Juice sap: Difference between revisions
imported>Trashmonks |
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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. --> | |||
{{Character | {{Character | ||
| title = {{Qud text|juice sap}} | | title = {{Qud text|juice sap}} | ||
Line 5: | Line 6: | ||
| hp = 20 | | hp = 20 | ||
| av = 2 | | av = 2 | ||
| dv = | | dv = 7 | ||
| ma = 0 | | ma = 2 | ||
| marange = 0+1d3 | |||
| weight = 201 | |||
| featureweightinfo = no | |||
| id = Juice Sap | |||
| tier = 3 | |||
| colorstr = &W | | colorstr = &W | ||
| tilecolors = BW | |||
| renderstr = b | | renderstr = b | ||
| corpse = Bat Corpse | |||
| corpse = | |||
| corpsechance = 20 | | corpsechance = 20 | ||
| role = Minion | | role = Minion | ||
| extra = {{Extra info|weight = 201 | bodytype = Quadruped}} | |||
| inheritingfrom = BaseBat | |||
| dynamictable = {{Dynamic object|Ruins_Creatures|Juice Sap}} | |||
| quickness = 100 | |||
| movespeed = 100 | |||
| strength = 16+1d3+3d2 | | strength = 16+1d3+3d2 | ||
| agility = 14+1d3+3d1 | | agility = 14+1d3+3d1 | ||
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| cold = 0 | | cold = 0 | ||
| heat = 0 | | heat = 0 | ||
| faction = {{creature faction|{{ | | xpvalue = 160 | ||
| desc = | | xptier = 3 | ||
| faction = {{creature faction|{{FactionID to name|Winged Mammals}}|100}} | |||
| demeanor = aggressive | |||
| inventory = {{inventory|Juice_Sap_Bite|1|no|100|no}} | |||
| mutations = {{creature mutation|{{MutationID to name|Wings}}|10|12}} </br>{{creature mutation|{{MutationID to name|DarkVision}}|6|12}} | |||
| desc = Current jumps up the length of a needle proboscis, and the circut veins etched under =pronouns.possessive= wings gleam. | |||
| categories = Animals | |||
| gameversion = 2.0.206.57 | |||
}} | }} | ||
[[Category: | <!-- END QBE --> | ||
The {{name}} is a creature that can draw energy from targets with its bite, as well as the objects and equipment of those targets, storing the stolen energy in its biocapacitor.{{Code Reference|class=SapChargeOnHit}} | |||
When the {{name}} hits its target, it has a 60% chance to steal {{dice tooltip|800-1200}} energy from '''''each''''' of the target's energy sources (the chance is rolled separately for each energy source). This most often will affect energy cells, and the {{name}} can steal energy from cells regardless of whether they are in the inventory, equipped, or slotted into an item. The {{name|possessive}} hit does not need to penetrate for this effect to succeed. The {{name}} can almost entirely drain a {{favilink|solar cell}} or {{favilink|fidget cell}} in 2 hits. | |||
[[Image:Juice sap example.png|800px|thumb|frame|left|An example of the {{name|possessive}} energy drain effect]]<div style="clear:left;"></div> | |||
The {{name}} is capable of pulling charge: | |||
* Directly from creatures or objects that it hits, if those creatures or objects are capable of generating or transmitting energy. For example, this is true if the target has {{favilink|Electrical Generation}}, is a [[robotic|robot]] with integrated power systems, or is an object that generates or transmits power, such as a {{favilink|fusion power station}} or {{favilink|high-voltage power line}}. | |||
* From the equipment or inventory of the target that is hit, if any of those items holds an energy cell or is otherwise capable of generating energy. | |||
* From the cybernetics of the target, if those cybernetics are capable of generating energy. | |||
== Biocapacitor == | |||
The {{name}} also has a biocapacitor, which begins with 0 charge and has a maximum charge of 5000. Energy that the {{name}} steals from its target is used to charge the biocapacitor. If the biocapacitor has at least 100 charge when the {{name}} is killed, it will [[explosions|explode]] with force equal to its biocapacitor's current charge level.{{Code Reference|class=Biocapacitor}} | |||
== References == | |||
<references /> | |||
{{Creature Navbox|Winged mammals}} | |||
[[Category:Animals]] |
Latest revision as of 06:57, 26 March 2024
Level: 16 | |
Attribute Range Mean Formula Attacker Level 1-19 160 XP Attacker Level 20-24 80 XP Attacker Level 25-29 16 XP Attacker Level 30+ 0 XP | |
Acid Res: 0 Elec Res: 20 Cold Res: 0 Heat Res: 0 | |
Character
|
b |
---|---|
ID?
|
Juice Sap |
Faction
|
winged mammals (Loved100 Reputation) |
Demeanor
|
aggressive |
Inventory
|
|
| |
Inventory
| |
\bite2d2 4/1004 x1(100%) | |
Mutations
|
|
| |
Mutations
| |
Corpse Dropped
|
bat corpse (20%) |
Experience?
|
160 XP |
XP Tier
|
3 |
Role
|
Minion |
Spawns in
|
|
Extra info:
| |
Infobox data from game version 2.0.206.57
|
Current jumps up the length of a needle proboscis, and the circut veins etched under their wings gleam.
The juice sap is a creature that can draw energy from targets with its bite, as well as the objects and equipment of those targets, storing the stolen energy in its biocapacitor.[1]
When the juice sap hits its target, it has a 60% chance to steal 800-1200800-1200 (Avg: 1000) energy from each of the target's energy sources (the chance is rolled separately for each energy source). This most often will affect energy cells, and the juice sap can steal energy from cells regardless of whether they are in the inventory, equipped, or slotted into an item. The juice sap's hit does not need to penetrate for this effect to succeed. The juice sap can almost entirely drain a solar cell or fidget cell in 2 hits.
The juice sap is capable of pulling charge:
- Directly from creatures or objects that it hits, if those creatures or objects are capable of generating or transmitting energy. For example, this is true if the target has Electrical Generation, is a robot with integrated power systems, or is an object that generates or transmits power, such as a fusion power station or high-voltage power line.
- From the equipment or inventory of the target that is hit, if any of those items holds an energy cell or is otherwise capable of generating energy.
- From the cybernetics of the target, if those cybernetics are capable of generating energy.
Biocapacitor
The juice sap also has a biocapacitor, which begins with 0 charge and has a maximum charge of 5000. Energy that the juice sap steals from its target is used to charge the biocapacitor. If the biocapacitor has at least 100 charge when the juice sap is killed, it will explode with force equal to its biocapacitor's current charge level.[2]
References
|