Explosives: Difference between revisions

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(Applied advanced explosives template to Grenades, Pipe Bombs and Mininukes. Will add more later.)
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* Noise is equal to power * 2 if the explosive lights fires, or power * 10 if it does not.
* Noise is equal to power * 2 if the explosive lights fires, or power * 10 if it does not.
* If the explosive has a blast effect, the blast radius is equal to the square root of (power / 4), rounded down. The blast will deal damage to creatures equal to 3 * power at the blast origin, scaling down with distance. NPCs and Players will receive between 1/3 and the full damage value to each limb except the torso, which will receive between 0.5 and 1.5 times the original blast damage.
* If the explosive has a blast effect, the blast radius is equal to the square root of (power / 4), rounded down. The blast will deal damage to creatures equal to 3 * power at the blast origin, scaling down with distance. NPCs and Players will receive between 1/3 and the full damage value to each limb except the torso, which will receive between 0.5 and 1.5 times the original blast damage.
* If the explosive lights fires then every square it impacts will light on fire.
* If the explosive lights fires then every square in the blast radius will be lit on fire.
* Some explosives fire shrapnel shards, each of which deals 20-60 damage and flies a random distance in a random direction, up to the radius * 2. These can be <b>incredibly deadly</b>, even a single one impacting a player's torso or head is likely to end a player's life.  
* Some explosives fire shrapnel shards, each of which deals 20-60 damage and flies a random distance in a random direction, up to double the blast radius. These can be <b>incredibly deadly</b>, even a single one impacting a player's torso or head is likely to end a player's life.  


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Revision as of 01:17, 29 May 2014

Things with the only purpose of which is to make your hands magically disappear. Or your flesh. Or your lungs. Your pick.

Explosives are complex beasts:

  • Explosives have a power value, which is used to determine the impact damage as well as the amount of noise.
  • Noise is equal to power * 2 if the explosive lights fires, or power * 10 if it does not.
  • If the explosive has a blast effect, the blast radius is equal to the square root of (power / 4), rounded down. The blast will deal damage to creatures equal to 3 * power at the blast origin, scaling down with distance. NPCs and Players will receive between 1/3 and the full damage value to each limb except the torso, which will receive between 0.5 and 1.5 times the original blast damage.
  • If the explosive lights fires then every square in the blast radius will be lit on fire.
  • Some explosives fire shrapnel shards, each of which deals 20-60 damage and flies a random distance in a random direction, up to double the blast radius. These can be incredibly deadly, even a single one impacting a player's torso or head is likely to end a player's life.
Name & charges (default/max) R
Price
Mat.
Vo
We
Ba
Cut
Hit
Po
Rd
Ns
Shr
Fire
Bst
150 pipe bomb (0/1) 4 c_white / iron MNULL 2 3 11 0 "A section of a pipe filled with explosive materials. Use this item to light the fuse, which gives you 3 turns before it detonates. You will need a lighter. It is somewhat unreliable, and may fail to detonate (10% chance)." 6-14 1 60-140 0-4 N
0 active pipe bomb (3/1) 0 c_white / iron MNULL 2 3 11 0 "This pipe bomb's fuse is lit, and it will explode any second now. Throw it immediately!" 6-14 1 60-140 0-4 N
400 grenade (0/-1) 3 c_green / iron PLASTIC 1 1 10 0 "Use this item to pull the pin, turning it into an active grenade. You will then have five turns before it explodes; throwing it would be a good idea." 12 1 120 28 N
0 active grenade (5/-1) 0 c_green / iron PLASTIC 1 1 10 0 "This grenade is active, and will explode any second now. Better throw it!" 12 1 120 28 N
380 flashbang (0/-1) 3 c_white / steel PLASTIC 1 1 8 0
0 active flashbang (5/-1) 0 c_white / steel PLASTIC 1 1 8 0
600 EMP grenade (0/-1) 2 c_cyan / steel PLASTIC 1 1 8 0
0 active EMP grenade (3/-1) 0 c_cyan / steel PLASTIC 1 1 8 0
600 scrambler grenade (0/-1) 2 c_cyan / steel PLASTIC 1 1 8 0
0 active scrambler grenade (3/-1) 0 c_cyan / steel PLASTIC 1 1 8 0
600 teargas canister (0/-1) 3 c_yellow / steel MNULL 1 1 6 0
0 active teargas (5/-1) 0 c_yellow / steel MNULL 1 1 6 0
180 smoke bomb (0/-1) 5 c_dkgray / steel MNULL 1 1 5 0
0 active smoke bomb (0/-1) 0 c_dkgray / steel MNULL 1 1 5 0
200 molotov cocktail (0/1) 0 c_ltred / glass COTTON 2 2 8 0
0 molotov cocktail (lit) (1) 0 c_ltred / glass COTTON 2 2 8 0
500 acid bomb (0/-1) 0 c_yellow / glass MNULL 1 1 4 0
0 acid bomb (active) (0/-1) 0 c_yellow / glass MNULL 1 1 4 0
700 dynamite (0/-3) 5 c_red / plastic MNULL 6 10 4 0
0 dynamite (lit) (0/-3) 5 c_red / plastic MNULL 6 10 4 0
100 pack of firecrackers (25/-3) 5 c_red / paper MNULL 0 0 1 0
0 pack of firecrackers (lit) (0/-3) 5 c_red / paper MNULL 0 0 0 0
2 firecracker (0/-3) 5 c_red / paper MNULL 0 0 1 0
0 firecracker (lit) (0/-3) 5 c_red / paper MNULL 0 0 1 0
1800 mininuke (0/-2) 1 c_ltgreen / steel PLASTIC 3 4 8 0 "An extremely powerful weapon--essentially a hand-held nuclear bomb. Use it to activate the timer. Ten turns later it will explode, leaving behind a radioactive crater. The explosion is large enough to take out a house." 200 7 2000 0 N
0 mininuke (active) (0/-2) 0 c_ltgreen / steel PLASTIC 3 4 8 0 "This miniature nuclear bomb has a light blinking on the side, showing that it will soon explode. You should probably get far away from it." 200 7 2000 0 N
6000 C4-Explosive (0/-4) 5 c_ltcyan / plastic STEEL 6 2 0 0
6000 C4-Explosive(armed) (9/-4) 0 c_ltcyan / plastic STEEL 6 2 0 0
Explosives
Pipe bomb · Grenade · Flashbang · EMP grenade · Scrambler grenade · Teargas canister · Smoke bomb · Molotov cocktail · Acid bomb · Dynamite · Pack of firecrackers · Firecracker · Mininuke · C4-Explosive · Radio dynamite · Radio pipe bomb · RDX charge · RDX sand bomb
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