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<!-- START QBE: Autogenerated section - please leave this marker. See the [[QBE]] page for more information. --> | |||
{{Item | {{Item | ||
| title = {{Qud text|point-defense drone}} | | title = {{Qud text|point-defense drone}} | ||
| image = pointdefense drone.png | | image = pointdefense drone.png | ||
| overrideimages = {{altimage start}}{{altimage | pointdefense drone identified.png | type = identified}}{{altimage | pointdefense drone unidentified.png | type = unidentified}}{{altimage end}} | |||
| pv = 9 | | pv = 9 | ||
| maxpv = 9 | | maxpv = 9 | ||
| damage = 1d10 | | damage = 1d10 | ||
| av = 0 | | av = 0 | ||
| dv = 0 | |||
| weight = 5 | | weight = 5 | ||
| featureweightinfo = yes | |||
| commerce = 800 | | commerce = 800 | ||
| ammo = energy | | ammo = energy | ||
| ammodamagetypes = Light</br> | | ammodamagetypes = Light</br>Laser | ||
| energycellrequired = yes | |||
| ismissile = yes | |||
| accuracy = 12 | | accuracy = 12 | ||
| shots = 1 | | shots = 1 | ||
| chargeused = | | ammoperaction = 1 | ||
| chargefunction = Weapon | | chargeused = 102 | ||
| chargefunction = Weapon Power [100], PointDefense [1], PoweredFloating [1] | |||
| id = Point-Defense Drone | | id = Point-Defense Drone | ||
| complexity = 6 | | complexity = 6 | ||
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| candisassemble = yes | | candisassemble = yes | ||
| colorstr = &c | | colorstr = &c | ||
| tilecolors = cR | |||
| renderstr = * | | renderstr = * | ||
| extra = {{Extra info|empsensitive = yes | metal = yes | energycellrequired = yes}} | | extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | metal = yes | energycellrequired = yes | energyammoloader = yes}} | ||
| inheritingfrom = | | inheritingfrom = BaseFloat | ||
| dynamictable = {{Dynamic object|Items|Point-Defense Drone}} | |||
| unidentifiedimage = pointdefense drone unidentified.png | |||
| unidentifiedname = weird artifact | |||
| unidentifiedaltname = spikey ball | |||
| wornon = Floating Nearby | | wornon = Floating Nearby | ||
| supportedmods = MissileWeaponMods,CommonMods,ElectronicsMods | |||
| desc = It's a robotic eye lidded by a furcate chassis and embellished with antenna lashes. A minuscule barrel pokes out from its pupil and vibrates. The inner lid is articulated, allowing the drone to scan for incoming projectiles and shoot them down with laser light. | | desc = It's a robotic eye lidded by a furcate chassis and embellished with antenna lashes. A minuscule barrel pokes out from its pupil and vibrates. The inner lid is articulated, allowing the drone to scan for incoming projectiles and shoot them down with laser light. | ||
| categories = | |||
{{Qud shader|rules|{{(}}Weapon Class: Pistol | |||
Accuracy: Low | |||
Spray fire: This item can be fired while adjacent to multiple enemies without risk of the shot going wild.{{)}}}} | |||
{{Qud shader|rules|{{(}}Compute power on the local lattice increases this item's effectiveness.{{)}}}} | |||
| categories = Floating Nearby | |||
| gameversion = 2.0.206.57 | |||
}} | }} | ||
When powered, equipped, and [[Boot sequence|booted up]], | <!-- END QBE -->When powered, equipped, and [[Boot sequence|booted up]], has a chance to shoot down and destroy incoming projectiles such as missiles, grenades, and lead slugs. | ||
The chance that the {{name}} will attempt to shoot down an incoming projectile depends on the type of projectile and whether the {{name}} is [[overloaded]]. Each time that a hostile projectile moves 1 tile on its trajectory, the {{name}} will have a chance to "notice" that projectile and begin targeting it, as listed in the table below.{{Code Reference|class=PointDefense}} After the {{name}} has "noticed" a projectile and begins targeting it, it will fire on the projectile with its laser in an attempt to destroy it. The drone's laser is subject to normal [[Missile_weapon_combat#Missile_Weapon_Accuracy|missile weapon accuracy]] rules, and can potentially miss the incoming projectile when it attempts to shoot at it. | |||
{| class="wikitable" | |||
! Projectile Type | |||
! Chance to Notice the Projectile<br>Each Time the Projectile Moves 1 Tile | |||
! [[Compute power]] to reach 100% | |||
! Chance to Notice when Overloaded | |||
! Compute power to reach 100% | |||
|- | |||
| Explosives | |||
| 80% | |||
| 25 | |||
| 90% | |||
| 12 | |||
|- | |||
| [[Thrown_weapon_combat#List_of_Thrown_Weapons|Thrown weapons]] | |||
| 90% | |||
| 12 | |||
| 100% | |||
| 0 | |||
|- | |||
| Arrows | |||
| 70% | |||
| 43 | |||
| 80% | |||
| 25 | |||
|- | |||
| Slugs | |||
| 40% | |||
| 150 | |||
| 50% | |||
| 100 | |||
|- | |||
| Energy projectiles | |||
| 0% | |||
| -- | |||
| 0% | |||
| -- | |||
|} | |||
==References== | |||
<references /> | |||
{{Floating Nearby Objects Navbox}} | |||
[[Category:Floating Nearby]] |