Editing IED incendiary trap
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== Summary == | == Summary == | ||
− | + | IEDs are single use traps that may be triggered when a pawn of any kind walks over it. | |
+ | * The base trigger chance is 100% for enemies, including animals affected by the [[Mental break#Manhunter|manhunter]] mental state. Note that despite the name, animals currently hunting a human pawn for food are not "manhunters" and are not considered enemies. | ||
+ | * Non-manhunting wild animals have a 25% chance to trigger the trap. | ||
+ | * Colonists and tame animals have 0.4% (one in 250) to trigger the trap. | ||
+ | * Friendly visitors will never trigger a trap. | ||
− | + | However, colonists and non-manhunting animals are aware of the location of traps, and will avoid pathing over them if reasonably possible. In all instances, the [[nimble]] trait multiplies the trigger chance for that pawn by 10%, that is, a 10% chance for enemies and 0.04% chance for friendly pawns. | |
− | + | When tripped, IED incendiary traps will start emitting a hissing sound, hinting enemies to run away. When triggered, IED traps will explode after {{ticks|15}}, dealing 10 [[Damage types#Flame|Flame damage]] in a 3.9-tile radius. | |
+ | |||
+ | Additionally, when damaged to below 20% of the maximum HP, or (at any HP) when hit be a projectile dealing the [[Damage types#Bullet|Bullet]], [[Damage types#Arrow|Arrow]], or [[Damage types#ArrowHighVelocity|ArrowHighVelocity]] damage type, the same triggering process will begin. | ||
== Analysis == | == Analysis == |