8,290
edits
Syntaxaire (talk | contribs) m (typo) |
(additional notes / references) |
||
Line 44: | Line 44: | ||
== Technical Components == | == Technical Components == | ||
{{name}} has the following technical components, each of which have special effects. The operational status of these components can be seen if the looker has access to a [[Scanning#Techscanning|techscanning]] apparatus. Each of the components must be "Operational" to function. | {{name}} has the following technical components, each of which have special effects. The operational status of these components can be seen if the looker has access to a [[Scanning#Techscanning|techscanning]] apparatus. Each of the components must be "Operational" to function. | ||
* <code>ExsanguinationMicrotubules</code>: This component extracts blood from the body of the equipper. Every 800 turns, it will refill a single dram of blood into the {{name}}. Functionally, this acts as a slow but infinite recharge mechanism while the {{name}} is equipped. | * <code>ExsanguinationMicrotubules</code>: This component extracts blood from the body of the equipper. Every 800 turns, it will refill a single dram of blood into the {{name}}. Functionally, this acts as a slow but infinite recharge mechanism while the {{name}} is equipped.{{Code Reference|namespace=XRL.World.Parts|class=LiquidProducer}} | ||
** This component will be operational only if equipped in a biological body slot. This typically means it must be equipped in one of a humanoid's default missile weapon equipment slots. It will not function while in the inventory or if equipped in a non-organic missile weapon equipment slot, such as the additional missile weapon slots granted by a [[gun rack]] implant. | ** This component will be operational only if equipped in a biological body slot. This typically means it must be equipped in one of a humanoid's default missile weapon equipment slots. It will not function while in the inventory or if equipped in a non-organic missile weapon equipment slot, such as the additional missile weapon slots granted by a [[gun rack]] implant. | ||
* <code>VitalityTransferSystem</code>: This component generates ammo for the {{name}}. Every five turns, if blood is available in the reservoir, this component will fabricate 1 biologically-generated unit of ammo. The weapon can hold up to 13 units of ammo at a time. Each time that this component generates a unit of ammo, there is a 20% chance that it will consume 1 dram of blood from the weapon's reservoir. | * <code>VitalityTransferSystem</code>: This component generates ammo for the {{name}}. Every five turns, if blood is available in the reservoir, this component will fabricate 1 biologically-generated unit of ammo. The weapon can hold up to 13 units of ammo at a time. Each time that this component generates a unit of ammo, there is a 20% chance that it will consume 1 dram of blood from the weapon's reservoir.{{Code Reference|namespace=XRL.World.Parts|class=BioAmmoLoader}} | ||
** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. It works whether or not the {{name}} is equipped; it will also generate ammo in the inventory. | ** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. It works whether or not the {{name}} is equipped; it will also generate ammo in the inventory. | ||
* <code>EnergyWeaponSystem</code>: This component fires the weapon. It consumes 100 [[charge]] each time it is fired. The charge is drawn from blood in the reservoir; but this tends not to have a significant noticeable effect on the blood available in the reservoir, because a single dram of blood can provide 7500 charge (enough to fire the weapon 75 times). | * <code>EnergyWeaponSystem</code>: This component fires the weapon. It consumes 100 [[charge]] each time it is fired. The charge is drawn from blood in the reservoir; but this tends not to have a significant noticeable effect on the blood available in the reservoir, because a single dram of blood can provide 7500 charge (enough to fire the weapon 75 times).{{Code Reference|namespace=XRL.World.Parts|class=EnergyAmmoLoader}} | ||
** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. | ** This component will be operational as long as at least one dram of blood is available in the weapon's reservoir. | ||
* <code>BiodynamicExtractor</code>: This component is the power plant that converts blood into energy that the <code>EnergyWeaponSystem</code> can consume. | * <code>BiodynamicExtractor</code>: This component is the power plant that converts blood into energy that the <code>EnergyWeaponSystem</code> can consume.{{Code Reference|namespace=XRL.World.Parts|class=LiquidFueledPowerPlant}} | ||
** This component remains operational at all times, but it requires at least one dram of blood to generate energy. | ** This component remains operational at all times, but it requires at least one dram of blood to generate energy. | ||
== Additional Notes == | |||
* Because its projectiles have the Disintegrate damage attribute, they are considered energy projectiles{{Code Reference|namespace=XRL.World.Parts|class=PointDefense}} and cannot be targeted by a {{favilink|point-defense drone}} or the {{favilink|anomaly extinguisher|possessive}} {{favilink|point-defense laser}}. | |||
* The Exsanguination damage attribute currently has no special effects or interactions with anything in game. | |||
== Advantages and Disadvantages == | == Advantages and Disadvantages == |