Prone: Difference between revisions

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547 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?
m (carapace doesn't cause immobilization anymore)
(Seems to be the case based on shield slam testing. Anything corresponding to my results in the code?)
 
(3 intermediate revisions by 3 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. 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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|30
|30
|-
|-
| Moving while under the effects of a {{favilink|rubbergum injector}}
| Moving while [[Tonics#Adverse reactions|overdosed]] on a {{favilink|rubbergum injector}}
|35% chance, no save
|35% chance, no save
|  
|  
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