Warm static: Difference between revisions

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Further page structure changes to increase readability. I turned the sections I'd created for pure and impure static into == level markup sections and moved the "page is not up to par" warning to the section of the page it was referring to (pure warm static).
 
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| gameversion = 2.0.204.48
| gameversion = 2.0.204.48
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{{Missing info|Needs more information on what, exactly, warm static does, and ideally code citations.}}
{{name|caps}} is a [[liquid]], found in [[water|dilute]] form in the pools and rivers of the {{f|Moon Stair}} and in pure form in {{f|entropy cyst|plural}} dropped by {{f|zero jell|plural}} (also native to the Moon Stair) on death. Very rarely, a phial of {{name}} will be sold by {{favilink|ichor merchant|plural}}. It has a wide variety of potential impacts on the world and objects which come into contact with it. If boiled, {{name}} will become {{f|glitter dust}}.
{{name|caps}} is a [[liquid]], found in [[water|dilute]] form in the pools and rivers of the {{f|Moon Stair}} and in pure form in {{f|entropy cyst|plural}} dropped by {{f|zero jell|plural}} (also native to the Moon Stair) on death. Very rarely, a phial of {{name}} will be sold by {{favilink|ichor merchant|plural}}. It has a wide variety of potential impacts on the world and objects which come into contact with it. If boiled, {{name}} will become {{f|glitter dust}}.


== Interactions ==
== Interactions with Impure Warm Static ==
 
Drinking or being coated in impure {{name}}, such as the pools of dilute {{name}} found in the {{f|Moon Stair}}, or spread by a dying {{favilink|zero jell}}, will apply a random [[effect]]. This can be any effect in the game. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=SmearOn}}
 
== Interactions with Pure Warm Static ==
 
{{Missing info|The "bypass the restriction on rare liquids" bullet seems to have been changed as of 1.0, either removing rare liquids from the possible transmutations OR making it exceedingly more rare (over 50 tries on different salt dune river zones with no rare liquids transmuting). Also has a form of seeded results persisting through {{f|sphynx salt injector|plural}}. More testing is required.}}
 
=== Drinking ===
 
For [[mutants]], drinking pure {{name}} has a 50% chance to randomize [[mutations]] and grant 4-12 mutation points and a 50% chance to randomize [[skills]] and grant 400-1200 skill points. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=Drank}}
 
* Positive mutations will only randomize into positive mutations. Defects will only randomize into defects.
* Physical mutations can become mental mutations, and vice versa. (Unless the character is a {{f|chimera}} or {{f|esper}}.)
* Cost 1 mutations such as {{f id|Mutation:DarkVision}} only randomize into cost 1 mutations. Other mutations won't randomize into them, either.
* Mutations can only be randomized by mutants specifically - if a [[True kin]] happens to gain mutations, it will not randomize them.
 
For non-mutants, drinking warm static will always only randomize [[skills]] and grant 400-1200 skill points. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=Drank}}
 
* Skills can be randomized into skills that the character doesn't meet the stat or skill requirements for.
* Category skills (e.g. [[Long Blade]]) only randomize into other categories. The same is true for individual skills.
* 0sp skills that unlock with a category are randomized as part of its category, meaning you'll never have a 0sp skill but not its category.
* The [[Sprint]] skill will never be randomized. [[Make Camp]] can be randomized, though.
 
=== Pouring ===


* Drinking or being coated in impure {{name}} (such as the pools of dilute {{name}} found in the {{f|Moon Stair}}) will apply a random [[effect]]. This can be any effect in the game. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=SmearOn}}
* For [[mutants]], drinking pure {{name}} has a 50% chance to randomize [[mutations]] and grant 4-12 mutation points and a 50% chance to randomize [[skills]] and grant 400-1200 skill points. For non-mutants, it will always do the latter. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=Drank}}
** Skills can be randomized into skills that the character doesn't meet the stat or skill requirements for.
** Category skills (e.g. [[Long Blade]]) only randomize into other categories. The same is true for individual skills.
** 0sp skills that unlock with a category are randomized as part of its category, meaning you'll never have a 0sp skill but not its category.
** The [[Sprint]] skill will never be randomized. [[Make Camp]] can be randomized, though.
** Positive mutations will only randomize into positive mutations. The same is true for defects.
** Physical mutations can become mental mutations, and vice versa. (unless the character is a {{f|chimera}} or {{f|esper}})
** Cost 1 mutations such as {{f id|Mutation:DarkVision}} only randomize into cost 1 mutations. Other mutations won't randomize into them either.
** Mutations can only be randomized by mutants specifically - if a [[True kin]] happens to gain mutations, it will not randomize them.
* Pouring pure {{name}} onto a non-food item will change it into a random non-food item. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=GlitchObject}}
* Pouring pure {{name}} onto a non-food item will change it into a random non-food item. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=GlitchObject}}
* Pouring pure {{name}} onto a food item will change it into a random food item, including corpses.
* Pouring pure {{name}} onto a food item will change it into a random food item, including corpses.
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* Pouring pure {{name}} into an empty space will perform a check on every object in the zone. Each object will have a 20% chance to be teleported to a random unoccupied tile, and a 2% chance to be transmuted into a random object of the same type. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=GlitchZone}}
* Pouring pure {{name}} into an empty space will perform a check on every object in the zone. Each object will have a 20% chance to be teleported to a random unoccupied tile, and a 2% chance to be transmuted into a random object of the same type. {{Code Reference|namespace=XRL.Liquids|class=LiquidWarmStatic|method=GlitchZone}}
** Liquid pools transmuted this way bypass the restriction on rare liquids encountered when {{name}} is mixed with them directly.  
** Liquid pools transmuted this way bypass the restriction on rare liquids encountered when {{name}} is mixed with them directly.  
*** This seems to have been changed as of 1.0, either removing rare liquids from the possible transmutations OR making it exceedingly more rare (over 50 tries on different salt dune river zones with no rare liquids transmuting). Also has a form of seeded results persisting through {{f|sphynx salt injector|plural}}. More testing is required.
** Affects ground decorations, which normally cannot be interacted with.
** Affects ground decorations, which normally cannot be interacted with.
* It is the [[water ritual]] liquid for [[highly entropic beings]].
 
== Other Uses ==
 
Sharing {{name}} is the [[water ritual]] liquid for [[highly entropic beings]].


== Tips ==
== Tips ==
 
{{Opinion}}
{{ambox
| border = qudbrown
| type = ''This section is opinion-based. Your mileage may vary.''
| image = [[File:AmboxCrow.png|30px]]
| format = tiny
}}<noinclude>[[Category:Notice templates]]</noinclude>


Pouring {{name}} into an empty tile can be a can be a highly profitable (and dangerous!) activity. By preparing the zone beforehand, it can be used to randomize many objects at once, increasing the chances of getting something rare and powerful.
Pouring {{name}} into an empty tile can be a can be a highly profitable (and dangerous!) activity. By preparing the zone beforehand, it can be used to randomize many objects at once, increasing the chances of getting something rare and powerful.