Robotic: Difference between revisions

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A robotic creature is, most simply put, any creature that inherits from the <code>Robot</code> creature in <code>ObjectBlueprints.xml</code>, or any creature that is <code>Roboticized</code>. Robotic creatures, or simply "robots", possess a wide range of traits and characteristics that distinguish them from non-robotic creatures.  
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.


Most robots that the player will encounter will be "naturally" robotic creatures, or creatures that are robotic by default. However, ''all'' creatures that are not normally robotic have a 1 in 20,000 chance to be {{qud text|&cmechanical}}, granting them all of the usual properties of robots.  
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.


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}}


== Definition ==
{{Qud quote|There is a low, persistent hum emanating outward.}}
For the purposes of this page, a creature is considered robotic if all of the following are true:
* Has the <code>Robot</code> part.
* Has the <code>MentalShield</code> part.
* Has the <code>Metal</code> part.
* Has the <code>Inorganic</code> intproperty.  


== Properties of Robotic Creatures ==
{{References|2.0.201.75}}
* 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}}.
* Are made of [[Properties#Metal|metal]], and thus are able to [[rusted|rust]] and be pulled by {{favilink|pulsed field magnet|plural}}.
* Generate their own electricity, and can thus power artifacts with onboard power systems, such as items modified with [[jacked]].
* Can't use [[tonics]], and those that are forcibly injected will have no effect.
* 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.
* Are affected by [[Scanning#Techscanning|techscanning]].
* Do not [[Respiration|respire]], and are immune to asphyxiation damage.
* Are immune to [[poisoned|poison]] and diseases.
* Lack 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]].

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

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.
  1. XRL.World.Parts.Robot, method HandleEvent(IsMutantEvent)
  2. XRL.World.Parts.Robot, method HandleEvent(GetMutationTermEvent)
  3. XRL.World.Parts.Metal
  4. 4.0 4.1 4.2 4.3 4.4 XRL.World.Parts.Robot, method FireEvent
  5. XRL.World.Parts.Robot, method HandleEvent(GetScanTypeEvent)
  6. XRL.World.Parts.Robot, method HandleEvent(RespiresEvent)
  7. XRL.World.Parts.Robot, method HandleEvent(BeforeApplyDamageEvent)
  8. XRL.World.Parts.Robot, method HandleEvent(IEffectCheckEvent)
  9. XRL.World.Parts.MentalShield, method HandleEvent(IEffectCheckEvent)
  10. XRL.World.Parts.MentalShield, method HandleEvent(CanReceiveTelepathyEvent)
  11. XRL.World.Parts.Skill.Persuasion_RebukeRobot
  12. XRL.World.Parts.Teleprojector
  13. XRL.World.Parts.Robot, method HandleEvent(BeforeDeathRemovalEvent)
  14. 14.0 14.1 14.2 14.3 14.4 14.5 ObjectBlueprints.xml
  15. XRL.World.Parts.Cybernetics2ElectromagneticSensor
  16. XRL.World.Effects.Asleep
  17. XRL.World.Parts.Graftek
  18. XRL.World.Parts.Roboticized