Medassist module: Difference between revisions

Putting the Cybernetics data infobox on the bottom instead of at the top makes it go towards the bottom of the page instead of being right bellow the item description like I assume it is supposed to be.
imported>Trashmonks
(Updated by egocarib with game version 2.0.201.56 using QBE v1.0rc2)
(Putting the Cybernetics data infobox on the bottom instead of at the top makes it go towards the bottom of the page instead of being right bellow the item description like I assume it is supposed to be.)
 
(18 intermediate revisions by 5 users not shown)
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| complexity = 4
| complexity = 4
| colorstr = &C
| colorstr = &C
| tilecolors = rC
| renderstr = ç
| renderstr = ç
| inheritingfrom = BaseCybernetics2Equipment_3point
| extra = {{Extra info|empsensitive = yes}}
| unknowntile = medassist module unidentified.png
| inheritingfrom = BaseCyberneticsEquipment_3point
| unknownname = weird artifact
| dynamictable = {{Dynamic object|Items|MedassistModule}}
| unknownaltname = device
| unidentifiedimage = medassist module unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = weird artifact
| desc = Stents and pneumatic applicators are hardwired to an intelligent control unit that dictates the injection of protean dyes into the veins.
| desc = Stents and pneumatic applicators are hardwired to an intelligent control unit that dictates the injection of protean dyes into the veins.


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Reduces the action cost of applying injectors by 80%.
Reduces the action cost of applying injectors by 80%.
Can be loaded with up to 8 injectors, which the medassist module AI will automatically apply when appropriate (at its own discretion) for no action cost. The module AI can be toggled on and off.
Can be loaded with up to 8 injectors, which the medassist module AI will automatically apply when appropriate (at its own discretion) for no action cost.


Target body parts: Body, Back, Arm
Target body parts: Body, Back, Arm
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Only compatible with True Kin genotypes{{)}}}}
Only compatible with True Kin genotypes{{)}}}}
| categories = Cybernetics
| categories = Cybernetics
| gameversion = 2.0.201.56
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->{{Cybernetics data infobox}}
<!-- END QBE -->
{{Cybernetics data infobox}}
Aside from significantly decreasing the action cost of using [[tonics]], the {{name}} can be loaded with tonics which will hopefully be used appropriately. The internal AI will never overdose the player and will pick the highest utility tonic of its available stock, injecting it if it has positive utility. Utility equations are broadly detailed below.{{Code Reference|class=CyberneticsMedassistModule}}
 
{| class="wikitable"
! Tonic
! Positive Factors
! Negative Factors
|-
| {{favilink|Blaze injector}}
| Player loses more than half of their base [[HP]] or 2/3 of their current HP from one source of  [[Heat damage|heat]] damage
|
|-
| {{favilink|Hulk honey injector}}
| Player is [[terrified]]
|
|-
| {{favilink|Luminous hoarshroom}}
| Player loses more than half of their base HP or 2/3 of their current HP from one source of [[Cold damage|cold]] damage
|
|-
| {{favilink|Rubbergum injector}}
| Player loses more than half of their base HP or 2/3 of their current HP from one source of [[Cold damage|cold]] or [[Electrical damage|electrical]] damage
| Player is [[bleeding]]
|-
| {{favilink|Salve injector}}
| Player is below 50% health
|
|-
| {{favilink|Shade oil injector}}
| Player loses more than 2/3 of their base HP or 3/4 of their current HP from one source of damage
|
|-
| {{favilink|Sphynx salt injector}}
| Player is [[confused]]
|
|-
| {{favilink|Ubernostrum injector}}
| Player has been [[dismembered]]
|}
When the player drops below 10% HP, the {{name}} will randomly use any tonics loaded into it, prioritizing healing and {{favilink|shade oil injector|plural}}.
 
Note that, despite counting as tonics for most other purposes, [[Luminous hoarshroom (food)|luminous hoarshrooms]] will not work in the {{name}}, it only accepts actual injectors.
{{Cybernetics Navbox}}
{{Cybernetics Navbox}}