Prone: Difference between revisions

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608 bytes added ,  18:17, 16 May 2021
Seems to be the case based on shield slam testing. Anything corresponding to my results in the code?
(add firefighting)
(Seems to be the case based on shield slam testing. Anything corresponding to my results in the code?)
 
(8 intermediate revisions by 4 users not shown)
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{{effect|&Cprone|-6 Agility.\n-5 DV.\n-80 move speed.\nMust spend a turn to stand up.|Prone}}
{{#cargo_store:_table=Effects|DisplayName={{qud text|&CLying on (object)|notxml}}
If a creature is knocked prone, they require one turn to stand back up again. Creatures who have the [[Carapace]] mutation have a mutation level-based chance of being [[Immobilized]] instead of prone. If prone on an object that can be laid on, such as a {{favilink|bedroll}}, the creature's effect is renamed to {{qud text|&Clying on (object)&y|notxml}}.
|PlainName=&CLying on (object)
|Type = 1111000000000000000010000000
|DontIndex=1}}<!--
 
  Main body
 
-->{{effect|&Cprone
|-6 Agility.\n-5 DV.\n-80 move speed.\nMust spend a turn to stand up.
|Prone
|type = 111000000000000000010000000
| gameversion = 2.0.201.73}}
If a creature is knocked prone, they require one turn to stand back up again. If prone on an object that can be laid on, such as a {{favilink|bedroll}}, the creature's effect is renamed to {{qud text|&Clying on (object)&y|notxml}}. Creatures that do not have any body part that is feet-like, roots-like, nor contribute any mobility cannot be knocked prone.
 
The [[Movement Speed]] penalty does not have any effect, as prone creatures cannot move and getting back up is an action dependent on [[Quickness]].


==Ways to go prone==
==Ways to go prone==
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| Strength/Agility
| Strength/Agility
| 17
| 17
|-
|[[Swipe]] (defensive stance)
|Strength/Agility
|30
|-
| Moving while [[Tonics#Adverse reactions|overdosed]] on a {{favilink|rubbergum injector}}
|35% chance, no save
|
|-
|[[Flattening Fire]]
|none
|
|-
|-
| Falling [[asleep]]
| Falling [[asleep]]
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