Heightened Hearing: Difference between revisions
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==Chance of Identification== | ==Chance of Identification== | ||
The formula for the chance of correctly identifying a creature is | |||
<math alt="">\ | <math alt="">\frac{(100 + 10 \times \text{Level})\times 100}{(\text{distance to listener} + 9)^2}%</math> | ||
is | If this percentage is greater than a random roll between 1 and 100, the creature is identified as their tile.<ref>XRL.World.Parts.Effects.HeightenedHearingEffect.cs</ref> If not, a {{qud char|&W|?}} is displayed instead. | ||
==References== | ==References== |
Revision as of 14:17, 13 August 2019
Heightened Hearing
Category
|
Physical |
---|---|
Cost
|
2 |
ID?Use this ID to wish for the mutation
(example: mutation:HeightenedHearing ) |
HeightenedHearing |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
Heightened Hearing
You are possessed of unnaturally acute hearing.
You detect the presence of creatures within a radius of (3+Level*2,40 if max)
Chance to identify nearby detected creatures
If Heightened Hearing is leveled to 10, the entire screen gets affected. Unlike Clairvoyance, Heightened Hearing cannot detect anything other than creatures. However, it is automatically activated, does not run out, and does not require a turn to cast.
Chance of Identification
The formula for the chance of correctly identifying a creature is
If this percentage is greater than a random roll between 1 and 100, the creature is identified as their tile.[1] If not, a ? is displayed instead.
References
- ↑ XRL.World.Parts.Effects.HeightenedHearingEffect.cs