Prone: Difference between revisions
Seems to be the case based on shield slam testing. Anything corresponding to my results in the code?
(→Ways to go prone: rubbergum) |
(Seems to be the case based on shield slam testing. Anything corresponding to my results in the code?) |
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(6 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 | |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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|30 | |30 | ||
|- | |- | ||
| Moving while | | Moving while [[Tonics#Adverse reactions|overdosed]] on a {{favilink|rubbergum injector}} | ||
|35% chance, no save | |||
| | |||
|- | |||
|[[Flattening Fire]] | |||
|none | |||
| | | | ||
|- | |- | ||
| Falling [[asleep]] | | Falling [[asleep]] |