Robotic: Difference between revisions
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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}} | |||
Revision as of 21:56, 16 March 2021
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, buy new mutations, or rapidly mutate. Any mutations they possess (such as any they possess by default) are referred to as modules.[1][2]
- Are made of metal, and thus are able to rust and be pulled by pulsed field magnets.[3]
- Generate their own electricity, and can thus power artifacts with onboard power systems, such as items modified with jacked.[4]
- Can't use tonics, and those that are forcibly injected will have no effect.[4]
- Are 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.[4]
- Are affected by techscanning.[5]
- Do not respire, and are immune to asphyxiation damage.[6][7]
- Are immune to poison, diseases, and fungal spores.[4][8]
- 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 cleave.[9][10]
- Are affected by Rebuke Robot.[11]
- Are affected by ganglionic teleprojectors.[12]
- 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 Scrap table, with the number value of the table being equal to the robotic creature's Level / 5.[13]
- "Leak" oil instead of bleeding blood.[14]
- Will use oil in place of water when performing the water ritual.[14]
- Can be detected by a creature with an installed electromagnetic sensor.[15]
- Will be stopped in their tracks if trying to move towards a creature wielding an activated Stopsvalinn. The robotic creature can make a Willpower save with difficulty 18 to resist being stopped.[4]
- Will drop limbs when dismembered that can be disassembled for scrap. The tier of the scrap depends on the creature, and which limb is being disassembled.[14]
- By default, have a heat resistance and cold resistance of 25, and an electric resistance of -50.[14]
- Have Dark Vision at mutation level 12.[14]
- Will be "in power conservation mode" when asleep.[16]
- Can't be grafted by a Graftek.[17]
Mechanical Creatures
Every creature in the game has a 1 in 20,000[14] chance to spawn mechanical, unless the creature is normally robotic. This will change the creature's main color to chrome 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:[18]
There is a low, persistent hum emanating outward. |
References
This information is reliable as of patch 2.0.201.75. |
- ↑
XRL.World.Parts.Robot
, methodHandleEvent(IsMutantEvent)
- ↑
XRL.World.Parts.Robot
, methodHandleEvent(GetMutationTermEvent)
- ↑
XRL.World.Parts.Metal
- ↑ 4.0 4.1 4.2 4.3 4.4
XRL.World.Parts.Robot
, methodFireEvent
- ↑
XRL.World.Parts.Robot
, methodHandleEvent(GetScanTypeEvent)
- ↑
XRL.World.Parts.Robot
, methodHandleEvent(RespiresEvent)
- ↑
XRL.World.Parts.Robot
, methodHandleEvent(BeforeApplyDamageEvent)
- ↑
XRL.World.Parts.Robot
, methodHandleEvent(IEffectCheckEvent)
- ↑
XRL.World.Parts.MentalShield
, methodHandleEvent(IEffectCheckEvent)
- ↑
XRL.World.Parts.MentalShield
, methodHandleEvent(CanReceiveTelepathyEvent)
- ↑
XRL.World.Parts.Skill.Persuasion_RebukeRobot
- ↑
XRL.World.Parts.Teleprojector
- ↑
XRL.World.Parts.Robot
, methodHandleEvent(BeforeDeathRemovalEvent)
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5
ObjectBlueprints.xml
- ↑
XRL.World.Parts.Cybernetics2ElectromagneticSensor
- ↑
XRL.World.Effects.Asleep
- ↑
XRL.World.Parts.Graftek
- ↑
XRL.World.Parts.Roboticized