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<noinclude>{{About|the capacity that controls a number of stats|the rate at which a pawn moves|Move Speed}}
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<noinclude>{{stub}}</noinclude>
 
{{Capacity
 
{{Capacity
 
| default base value = 1
 
| default base value = 1
 
| to string style = PercentZero
 
| to string style = PercentZero
 
| description = How well a character can move around. Directly affected by consciousness.
 
| description = How well a character can move around. Directly affected by consciousness.
}}</noinclude>Any time a pawn's moving is reduced to below 16%, they become [[downed|incapacitated]] and can no longer do anything. They can be rescued or captured at this point. An injured pawn may eventually recover on their own as the pain levels drop, although blood loss may prevent this or cause them to collapse again.
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}}
  
Moving is related to [[move speed]], but not equivalent. Some factors, like [[armor]] and the [[jogger]] trait, impact move speed, but not the "Moving" capacity itself.
 
 
== Affected stats ==
 
 
{{#ask: [[Moving Importance::+]]
 
{{#ask: [[Moving Importance::+]]
 
| ?Health Type = Type
 
| ?Health Type = Type
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== Factors ==
 
== Factors ==
Pawns need a ''moving'' capacity of above 15% in order to move. At 15% or below, the pawn is [[downed]].  
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Pawns need a Moving capacity of at least 15% in order to move.
  
=== Base factors ===
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=== Factors ===
The following factors affect ''moving'':
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The following factors affect {{PAGENAME}}.
* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::1|100%]] Max.
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* [[Consciousness]]: [[Consciousness Importance::1|100%]] importance, no allowed defect. [[Consciousness Limit::-|No]] Max
* [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::-|No]] Max (effectively {{%|{{Q|Blood Pumping|Effective Maximum}} }}).
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* [[Blood Pumping]]: [[Blood Pumping Importance::0.2|20%]] importance, no allowed defect. [[Blood Pumping Limit::-|No]] Max (effectively 190%).
* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::-|No]] Max (effectively {{%|{{Q|Breathing|Effective Maximum}} }}).
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* [[Breathing]]: [[Breathing Importance::0.2|20%]] importance, no allowed defect. [[Breathing Limit::-|No]] Max (effectively 110%).
* Leg part efficiency: 100% importance, no allowed defect. No Max (effectively 150%).
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* Leg part efficiency. 50% importance for each leg, no allowed defect. No Max
** Whole leg: 50% importance for each leg, no allowed defect. No Max (effectively 150%).
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** [[Bionic leg]]. 125% part efficiency for +12.5% Moving.
*** [[Peg leg]]: 60% part efficiency resulting in {{--|20%}} Moving.
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** [[Archotech leg]]. 150% part efficiency for +25% Moving.
*** [[Prosthetic leg]]: 85% part efficiency resulting in {{--|7.5%}} Moving.
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* Pelvis part efficiency. 100% importance for each leg, no allowed defect. 100% Max (effectively)
*** [[Bionic leg]]: 125% part efficiency resulting in {{+|12.5%}} Moving.
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* Spine part efficiency. 100% importance for each leg, no allowed defect. 100% Max (effectively)
*** [[Archotech leg]]: 150% part efficiency resulting in {{+|25%}} Moving.
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** Tibia part efficiency: 50% importance for each tibia, no allowed defect. No Max (effectively 100%).
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* [[Cryptosleep sickness]]: x90%
** Femur part efficiency: 50% importance for each femur, no allowed defect. No Max (effectively 100%).
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* [[Food poisoning]]
** Foot part efficiency: 50% importance for each foot, no allowed defect. No Max (effectively 100%).
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** ''recovering'' and ''initial'': x80%
*** [[Wooden foot]]: 80% part efficiency resulting in {{--|10%}} Moving.
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** ''major'': x50%
** Toes part efficiency: Every toe missing results in {{--|4%}} Moving. No Max (effectively 100%).
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* [[Resurrection sickness]]: x10%
** Pelvis part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
 
** Spine part efficiency: 100% importance, no allowed defect. No Max (effectively 100%).
 
{{Moving Part Efficiency Table}}
 
  
 
=== Offsets ===
 
=== Offsets ===
The following offsets affect ''moving''. They are applied after the base factors.
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* [[Beer]]
* Alcohol ([[Beer]]) high
 
 
** Tipsy: {{--|5%}}
 
** Tipsy: {{--|5%}}
 
** Drunk and Hammered: {{--|10%}}
 
** Drunk and Hammered: {{--|10%}}
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** Withdrawal: {{--|50%}}
 
** Withdrawal: {{--|50%}}
 
* [[Luciferium]] high: {{+|5%}}
 
* [[Luciferium]] high: {{+|5%}}
* [[Yayo]] high: {{+|15%}}
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* [[Yayo]]
* Psychite ([[Flake]]/[[Yayo]]/[[Psychite tea]]) withdrawal: {{--|20%}}
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** High: {{+|15%}}
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** Withdrawal: {{--|20%}}
 
*  [[Smokeleaf]]
 
*  [[Smokeleaf]]
 
** High: {{--|10%}}
 
** High: {{--|10%}}
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* [[Persona_weapon#Fast_mover|Fast mover]] persona trait {{RoyaltyIcon}}: {{+|15%}}
 
* [[Persona_weapon#Fast_mover|Fast mover]] persona trait {{RoyaltyIcon}}: {{+|15%}}
  
=== Post factors ===
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{{nav|stats|wide}}
The following factors affect ''moving''. They are applied after the offsets.
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<noinclude>[[Category:Capacity]]</noinclude>
* [[Cryptosleep sickness]]: '''x90%'''
 
* [[Food poisoning]]
 
** Recovering and Initial: '''x80%'''
 
** Major: '''x50%'''
 
* [[Resurrection sickness]]: '''x10%'''
 
* [[Psycasts#Focus|Focus]] psycast: '''x130%'''
 
* [[Psycasts#Burden|Burden]] psycast: '''Max: 40%''', effect scales with target's [[psychic sensitivity]]. {{Check Tag|Fact Check Needed|Multiplier exists in game-files, needs in-game testing to confirm. IF confirmed, also confirm on Psycast's page}}
 
 
 
== Example ==
 
Let us calculate the highest value possible. The moving capacity can be calculated with the following formula:
 
 
 
'''Moving''' = ({IF Consciousness < 100 THEN Consciousness ELSE 1} × [1 + (Blood Pumping - 1) × 0.2] × [1 + (Breathing - 1) × 0.2] × Leg efficiency + Offsets) × Post factors
 
 
 
Leg efficiency must again be calculated by inserting the efficiency of all the related body parts. Note that the efficiency of all toes must be added up first (normally 10). If any type of body part is not affected, that part of the formula can be omitted.
 
 
 
'''Leg efficiency''' = (Left leg × 0.5 + Right leg × 0.5) × (Left tibia × 0.5 + Right tibia × 0.5) × (Left femur × 0.5 + Right femur × 0.5) × (Left foot × 0.5 + Right foot × 0.5) × (Toes × 0.04 + 0.6) × Pelvis × Spine
 
 
 
In this particular case the values would be the following:
 
 
 
* [[Consciousness]]: '''140%''' (has no effect due to the max of 100%)
 
* [[Blood Pumping]]: '''{{%|{{Q|Blood Pumping|Effective Maximum}} }}''' (''see [[Blood Pumping]]'')
 
* [[Breathing]]: '''{{%|{{Q|Breathing|Effective Maximum}} }}''' (''see [[breathing]]'')
 
* Leg efficiency
 
** Left leg: '''150%''' ([[Archotech leg]])
 
** Right leg: '''150%''' ([[Archotech leg]])
 
* Offsets (total {{+|145%}}):
 
** [[Go-juice]] high: {{+|50%}}
 
** [[Luciferium]] high: {{+|5%}}
 
** [[Yayo]] high: {{+|15%}}
 
** [[Wake-up]] high: {{+|10%}}
 
** [[Fibrous mechanites]]: {{+|50%}}
 
** [[Persona weapon#Fast_mover|Fast mover]] persona trait {{RoyaltyIcon}}: {{+|15%}}
 
* Post factors: '''130%'''
 
** [[Psycasts#Focus|Focus]] psycast: '''x130%'''
 
 
 
First of all we can calculate the leg efficiency:
 
 
 
'''Leg efficiency''' = Left leg × 0.5 + Right leg × 0.5 = 1.5 × 0.5 + 1.5 × 0.5 = '''150%'''
 
 
 
We can therefore calculate the Moving capacity:
 
 
 
'''Moving''' = ({1} × [1 + (1.9 - 1) × 0.2] × [1 + (1.1 - 1) × 0.2] × 1.5 + 1.45) * 1.3
 
 
'''Moving''' = (1 × [1.18] × [1.02] × 1.5 + 1.45) × 1.3 = 423.202% ≈ '''[[Effective Maximum::4.23|423%]]'''
 
 
 
{{Nav|stats|wide}}
 
[[Category:Capacity]]
 

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