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Trashmonks (talk | contribs) |
Trashmonks (talk | contribs) |
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| tilecolors = cR | | 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 | | supportedmods = MissileWeaponMods,CommonMods,ElectronicsMods | ||
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Spray fire: This item can be fired while adjacent to multiple enemies without risk of the shot going wild.{{)}}}} | 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.{{)}}}} | {{Qud shader|rules|{{(}}Compute power on the local lattice increases this item's effectiveness.{{)}}}} | ||
| categories = | | categories = Floating Nearby | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- 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 | <!-- 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 shoot down an incoming projectile depends on the type of projectile and whether the {{name}} is [[overloaded]]. {{Code Reference|class=PointDefense}} | 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" | {| class="wikitable" | ||
! Projectile Type | ! Projectile Type | ||
! Chance to | ! Chance to Notice the Projectile<br>Each Time the Projectile Moves 1 Tile | ||
! Chance to | ! [[Compute power]] to reach 100% | ||
! Chance to Notice when Overloaded | |||
! Compute power to reach 100% | |||
|- | |- | ||
| Explosives | | Explosives | ||
| 80% | | 80% | ||
| 25 | |||
| 90% | | 90% | ||
| 12 | |||
|- | |- | ||
| [[Thrown_weapon_combat#List_of_Thrown_Weapons|Thrown weapons]] | | [[Thrown_weapon_combat#List_of_Thrown_Weapons|Thrown weapons]] | ||
| 90% | | 90% | ||
| 12 | |||
| 100% | | 100% | ||
| 0 | |||
|- | |- | ||
| Arrows | | Arrows | ||
| 70% | | 70% | ||
| 43 | |||
| 80% | | 80% | ||
| 25 | |||
|- | |- | ||
| Slugs | | Slugs | ||
| 40% | | 40% | ||
| 150 | |||
| 50% | | 50% | ||
| 100 | |||
|- | |- | ||
| Energy projectiles | | Energy projectiles | ||
| 0% | | 0% | ||
| -- | |||
| 0% | | 0% | ||
| -- | |||
|} | |} | ||
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<references /> | <references /> | ||
{{Floating Nearby Objects Navbox}} | |||
[[Category:Floating Nearby]] | [[Category:Floating Nearby]] |