Thrown weapon combat: Difference between revisions

m
Added a line about possible missing info
(Throwing projectiles do not have collision detection like shot projectiles and do not hit a target when they land behind them. The item will just land without a hit in that case.)
m (Added a line about possible missing info)
 
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{{As Of Patch|2.0.201.49}}{{tocright}}
{{As Of Patch|2.0.201.49}}{{Missing info|Are the claims that thrown weapons always show their "maximum possible penetration" and that "thrown weapon penetration will always equal 5 at minimum" still accurate? Seems like this might have changed with the introduction of throwing daggers to the game, and should be reviewed for accuracy. In addition, throwing daggers now break the previous rule of throwing weapons dealing minimal damage when used as melee weapons. Tonics also always penetrate?}}{{tocright}}
Any item in {{gamename}} can be equipped to a creature's '''thrown weapon''' equipment slot and thrown using the {{qud text|&y(&WT&y)hrow}} command.
Any item in {{gamename}} can be equipped to a creature's '''thrown weapon''' equipment slot and thrown using the {{qud text|&y(&WT&y)hrow}} command.


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* {{favilink|parabolic muscular subroutine}}: Increases maximum throwing range by 2.
* {{favilink|parabolic muscular subroutine}}: Increases maximum throwing range by 2.
* [[Airfoil]] mod: Increases a ''specific item's'' throwing range by 4.
* [[Airfoil]] mod: Increases a ''specific item's'' throwing range by 4.
* {{favilink|precision force lathe}}: Increases the throw range for fabricated {{favilink|force knife|plural}} by 6.


== Accuracy (Aim Variance) ==
== Accuracy (Aim Variance) ==
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* The thrower has the '''parabolic muscular subroutine''' installed, or the '''Deft Throwing''' skill.
* The thrower has the '''parabolic muscular subroutine''' installed, or the '''Deft Throwing''' skill.


Otherwise, the throw distance will be adjusted by {{dice tooltip|1d3-2}} cells. This means that, there is only a 1 in 3 chance for the thrown object land in tile aimed for.
Otherwise, the throw distance will be adjusted by {{dice tooltip|1d3-2}} cells. This means that, there is only a 1 in 3 chance for the thrown object to land in tile aimed for and it will otherwise land behind or in front of the tile.


=== Angular Variance ===
=== Angular Variance ===
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= List of Thrown Weapons =
= List of Thrown Weapons =
<div style="display:flex;flex-wrap:wrap;">
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
=== Thrown Blades ===
{{#cargo_query:
| tables  = GeneralData=GD, ItemsTable=IT, PhysicalProperties=PP
| join on  = GD.JoinKey=IT.JoinKey, GD.JoinKey=PP.JoinKey
| fields  = CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Item,
            CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,
            CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}')=Damage
| where    = PP.Throwable='1' AND GD.Categories='Short Blades'
| order by = IT.MaxPV DESC, IT.Damage DESC, GD.PlainName ASC
| format  = table
}}
</div>
<div style="margin-right: 2.5em;">
<div style="margin-right: 2.5em;">


=== Miscellaneous Thrown Items ===
=== Miscellaneous Thrown Items ===
{{#cargo_query:tables=GeneralData,ItemsTable
{{#cargo_query:
| join on=GeneralData.ObjectID=ItemsTable.ObjectID
| tables   = GeneralData=GD, ItemsTable=IT, PhysicalProperties=PP
| fields=CONCAT('{{((}}favilink{{!}}',CONCAT(GeneralData._pageName),'{{))}}')=Item,CONCAT('{{((}}PV{{))}}',CONCAT(ItemsTable.MaxPV))=Max PV,CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(ItemsTable.Damage),'{{))}}')=Damage
| join on = GD.JoinKey=IT.JoinKey, GD.JoinKey=PP.JoinKey
| where=GeneralData.Categories='Thrown Weapons'
| fields   = CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Item,
| order by=ItemsTable.MaxPV DESC,ItemsTable.Damage DESC
            CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,
| format=table
            CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}')=Damage
| where   = PP.Throwable='1' AND GD.Categories<>'Short Blades' AND GD.Categories<>'Tonics' AND GD.Categories<>'Grenades'
| order by = IT.MaxPV DESC, IT.Damage DESC, GD.PlainName ASC
| format   = table
}}
}}


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=== Tonics ===
=== Tonics ===
{{#cargo_query:tables=GeneralData,ItemsTable
{{#cargo_query:
| join on=GeneralData.ObjectID=ItemsTable.ObjectID
| tables   = GeneralData=GD, ItemsTable=IT, PhysicalProperties=PP
| fields=CONCAT('{{((}}favilink{{!}}',CONCAT(GeneralData._pageName),'{{))}}')=Item,CONCAT('{{((}}PV{{))}}',CONCAT(ItemsTable.MaxPV))=Max PV,CONCAT('{{((}}Heart{{))}}',CONCAT(ItemsTable.Damage))=Damage
| join on = GD.JoinKey=IT.JoinKey, GD.JoinKey=PP.JoinKey
| where=GeneralData.Categories='Tonics'
| fields   = CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Item,
| order by=Item
            CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,
| format=table
            CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}')=Damage
| where   = PP.Throwable='1' AND GD.Categories='Tonics'
| order by = IT.MaxPV DESC, IT.Damage DESC, GD.PlainName ASC
| format   = table
}}
}}


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=== Grenades ===
=== Grenades ===
{{#cargo_query:tables=GeneralData,ItemsTable
{{#cargo_query:
| join on=GeneralData.ObjectID=ItemsTable.ObjectID
| tables   = GeneralData=GD, ItemsTable=IT, PhysicalProperties=PP
| fields=CONCAT('{{((}}favilink id{{!}}',GeneralData.ObjectID,'{{))}}')=Item,CONCAT('{{((}}PV{{))}}',CONCAT(ItemsTable.MaxPV))=PV,CONCAT('{{((}}Heart{{))}}',CONCAT(ItemsTable.Damage))=Damage
| join on = GD.JoinKey=IT.JoinKey, GD.JoinKey=PP.JoinKey
| where=GeneralData.Categories='Grenades'
| fields   = CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Item,
| order by=Item
            CONCAT('{{((}}PV{{))}}',CONCAT(IT.MaxPV))=Max PV,
| format=table
            CONCAT('{{((}}Heart{{))}}{{((}}dice tooltip{{!}}',CONCAT(IT.Damage),'{{))}}')=Damage
| where   = PP.Throwable='1' AND GD.Categories='Grenades'
| order by = IT.MaxPV DESC, IT.Damage DESC, GD.PlainName ASC
| format   = table
}}
}}


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