Liquid: Difference between revisions

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== Attributes ==
== Attributes ==
All liquids come with certain unique attributes that effect how it interacts with the world and vice versa:
All liquids come with certain unique attributes that effect how it interacts with the world and vice versa:
* Cleaning factor, how well it removes other fluids from the target.
* Evaporativity, how easily the liquid evaporates (i.e. transitions into gas form). Note that not all liquids can evaporate.
* Fluidity, how easily pools of it will run into adjacent cells. Higher values means more runny: {{favilink|honey}} is 10, while {{favilink|oil}} is 40.
* Temperature
* Temperature
** Base temperature, the heat it is at when resting. Unless constant temperature effects are being applied the liquid will return towards this temperature each turn.
** Base temperature, the heat it is at when resting. Unless constant temperature effects are being applied the liquid will return towards this temperature each turn.
** Freezing temperature, the heat at which it turns solid. Freezing liquids can make them safer to traverse.
** Freezing temperature, the heat at which it turns solid. Freezing liquids can make them safer to traverse.
** Flaming temperature, the heat at which it bursts into flame and starts burning anything in contact.
** Flaming temperature, the heat at which it bursts into flame and starts burning anything in contact. Note that not all liquids can burn.
** Vaporizing temperature, the heat at which it turns into a [[Gas]]; potentially effected by the Evaporativity stat.
** Vaporizing temperature, the heat at which it dissipates. Some liquids first vaporize into [[Gases]], such as {{favilink|water}} into {{favilink|scalding steam}}.
* Fluidity, how easily pools of it will run into adjacent cells. Higher values means more runny: {{favilink|honey}} is 10, while {{favilink|oil}} is 40.
* Cleaning factor, how well it removes other fluids from the target.
* Weight, the heaviness of each Dram. The typical weight is 0.25lb per Dram, making the first three Drams weightless.
* Weight, the heaviness of each Dram. The typical weight is 0.25lb per Dram, making the first three Drams weightless.
Though a not listed as a number value, liquids can also force a roll to prevent a negative outcome:
* Slippiness. Puddles (1,000 Drams or less) of {{favilink|Gel}}, {{favilink|Oil}}, or {{favilink|Slime}} requires passing a <math>10 + (\text{drams of Oil}) \times 5</math> roll. Failing this roll will cause them to slip, uncontrollably sliding them a few tiles; slipping through a pool and failing the roll again will cause them to continue sliding.
* Stickiness. Cells containing {{favilink|Asphalt}}, {{favilink|Honey}}, {{favilink|Molten Wax}} or {{favilink|Sap}} can cause entities to become stuck for a maximum of 12 turns, requiring a variable saving throw to escape. Each tile needs to be successfully escaped, meaning large pools can take a long time to wade through.


== Behavior ==
== Behavior ==
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Liquids typically exist in one of three conditions:
Liquids typically exist in one of three conditions:


* In cells. Liquids will pool on floor tiles, distinguishable by a unique color fill, color outline, and animation effect. Entities and objects, such as the player character, can step through liquids on the floor, which will typically coat both them and their equipment with the liquid.
* On tiles. Liquids will pool on the floor and can be distinguished by a unique combination of color fill, color outline, and animation effect. Entities and objects that occupy the same tile as a liquid will typically be coated with the liquid: an item
* On things. As noted above, a player or item can be coated in a liquid, such as by occupying the same cell or by deliberately pouring it. Getting a liquid onto an item will typically inflict an appropriate effect, such as {{favilink|brown sludge}} causing the [[rusted]] effect on weapons.
* On things. A player or item can be coated in a liquid, such as by occupying the same cell or by deliberately pouring it. Getting a liquid on something will typically inflict an appropriate effect, such as {{favilink|brown sludge}} causing the [[rusted]] effect.
* In containers. Fluids can be poured into [[Liquid Containers]] to transport them between locations, though containers can be damaged by their contents if they are not appropriate; trying to carry {{favilink|lava}} in a non-glass container like a {{favilink|phial}} will result in the high temperature burning the container and the person carrying it. Damaged containers will start to leak Drams onto the holder every turn, and destroyed containers will spill all Drams immediately.
* In containers. Fluids can be poured into [[Liquid Containers]] to transport them between locations, though containers can be damaged by their contents if they are not appropriate; trying to carry {{favilink|lava}} in a non-glass container like a {{favilink|phial}} will result in the high temperature burning the container and the person carrying it. Damaged containers will start to leak Drams onto the holder every turn, and destroyed containers will spill all Drams immediately.