Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Head 30 1 10% - First body ring Ex.png - Death
Will never take permanent injury.
Artificial brain 10 1 10% - Head Check.png Data Processing Death
Will never take permanent injury.
Sight sensor 10 2 8% - Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury.
Hearing sensor 10 2 8% - Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.
Chemical analyzer 10 1 8% - Head Ex.png - Will never take permanent injury.
Bulb turret 40 1 5% - First body ring Ex.png - Will never take permanent injury.
Second body ring 55 1 75% - First body ring Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Reactor 20 1 5% - Second body ring Check.png Power Generation Death.
Will never take permanent injury.
Hypercapacitor 50 2 10% - Second body ring Check.png - Will never take permanent injury.
Third body ring 50 1 70% - Second body ring Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Fourth body ring 45 1 70% - Third body ring Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Fifth body ring 40 1 60% - Fourth body ring Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Sixth body ring 35 1 50% - Fifth body ring Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Fluid reprocessor 15 1 5% - Sixth body ring Check.png Fluid Reprocessing Death
Will never take permanent injury
  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 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.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.