Editing Bionic arm
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{Define|Body Part |
− | | | + | | image = Artificial Organ |
− | | image = | + | | always haulable = true |
− | | | + | | def name = BionicArm |
− | | | + | | description = One of the most sophisticated arm replacements. Gives extreme strength to its user. |
− | + | | graphic class = Graphic_Single | |
− | | description = | + | | graphic path = Things/Item/BodyPart/ArtificialOrgan |
− | | | + | | is body part = true |
− | | | + | | label = bionic arm |
− | + | | parent name = BodyPartBase | |
− | + | | path cost = 10 | |
− | + | | selectable = true | |
− | | body part = | + | | thing class = ThingWithComps |
− | | | + | | ticker type = Never |
− | | | + | | use hit points = true |
− | | | + | | flammability base = 1.0 |
− | | | + | | market value base = 1500 |
− | | | + | | max hit points base = 50 |
− | | | ||
− | | | ||
− | | | ||
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
| mass = 5 | | mass = 5 | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
}} | }} | ||
− | {{Info|A | + | {{Info|A bionic arm is a very useful replacement for a natural arm. They are universal and can be installed on either left or right arms. It has 125% efficiency, increasing a colonist's [[manipulation]] by 12.5% for each bionic arm installed. A bionic arm's strength gives its bearer a melee attack of 9 damage when an attack uses that arm, compared to 7 damage from a natural arm. An installed bionic arm will replace a colonist's arm up to and including the shoulder. They can be crafted, and are rarely offered for sale by exotic traders and at Outlander bases.}} |
− | + | As with all bionics, it will give a mood buff to anyone with the Transhumanist [[traits|trait]], a heavy penalty to anyone with the Body purist trait and a lesser penalty to anyone else. | |
− | |||
− | + | {| {{STDT| c_06 text-center}} | |
− | + | ! Melee Attack !! Damage Amount !! Cooldown !!DPS | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| {{STDT| | ||
− | ! | ||
|- | |- | ||
− | ! | + | ![[Injury|{{Q|{{BASEPAGENAME}}| Damage Type }}]] |
− | + | |{{Q|{{BASEPAGENAME}}|Melee Damage Base}} | |
− | | {{Q | + | |{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}} |
− | | {{ | + | |{{Q|{{BASEPAGENAME}}|Maximum DPS}} |
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | | {{ | ||
− | | | ||
− | | {{ | ||
− | | | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | <!-- Section to declare properties --> | |
+ | {{#set:Melee Damage Base = 9| Melee Cooldown Base = 100| Damage Type = Blunt}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}} | ||
+ | <!-- End of section --> | ||
− | + | === Usage === | |
− | + | Since bionic arms increase a colonist manipulation stat, it is advised to add them to colonist with a high skill level on [[Skills|Crafting]] or [[Doctoring|Medicine]] since those skills depend greatly on the manipulation stat. For example, a doctor will have a better chance at a high quality treatment if he or she has increased manipulation stats, and craftsmen will make objects faster. | |
− | + | === Version history === | |
− | + | In Beta 19 it received a nerf to efficiency but is now craftable. | |
− | |||
− | {{ | + | {{nav/body_parts}} |
− |