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{{Mutation | {{Mutation | ||
| title = {{PAGENAME}} | | title = {{PAGENAME}} | ||
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| cost = 1 | | cost = 1 | ||
| id = SensePsychic | | id = SensePsychic | ||
| | | startingmutation = yes | ||
| gameversion = 2.0.206.63 | |||
| desc = You can sense other mental mutants through the psychic aether. | | desc = You can sense other mental mutants through the psychic aether. | ||
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{{Name}} is a [[Mutations#Mental Mutations|mental mutation]] that allows the player to "see" psychic creatures within a moderate radius, even if blocked by obstacles. | {{Name}} is a [[Mutations#Mental Mutations|mental mutation]] that allows the player to "see" psychic creatures within a moderate radius, even if blocked by obstacles. | ||
For a creature to be classified as a "psychic", they must have at least one mental mutation. Such creatures will be visible to the player in a circular area with a radius of 9, even if they wouldn't normally be visible due to [[Properties#Occluding|occluding]] objects or a lack of light. Initially, the creature will be shown as a {{qud char|&B|?}} until they have been "identified"; identification has to a chance to occur every turn for any creatures within range of Sense Psychic, with creatures who are closer to the player having a higher chance of being identified. Once successfully identified, the player will be able to see the general shape of the creature but won't be able to {{qud text|&Wl&yook}} at them to determine to their name and description. Any identified creatures will remain as such until they exit Sense Psychic's range, and will have to be re-identified if they come within range once more. | For a creature to be classified as a "psychic", they must have at least one mental mutation. Such creatures will be visible to the player in a circular area with a radius of 9, even if they wouldn't normally be visible due to [[Properties#Occluding|occluding]] objects or a lack of light. Initially, the creature will be shown as a {{qud char|&B|?}} until they have been "identified"; identification has to a chance to occur every turn for any creatures within range of Sense Psychic, with creatures who are closer to the player having a higher chance of being identified. Once successfully identified, the player will be able to see the general shape of the creature and will be able to target them with {{Favilink|Sunder Mind}}, but won't be able to {{qud text|&Wl&yook}} at them to determine to their name and description. Any identified creatures will remain as such until they exit Sense Psychic's range, and will have to be re-identified if they come within range once more. | ||
In addition to sensing creatures with mental mutations, Sense Psychic can also sense {{favilink|aloe fugues}}.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=SensePsychic}} | In addition to sensing creatures with mental mutations, Sense Psychic can also sense {{favilink|aloe fugues}}.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=SensePsychic}} | ||
== Formulas == | == Formulas == | ||
The following formula is used to determine identification chance (rounded down) based on proximity of affected creatures to the player.{{Code Reference|namespace=XRL.World.Effects|class=SensePsychicEffect}} | The following formula is used to determine identification chance (rounded down) based on proximity of affected creatures to the player.{{Code Reference|namespace=XRL.World.Effects|class=SensePsychicEffect}} | ||
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=== Disadvantages === | === Disadvantages === | ||
* Cannot be leveled | * Cannot be leveled | ||
* Heightened Hearing does everything this mutation does and more, detecting ''all'' creatures, and can be leveled | * Heightened Hearing does almost everything this mutation does and more, detecting ''all'' creatures, and can be leveled | ||
==Creatures with Sense Psychic== | ==Creatures with Sense Psychic== |