Template:Animal Health Table/MechanicalCentipede

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Creates a table showing the health values for various body parts of a given animal.

Parameters

Currently accepts two parameters, namely bodytype and baseHealthScale. The template is set up to automatically draw from the page parameters if they exist, or the parameters can be defined instead. At the time of writing, only baseHealthScale is ever defined on pages.

The parameters are entered unnamed, in the following pattern:

{{quote|bodytype|baseHealthScale}}

Currently supported body types are as follows:

Planned supported body types are as follows:

Example usage

On a page without Health Scale defined, the second parameter is required. For example, for the body part health values of a grizzly bear with a health scale value of 2.5, the required format is:

{{Animal Health Table||2.5}}

which results in


Body part Health
Head 63
Skull 63
Brain 25
Nose 25
Neck 63
Jaw 50
Eye [1]
(left, right)
25
Ear
(left, right)
25
Body 100
Kidney[2]
(left, right)
38
Lung[2]
(left, right)
38
Liver[2] 50
Heart[2] 38
Spine[2] 63
Stomach[2] 50
Limbs
(left, right, fore, hind)
75
Appendage
(left, right, fore, hind)
50
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

On a page with Health Scale defined, no parameters are required. For example, if the health scale on the page was defined as 1.0, the required format would be:

{{Animal Health Table|human}}

which results in


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Group[3] Capacity[4] Effect if Destroyed/Removed
Torso 40 1 E: 100% 40.5% N/A[5] Ex.png Torso - Death
Neck 25 1 E: 7.5% 1.5% Torso Ex.png Neck Breathing
Eating
Talking
Death
Head 25 1 E: 80% 2.82% Neck Ex.png UpperHead
FullHead
HeadAttackTool
- Death
Skull 25 1 I: 18.0% 0.51% Head Check.png UpperHead
Eyes
FullHead
- Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 I: 80.0% 0.41% Skull Check.png UpperHead
Eyes
FullHead
Consciousness Death
Damage always results in scarring.
Eye 10 2 E: 7.0% 0.42% Head Ex.png Eyes
FullHead
Sight -25% Sight. -100% if both lost.
-15 Disfigured Social penalty.
0% Hit Chance against Blunt damage.
Ear 12 2 E: 7.0% 0.42% Head Ex.png UpperHead
FullHead
Hearing -25% Hearing. -100% if both lost.
-15 Disfigured Social penalty
Nose 10 1 E: 10.0% 0.6% Head Ex.png FullHead - -15 Disfigured Social penalty
Jaw 20 1 E: 15.0% 0.9% Head Ex.png Teeth
FullHead
Eating
Talking
-100% Talking and -90% Eating
-15 Disfigured Social penalty
Tongue 10[6] 1 I: 0.1% 0%[?] Jaw Check.png FullHead Eating
Talking
-100% Talking and -50% Eating
-15 Disfigured Social penalty
Waist 10[6] 1 0% 0% Torso Ex.png Waist - N/A
Spine 25 1 I: 2.5% 1.01% Torso Check.png Torso Moving -100% Moving[7]
Ribcage 30 1 I: 3.6% 1.46% Torso Check.png Torso Breathing Cannot be destroyed
Up to -48% Breathing
Increasing Pain based on damage.
Sternum 20 1 I: 1.5% 0.61% Torso Check.png Torso Breathing Cannot be destroyed
Up to -48% Breathing
Increasing Pain based on damage.
Heart 15 1 I: 2% 0.81% Torso Check.png Torso Blood Pumping Death
Lung 15 2 I: 2.5% 1.01% Torso Check.png Torso Breathing -50% Breathing. Death if both lost
Stomach 20 1 I: 2.5% 1.01% Torso Check.png Torso Metabolism -50% Metabolism
Liver 20 1 I: 2.5% 1.01% Torso Check.png Torso Blood Filtration
Metabolism
Death
Kidney 15 2 I: 1.7% 0.69% Torso Check.png Torso Blood Filtration -50% Blood Filtration. Death if both lost
Shoulder 30 2 E: 12.0% 2.76% Torso Ex.png Shoulders Manipulation -50% Manipulation. -100% if both lost
Arm 30 2 E: 77.0% 7.95% Shoulder Ex.png Arms Manipulation -50% Manipulation. -100% if both lost
Clavicle 25 2 I: 9% 1.08% Shoulder Check.png Torso Manipulation Cannot be destroyed
Up to -48% Manipulation
Increasing Pain based on damage.
Humerus 25 2 I: 10.0% 0.79% Arm Check.png Arms Manipulation -50% Manipulation. -100% if both lost
Radius 20 2 I: 10.0% 0.79% Arm Check.png Arms Manipulation -50% Manipulation. -100% if both lost
Hand 20 2 E: 14.0% 0.83% Arm Ex.png Hands Manipulation -50% Manipulation. -100% if both lost
Pinky Finger 8 2 E: 6.0% 0.08% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Ring Finger 8 2 E: 7.0% 0.09% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Middle Finger 8 2 E: 8.0% 0.1% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
MiddleFingers
Manipulation -8% Manipulation. -16% if both lost
Index Finger 8 2 E: 7.0% 0.09% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Thumb 8 2 E: 8.0% 0.1% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Pelvis 25 1 I: 2.5% 1.01% Torso Check.png Torso Moving Cannot be destroyed
Up to -96% Moving.
Increasing Pain based on damage.
Leg 30 2 E: 14.0% 12.6% Torso Ex.png Legs Moving -50% Moving. -100% if both lost
Femur 25 2 I: 10.0% 1.26% Leg Check.png Legs Moving -50% Moving. -100% if both lost
Tibia 25 2 I: 10.0% 1.26% Leg Check.png Legs Moving -50% Moving. -100% if both lost
Foot 25 2 E: 10.0% 0.85% Leg Ex.png Feet Moving -50% Moving. -100% if both lost
Little Toe 8 2 E: 6.0% 0.08% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Fourth Toe 8 2 E: 7.0% 0.1% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Middle Toe 8 2 E: 8.0% 0.11% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Second Toe 8 2 E: 9.0% 0.13% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Big Toe 8 2 E: 9.0% 0.13% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
  1. Coverage is used to determine the chance for this body part to be targeted. External parts cover their parent part and take hits for them. For example, the neck, arms and legs have a combined external coverage of 59.5%, so the torso has only a 40.5% chance to be targeted. Internal parts can only be targeted when their parent part has been and take damage along with the parent part. For example, the torso has a 40.5% chance to be targeted and the spine has 2.5% internal coverage so has about a 1.01% chance to be targeted.
  2. Target Chance is the actual chance for each part to be the initial target damaged when all parts' coverages have been taken into account. Different damage types can propagate damage in different ways and cause parts to be hit more often than this table shows. See page for details.
  3. What apparel coverage covers this body part.
  4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  5. This is the part that everything else connects to to be considered 'connected'.
  6. 6.0 6.1 This part has no coverage and cannot be damaged.
  7. If Moving drops below 16% a pawn cannot move. A pawn that cannot move cannot work.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 Only the relevant choice of LeftHand OR RightHand will apply, not both.
{{Animal Health Table|MechanicalCentipede|notCollapsible=1}}

which results in

Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
First body ring 45 1 100% 14% N/A[4] Ex.png Moving
Manipulation
Death
Up to -?% Moving
Up to -?% Manipulation
Will never take permanent injury
Head 30 1 15% 8.3% First body ring Ex.png Moving
Manipulation
Death
Will never take permanent injury.
Artificial brain 10 1 5% 0.75% Head Check.png Consciousness Death
Will never take permanent injury.
Visual sensor 10 2 8.0% 1.2% Head Ex.png Sight -?% Sight. -?% if both lost.
Will never take permanent injury.
Sound sensor 10 2 8.0% 1.2% Head Ex.png Hearing -?% Hearing. -?% if both lost.
Will never take permanent injury.
Chemical analyzer 10 1 8.0% 1.2% Head Ex.png - Will never take permanent injury.
Second body ring 40 1 71% 11% First body ring Ex.png Moving
Manipulation
Death
Up to -?% Moving
Up to -?% Manipulation
Will never take permanent injury
Reactor 20 1 5% 3.6% Second body ring Check.png Power Generation Death.
Will never take permanent injury.
Third body ring 35 1 80% 11% Second body ring Ex.png Moving
Manipulation
Death
Up to -?% Moving
Up to -?% Manipulation
Will never take permanent injury
Fluid reprocessor 15 1 5% 3.60% Third body ring Check.png Fluid Reprocessing ?
Fourth body ring 30 1 75% 12% Third body ring Ex.png Moving
Manipulation
Death
Up to -?% Moving
Up to -?% Manipulation
Will never take permanent injury
Fluid reprocessor 15 1 6% 2.60% Fourth body ring Check.png Fluid Reprocessing ?
Fifth body ring 25 1 66% 14% Fourth body ring Ex.png Moving
Manipulation
Death
Up to -?% Moving
Up to -?% Manipulation
Will never take permanent injury
Sixth body ring 20 1 50% 14% Fifth body ring Ex.png Moving
Manipulation
Death
Up to -?% Moving
Up to -?% Manipulation
Will never take permanent injury
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.