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A robotic creature is | A robotic creature is a kind of creature that can be found all over Qud. Robotic creatures, or simply "robots", possess a wide range of traits and characteristics that distinguish them from non-robotic creatures; principle among these are that robotic creatures are made of metal, are inorganic, and lack psionically accessible minds. | ||
While all creatures belonging to the [[robots]] [[faction]] are robotic, not all robotic creatures belong to the robots faction, and the two should not be confused. | |||
== Properties of Robotic Creatures == | |||
* Are not considered mutants, and thus cannot gain [[mutation]] points, [[Mutations#Buying Mutations|buy new mutations]], or [[Mutations#Rapid Advancement|rapidly mutate]]. Any mutations they possess (such as any they possess by default) are referred to as {{qud text|&Cmodules}}.{{Code Reference|class=Robot|method=HandleEvent(IsMutantEvent)}}{{Code Reference|class=Robot|method=HandleEvent(GetMutationTermEvent)}} | |||
* Are made of [[Properties#Metal|metal]], and thus are able to [[rusted|rust]] and be pulled by {{favilink|pulsed field magnet|plural}}.{{Code Reference|class=Metal}} | |||
* Generate their own electricity, and can thus power artifacts with onboard power systems, such as items modified with [[jacked]].{{Code Reference|class=Robot|method=FireEvent|name=FireEvent}} | |||
* Can't use [[tonics]], and those that are forcibly injected will have no effect.<ref name="FireEvent"/> | |||
* Are [[Properties#EMP Sensitive|vulnerable to EMP]]. If a robot is affected by EMP, they will become "dormant" and will be unable to act until the effect is over.<ref name="FireEvent"/> | |||
* Are affected by [[Scanning#Techscanning|techscanning]].{{Code Reference|class=Robot|method=HandleEvent(GetScanTypeEvent)}} | |||
* Do not [[Respiration|respire]], and are immune to asphyxiation damage.{{Code Reference|class=Robot|method=HandleEvent(RespiresEvent)}}{{Code Reference|class=Robot|method=HandleEvent(BeforeApplyDamageEvent)|name=BeforeApplyDamageEvent}} | |||
* Are immune to [[poisoned|poison]], diseases, and fungal spores.<ref name="FireEvent"/>{{Code Reference|class=Robot|method=HandleEvent(IEffectCheckEvent)}} | |||
* Lack psionically accessible minds, and are thus immune to mental damage and the following mental effects/abilities: [[Beguiling]], [[Domination]], [[Telepathy]], [[confused]], [[shaken]], [[shamed]], [[stunned]], [[terrified]], and [[psionic]] [[cleaved|cleave]].{{Code Reference|class=MentalShield|method=HandleEvent(IEffectCheckEvent)}}{{Code Reference|class=MentalShield|method=HandleEvent(CanReceiveTelepathyEvent)}} | |||
* Are affected by [[Rebuke Robot]].{{Code Reference|namespace=XRL.World.Parts.Skill|class=Persuasion_RebukeRobot}} | |||
* Are affected by {{favilink|ganglionic teleprojector|plural}}.{{Code Reference|class=Teleprojector}} | |||
* Have a 5% chance on death to drop [[scrap]], or a 35% chance if the player has the [[Scavenger]] skill. The scrap dropped will be taken from the [[Data:Scrap|Scrap]] table, with the number value of the table being equal to the robotic creature's '''Level / 5'''.{{Code Reference|class=Robot|method=HandleEvent(BeforeDeathRemovalEvent)}} | |||
* "Leak" {{favilink|oil}} instead of bleeding {{favilink|blood}}.{{File Ref|file=ObjectBlueprints|name=Object}} | |||
* Will use oil in place of {{favilink|water}} when performing the [[water ritual]].<ref name="Object"/> | |||
* Can be detected by a creature with an installed {{favilink|electromagnetic sensor}}.{{Code Reference|class=Cybernetics2ElectromagneticSensor}} | |||
* Will be stopped in their tracks if trying to move towards a creature wielding an activated {{favilink|Stopsvalinn}}. The robotic creature can make a [[Willpower]] [[save]] with difficulty 18 to resist being stopped.<ref name="FireEvent"/> | |||
* Will drop limbs when dismembered that can be [[disassemble|disassembled]] for scrap. The tier of the scrap depends on the creature, and which limb is being disassembled.<ref name="Object"/> | |||
* By default, have a [[heat resistance]] and [[cold resistance]] of 25, and an [[electric resistance]] of -50.<ref name="Object"/> | |||
* Have [[Dark Vision]] at mutation level 12.<ref name="Object"/> | |||
* Will be "in power conservation mode" when [[asleep]].{{Code Reference|namespace=XRL.World.Effects|class=Asleep}} | |||
* Can't be grafted by a {{favilink|Graftek}}.{{Code Reference|class=Graftek}} | |||
== Mechanical Creatures == | |||
Every creature in the game has a 1 in 20,000<ref name="Object"/> chance to spawn {{Qud text|&cmechanical}}, unless the creature is normally robotic. This will change the creature's main color to {{qud text|&cchrome}} and will grant them nearly all of the usual properties of robotic creatures. Mechanical creatures will not drop corpses if their non-mechanical versions normally do. Additionally, mechanical creatures will have the following appended to their descriptions:{{Code Reference|class=Roboticized}} | |||
{{Qud quote|There is a low, persistent hum emanating outward.}} | |||
{{References|2.0.201.75}} | |||