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{{Anomaly}}
 
{{Anomaly}}
 
{{Spoiler}}
 
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{{Infobox main|utility
 
{{Infobox main|utility
 
| name = Disruptor flare pack
 
| name = Disruptor flare pack
| image = Disruptor flare pack.png  
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| image = Disruptor flare pack.png
| description = A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time.
 
| type = Gear
 
| type2 = Utility
 
| tech level =
 
| hp = 100
 
| flammability base = 0.4
 
| production facility 1 = Bioferrite shaper
 
| research = Disruptor flares
 
| work to make = 7200
 
| work speed stat = General Labor Speed
 
| resource 1 = Component
 
| resource 1 amount = 1
 
| resource 2 = Bioferrite
 
| resource 2 amount = 30
 
| skill 1 = Crafting
 
| skill 1 level = 4
 
| marketvalue  = 80
 
| mass base = 3
 
| lifestage = Adult
 
| clothing for nudity = False
 
| coverage = Waist
 
| range = 22.9
 
| accuracy = -
 
| warmup = 60
 
| cooldown =
 
| burst = 1
 
| mode = Single-Shot
 
| velocity = 40
 
| blastRadius = 7.9
 
| defName= Apparel_DisruptorFlarePack
 
| has quality = False
 
| thingCategories = ApparelUtility
 
| tradeTags = ExoticMisc
 
| defaultOutfitTags = ????
 
| thingSetMakerTags = ????
 
 
}}
 
}}
The '''disruptor flare pack''' is a [[utility]] item added by the [[Anomaly DLC]] which allows the launching of disruptor flares.
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INTRO TEXT
  
 
== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
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Acquisition text
  
 
== Summary ==  
 
== Summary ==  
{{Stub|section=1|reason=1) effects section is wrong. 2) So. Many. Check Tags.}}
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SUMMARY TEXT
{{Image wanted|reason=Light radius image like [[:File:Standing_lamp_illumination_area.png]]}}
 
{{Image wanted|section=1|reason=Launch flare gizmo}}
 
A disruptor flare pack is worn at the waist. Once the wearer is [[draft]]ed, it can be manually activated by the player to launch a flare to target any tile within the range and within [[line of sight]] after a warm-up time of {{Ticks|{{P|Aiming Time Base}}}}. The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.{{Check Tag|Verify}}
 
 
 
Upon landing,{{Check Tag|Verify}} disruptor flares inflict the "disruptor flash" hediff on pawns within the {{P|Blast Radius}} tiles, stunning all pawns with a [[psychic sensitivity]] above 0%. This stun lasts for up to {{Ticks|1800}}{{Check Tag|Verify|Throwing it at human colonists resulted in much less than 30s; throwing it again soon after did not result in a stun; seemed to depend on psychic sensitivity}}, during which time the pawn cannot be stunned again. The flare also puts out [[light]] in a 5-tile radius, sufficient to make a {{#expr: {{Lit Radius|5|{{#expr:255+117+108}}}} round 2}} radius considered "Lit". The flare on the ground lasts for {{Ticks|14400}} before disappearing.
 
 
 
The flare also reveals hostile{{Check Tag|Only?|Only hostiles?}} invisible entities,{{Check Tag|Only?|Only entities? What about psycast invisibility, what about rev spine invisiiblity}} such as the [[sightstealer]] and [[revenant]].{{Check Tag|When?|Is this only in the initial flash, or is this during its entire runtime}} It also renders pawns made invisible by [[revenant vertebrae]] visible.
 
 
 
Up to six flares can be launched before the launcher must be reloaded at a cost of {{Icon small|Bioferrite||5}} [[bioferrite]] per flare. The process takes {{Ticks|60}}. The flares can be reloaded individually or all at once.{{Check Tag|Verify}} The pawn will never automatically use the flare pack - instead it must be manually activated by the player. It is unclear if this restriction also applies to NPCs.{{Check Tag|Fact Check|Can NPCs use flare packs}}
 
 
 
{{Utility Note}}
 
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1}}
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ANALYSIS TEXT
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities. Flares will briefly stun entities, giving your colonists and opportunity to attack them and interrupting whatever action the entity was performing. Similar to an EMP grenade, entities will adapt to being stunned by flares.
 
 
 
[[Firefoam pop pack]]s can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible.
 
  
 
== Version history ==
 
== Version history ==

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