Template:Animal Health Table/doc

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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:

  • Human

Planned supported body types are as follows:

  • Bird
  • BeetleLike
  • BeetleLikeWithClaw
  • QuadrupedAnimalWithPaws
  • QuadrupedAnimalWithPawsAndTail
  • QuadrupedAnimalWithHooves
  • QuadrupedAnimalWithHoovesAndHump
  • QuadrupedAnimalWithHoovesAndTusk
  • QuadrupedAnimalWithHoovesTuskAndTrunk
  • QuadrupedAnimalWithHoovesAndHorn
  • QuadrupedAnimalWithClawsTailAndJowl
  • TurtleLike
  • Monkey
  • Snake
  • MechanicalCentipede
  • Lancer
  • Pikeman
  • Scyther
  • MechanicalTermite

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|Human|2.5}}

which results in


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Group[3] Capacity[4] Effect if Destroyed/Removed
Torso 100 1 E: 100% 40.5% N/A[5] Ex.png Torso - Death
Neck 62.5 1 E: 7.5% 1.5% Torso Ex.png Neck Breathing
Eating
Talking
Death
Head 62.5 1 E: 80% 2.82% Neck Ex.png UpperHead
FullHead
HeadAttackTool
- Death
Skull 62.5 1 I: 18.0% 0.51% Head Check.png UpperHead
Eyes
FullHead
- Cannot be destroyed
Increasing Pain based on damage.
Brain 25 1 I: 80.0% 0.41% Skull Check.png UpperHead
Eyes
FullHead
Consciousness Death
Damage always results in scarring.
Eye 25 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 30 2 E: 7.0% 0.42% Head Ex.png UpperHead
FullHead
Hearing -25% Hearing. -100% if both lost.
-15 Disfigured Social penalty
Nose 25 1 E: 10.0% 0.6% Head Ex.png FullHead - -15 Disfigured Social penalty
Jaw 50 1 E: 15.0% 0.9% Head Ex.png Teeth
FullHead
Eating
Talking
-100% Talking and -90% Eating
-15 Disfigured Social penalty
Tongue 25[6] 1 I: 0.1% 0%[?] Jaw Check.png FullHead Eating
Talking
-100% Talking and -50% Eating
-15 Disfigured Social penalty
Waist 25[6] 1 0% 0% Torso Ex.png Waist - N/A
Spine 62.5 1 I: 2.5% 1.01% Torso Check.png Torso Moving -100% Moving[7]
Ribcage 75 1 I: 3.6% 1.46% Torso Check.png Torso Breathing Cannot be destroyed
Up to -48% Breathing
Increasing Pain based on damage.
Sternum 50 1 I: 1.5% 0.61% Torso Check.png Torso Breathing Cannot be destroyed
Up to -48% Breathing
Increasing Pain based on damage.
Heart 37.5 1 I: 2% 0.81% Torso Check.png Torso Blood Pumping Death
Lung 37.5 2 I: 2.5% 1.01% Torso Check.png Torso Breathing -50% Breathing. Death if both lost
Stomach 50 1 I: 2.5% 1.01% Torso Check.png Torso Metabolism -50% Metabolism
Liver 50 1 I: 2.5% 1.01% Torso Check.png Torso Blood Filtration
Metabolism
Death
Kidney 37.5 2 I: 1.7% 0.69% Torso Check.png Torso Blood Filtration -50% Blood Filtration. Death if both lost
Shoulder 75 2 E: 12.0% 2.76% Torso Ex.png Shoulders Manipulation -50% Manipulation. -100% if both lost
Arm 75 2 E: 77.0% 7.95% Shoulder Ex.png Arms Manipulation -50% Manipulation. -100% if both lost
Clavicle 62.5 2 I: 9% 1.08% Shoulder Check.png Torso Manipulation Cannot be destroyed
Up to -48% Manipulation
Increasing Pain based on damage.
Humerus 62.5 2 I: 10.0% 0.79% Arm Check.png Arms Manipulation -50% Manipulation. -100% if both lost
Radius 50 2 I: 10.0% 0.79% Arm Check.png Arms Manipulation -50% Manipulation. -100% if both lost
Hand 50 2 E: 14.0% 0.83% Arm Ex.png Hands Manipulation -50% Manipulation. -100% if both lost
Pinky Finger 20 2 E: 6.0% 0.08% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Ring Finger 20 2 E: 7.0% 0.09% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Middle Finger 20 2 E: 8.0% 0.1% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
MiddleFingers
Manipulation -8% Manipulation. -16% if both lost
Index Finger 20 2 E: 7.0% 0.09% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Thumb 20 2 E: 8.0% 0.1% Hand Ex.png Hands
LeftHand[8]
RightHand[8]
Manipulation -8% Manipulation. -16% if both lost
Pelvis 62.5 1 I: 2.5% 1.01% Torso Check.png Torso Moving Cannot be destroyed
Up to -96% Moving.
Increasing Pain based on damage.
Leg 75 2 E: 14.0% 12.6% Torso Ex.png Legs Moving -50% Moving. -100% if both lost
Femur 62.5 2 I: 10.0% 1.26% Leg Check.png Legs Moving -50% Moving. -100% if both lost
Tibia 62.5 2 I: 10.0% 1.26% Leg Check.png Legs Moving -50% Moving. -100% if both lost
Foot 62.5 2 E: 10.0% 0.85% Leg Ex.png Feet Moving -50% Moving. -100% if both lost
Little Toe 20 2 E: 6.0% 0.08% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Fourth Toe 20 2 E: 7.0% 0.1% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Middle Toe 20 2 E: 8.0% 0.11% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Second Toe 20 2 E: 9.0% 0.13% Foot Ex.png Feet Moving -4% Moving. -8% if both lost
Big Toe 20 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.

On a page with Health Scale defined, no parameters are required. For example, if the health scale on the page was defined as 1.5, the required format would be:

{{Animal Health Table|Human}}

which results in


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.