Bleeding: Difference between revisions

1,104 bytes added ,  07:38, 23 December 2023
m
Add Missing Info notice
No edit summary
m (Add Missing Info notice)
 
(19 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Effect|&rbleeding|(damage amount) damage per turn.|Bleeding}}
{{Missing info|Lacks reference to the [[Nostrums]] skill.}}
{{Effect|&rbleeding|(damage amount) damage per turn.
|Bleeding
|type=111000000000000000000010000
|damagetypes=Bleeding
|gameversion=2.0.201.78}}
{{name}} is an effect that causes a creature to take damage over time. This damage per turn depends on the source of the bleeding.
{{name}} is an effect that causes a creature to take damage over time. This damage per turn depends on the source of the bleeding.


Every turn, the creature must take a [[Save|Toughness save]] against the save difficulty of the bleeding effect, or else take the damage associated with the bleeding effect. The difficulty of this toughness save also varies depending on the source of the bleeding.
Every turn, the creature must take a [[Save|Toughness save]] against the save difficulty of the bleeding effect, or else take the damage associated with the bleeding effect. The difficulty of this toughness save also varies depending on the source of the bleeding.


If a creature succeeds at the Toughness save, they stop bleeding. Otherwise, the save difficulty is reduced by 1 per turn, and the creature makes an additional save attempt each turn until they succeed.
If a creature succeeds at the Toughness save, they stop bleeding. Otherwise, the save difficulty is reduced by 1 per turn, and the creature makes an additional save attempt each turn until they succeed.{{Code Reference| namespace = XRL.World.Effects| class = Bleeding}}
 
If the creature has [[Hemophilia]], an additional +60 is added to the difficulty save, which causes bleeding to last far longer.


In some cases, multiple bleeding effects can stack and be simultaneously active on the player or another creature.
In some cases, multiple bleeding effects can stack and be simultaneously active on the player or another creature.
Line 20: Line 23:


Bleeding can be stopped immediately by [[Recuperating]].
Bleeding can be stopped immediately by [[Recuperating]].
The bleeding effect caused by {{favilink|holographic ivory}} and {{favilink|holographic beth}} is a special variant of bleeding that cannot be healed by bandages or [[Meditation]]. This variant is also '''not''' made worse by [[Hemophilia]], and requires an Intelligence [[save]] to overcome, rather than a Toughness save. (This variant is referred to as "HolographicBleeding" in the game's internal code)


== Things That Cause Bleeding ==
== Things That Cause Bleeding ==
Line 64: Line 65:
| {{Heart}}{{dice tooltip|1d1}}
| {{Heart}}{{dice tooltip|1d1}}
| No
| No
|-
| {{favilink|sharpened polyp}} attack
| 35
| {{Heart}}{{dice tooltip|1d2+1}}
| No
|-
| {{favilink|psychic meridian}} barbs {{Code Reference | class = PsychicMeridian }}{{Code Reference| namespace = XRL.World.Effects| class = Nosebleed}}
| 30
| {{Heart}}{{dice tooltip|1d2+4}}
| Yes
|-
|-
| Applying or being hit by an {{favilink|empty injector}}
| Applying or being hit by an {{favilink|empty injector}}
Line 85: Line 96:
| No
| No
|-
|-
| Suffering a [[Critical Hit|critical hit]] from a [[Short Blade|short blade]]
| Suffering a [[critical hit]] from a [[Short Blade|short blade]]
| 20 + [attacker Agility [[modifier]]]
| 20 + [attacker Agility [[modifier]]]
| {{Heart}}{{Dice tooltip|1d2-1}}
| {{Heart}}{{Dice tooltip|1d2-1}}
Line 99: Line 110:
(bleed effect only applied once every 3 turns while engulfed)
(bleed effect only applied once every 3 turns while engulfed)
| 20
| 20
| {{Heart}}{{Dice tooltip|1-2}}
| {{Heart}}{{Dice tooltip|1d2}}
| No
| No
|-
|-
Line 112: Line 123:
| No
| No
|-
|-
| Horn attacks from a creature with the [[Horns]] mutation
| Horn attacks from a creature with the {{favilink|horns}} mutation
| 20 + (level * 3)
| 20 + (level * 3)
| Level 1-3: {{Heart}}{{Dice tooltip|1d1}}
| Level 1-3: {{Heart}}{{Dice tooltip|1d1}}
Line 118: Line 129:
| No
| No
|-
|-
| Unarmed attacks made while {{favilink|Spiked Gauntlets}} are equipped
| Unarmed attacks made while [[spiked]] gauntlets are equipped
| 25
| 20 + (tier * 2)
| {{Heart}}{{dice tooltip|1d3}}
| {{Heart}}{{dice tooltip|1d3}}
| No
| No
Line 128: Line 139:
| No
| No
|}
|}
== "Holographic" Bleeding ==
{{effect|&rbleeding|(damage amount) damage per turn.|HolographicBleeding|type=111000000000000000001000000|damagetypes=Bleeding</br>Illusion|dontindex=yes
}}
The bleeding effect caused by {{favilink|holographic ivory}} and {{favilink|holographic beth}} is a special variant of bleeding that cannot be healed by bandages or [[Meditation]]. This variant requires an Intelligence [[save]] to overcome, rather than a Toughness save. (This variant is referred to as "HolographicBleeding" in the game's internal code)
This kind of bleeding can only be healed by succeeding at the Intelligence save or through [[Recuperating]].
"Holographic" bleeding is accompanied by a special message when the effect ends:
{{qud quote|&gYou realize your wound is an illusion, and the pain suddenly stops.}}


== Similar Effects ==
== Similar Effects ==


* {{favilink|fractus}} plants deal damage to creatures that walk through them, and cause a blood splatter, but do not apply a true bleeding effect.
* {{favilink|fractus}} plants deal damage to creatures that walk through them, and cause a blood splatter, but do not apply a true bleeding effect.
* {{favilink|Sunder Mind}} can cause a nosebleed effect that deals 1 damage per turn, but this is not a true bleeding effect.
== Trivia ==
* A now removed physical defect, [[Hemophilia]], added an additional +60 to the difficulty save for non-holographic bleeding, which caused bleeding to last for far longer.


==References==
==References==
Line 137: Line 162:


Code Note: the boolean <code>Stack</code> parameter of <code>XRL.World.Effects.Bleeding</code> actually has an inverse meaning to what one might initially expect - when true, the effect will ''not'' stack in the sense of causing another bleeding effect - but instead will only replace the target's current first bleeding effect if it is more powerful than that existing effect.
Code Note: the boolean <code>Stack</code> parameter of <code>XRL.World.Effects.Bleeding</code> actually has an inverse meaning to what one might initially expect - when true, the effect will ''not'' stack in the sense of causing another bleeding effect - but instead will only replace the target's current first bleeding effect if it is more powerful than that existing effect.
{{Effect Navbox}}