Template:Animal Health Table/MechanicalCentipede

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Creates a table showing the health values for various body parts of a given animal.

Parameters[edit]

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[edit]

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


{{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] Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Head 30 1 15% 8.3% First body ring Ex.png - Death
Will never take permanent injury.
Artificial brain 10 1 5% 0.75% Head Check.png Data Processing Death
Will never take permanent injury.
Sight sensor 10 2 8% 1.2% Head Ex.png Sight −25% Sight. −100% if both lost.
Will never take permanent injury.
Hearing sensor 10 2 8% 1.2% Head Ex.png Hearing −25% Hearing. −100% if both lost.
Will never take permanent injury.
Chemical analyzer 10 1 8% 1.2% Head Ex.png - Will never take permanent injury.
Second body ring 40 1 71% 11% First body ring Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Reactor 20 1 5% 3.6% Second body ring Check.png Power Generation Death.
Will never take permanent injury.
Third body ring 35 1 80% 11% Second body ring Ex.png Moving
Manipulation
Death
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Fluid reprocessor 15 1 5% 2.80% Third body ring Check.png Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury
Fourth body ring 30 1 75% 12% Third body ring Ex.png Moving
Manipulation
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Fluid reprocessor 15 1 6% 2.60% Fourth body ring Check.png Fluid Reprocessing Death if both lost
−50% Fluid reprocessing
Will never take permanent injury
Fifth body ring 25 1 66% 14% Fourth body ring Ex.png Moving
Manipulation
−16.6% Moving
−16.6% Manipulation
Will never take permanent injury
Sixth body ring 20 1 50% 14% Fifth body ring Ex.png Moving
Manipulation
−16.6% Moving
−16.6% Manipulation
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'.