Warm static: Difference between revisions
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== Interactions == | == Interactions == | ||
* 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. | * 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. | * 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. | ** 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. | ** Category skills (e.g. [[Long Blade]]) only randomize into other categories. The same is true for individual skills. | ||
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** Cost 1 mutations such as {{f id|Mutation:DarkVision}} only randomize into cost 1 mutations. Other mutations won't randomize into them either. | ** 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. | ** 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. | * 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. | ||
* Pouring pure {{name}} into a [[Liquid Container]] with another liquid will change that liquid into the same number of drams of a random, non-rare liquid. | * Pouring pure {{name}} into a [[Liquid Container]] with another liquid will change that liquid into the same number of drams of a random, non-rare liquid. | ||
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** Creatures in settlements will maintain a base demeanor of docile. | ** Creatures in settlements will maintain a base demeanor of docile. | ||
* Pouring pure {{name}} onto a non-creature, non-item, non-liquid object will transmute it into a random object of the same type. For instance, furniture will become random furniture, [[walls]] will become walls, and non-sentient plants will become non-sentient plants. | * Pouring pure {{name}} onto a non-creature, non-item, non-liquid object will transmute it into a random object of the same type. For instance, furniture will become random furniture, [[walls]] will become walls, and non-sentient plants will become non-sentient plants. | ||
* 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. | * 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. | ||
** Affects ground decorations, which normally cannot be interacted with. | ** Affects ground decorations, which normally cannot be interacted with. |