Explosives: Difference between revisions

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{{row/Explosives|flashbang|3|380|*|c_white|STEEL|PLASTIC|1|1|8|0|-1|0|0|0|0|AT_NULL|itm_null|flashbang|0|"Use this item to pull the pin, turning it into an active flashbang.  You will then have five turns before it detonates with intense light and sound, blinding, deafening and disorienting anyone nearby."}}
{{row/Explosives|flashbang|3|380|*|c_white|STEEL|PLASTIC|1|1|8|0|-1|0|0|0|0|AT_NULL|itm_null|flashbang|0|"Use this item to pull the pin, turning it into an active flashbang.  You will then have five turns before it detonates with intense light and sound, blinding, deafening and disorienting anyone nearby."}}


{{row/ExplosivesAdvanced|active flashbang|0|0|*|c_white|STEEL|PLASTIC|1|1|8|0|-1|5|5|0|1|AT_NULL|itm_null|flashbang_act|0|"This flashbang is active, and will soon detonate with intense light and sound, blinding, deafening and disorienting anyone nearby."|0(Flashbang)|8|12|0|N|N}}
{{row/ExplosivesAdvanced|active flashbang|0|0|*|c_white|STEEL|PLASTIC|1|1|8|0|-1|5|5|0|1|AT_NULL|itm_null|flashbang_act|0|"This flashbang is active, and will soon detonate with intense light and sound, blinding, deafening and disorienting anyone nearby."|0 (Flashbang)|8|12|0|N|N}}


{{row/Explosives|EMP grenade|2|600|*|c_cyan|STEEL|PLASTIC|1|1|8|0|-1|0|0|0|0|AT_NULL|itm_null|EMPbomb|0|"Use this item to pull the pin, turning it into an active EMP grenade.  You will then have three turns before it detonates, creating an EMP field which damages robots and drains bionic energy." {{hint|It has a 12% chance to overpower card-readers and thus open doors.}}}}
{{row/Explosives|EMP grenade|2|600|*|c_cyan|STEEL|PLASTIC|1|1|8|0|-1|0|0|0|0|AT_NULL|itm_null|EMPbomb|0|"Use this item to pull the pin, turning it into an active EMP grenade.  You will then have three turns before it detonates, creating an EMP field which damages robots and drains bionic energy." {{hint|It has a 12% chance to overpower card-readers and thus open doors.}}}}


{{row/ExplosivesAdvanced|active EMP grenade|0|0|*|c_cyan|STEEL|PLASTIC|1|1|8|0|-1|3|3|0|1|AT_NULL|itm_null|EMPbomb_act|0|"This EMP grenade is active, and will shortly detonate, creating a large EMP field which damages robots and drains bionic energy." {{hint|It has a 12% chance to overpower card-readers and thus open doors.}}|0(EMP)|4|0|0|N|N}}
{{row/ExplosivesAdvanced|active EMP grenade|0|0|*|c_cyan|STEEL|PLASTIC|1|1|8|0|-1|3|3|0|1|AT_NULL|itm_null|EMPbomb_act|0|"This EMP grenade is active, and will shortly detonate, creating a large EMP field which damages robots and drains bionic energy." {{hint|It has a 12% chance to overpower card-readers and thus open doors.}}|0 (EMP)|4|0|0|N|N}}


{{row/Explosives|scrambler grenade|2|600|*|c_cyan|STEEL|PLASTIC|1|1|8|0|-1|0|0|0|0|AT_NULL|itm_null|scrambler|0|"This is a highly modified EMP grenade, designed to scramble robots' control chips, rather than destroy them. This converts the robot to your side for a short time, before the backup systems kick in."}}
{{row/Explosives|scrambler grenade|2|600|*|c_cyan|STEEL|PLASTIC|1|1|8|0|-1|0|0|0|0|AT_NULL|itm_null|scrambler|0|"This is a highly modified EMP grenade, designed to scramble robots' control chips, rather than destroy them. This converts the robot to your side for a short time, before the backup systems kick in."}}
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{{row/Explosives|acid bomb|0|500|*|c_yellow|GLASS|MNULL|1|1|4|0|-1|0|0|0|0|AT_NULL|itm_null|acidbomb|0|"A glass vial, split into two chambers.  The divider is removable, which will cause the chemicals to mix.  If this mixture is exposed to air (as happens if you throw the vial) they will spill out as a pool of potent acid."}}
{{row/Explosives|acid bomb|0|500|*|c_yellow|GLASS|MNULL|1|1|4|0|-1|0|0|0|0|AT_NULL|itm_null|acidbomb|0|"A glass vial, split into two chambers.  The divider is removable, which will cause the chemicals to mix.  If this mixture is exposed to air (as happens if you throw the vial) they will spill out as a pool of potent acid."}}


{{row/Explosives|acid bomb (active)|0|0|*|c_yellow|GLASS|MNULL|1|1|4|0|-1|0|0|0|0|AT_NULL|itm_null|acidbomb_act|0|"A glass vial, with two chemicals mixing inside.  If this mixture is exposed to air (as happens if you throw the vial), they will spill out as a pool of potent acid."}}
{{row/Explosives|acid bomb (active)|0|0|*|c_yellow|GLASS|MNULL|1|1|4|0|-1|0|0|0|0|AT_NULL|itm_null|acidbomb_act|0|"A glass vial, with two chemicals mixing inside.  If this mixture is exposed to air (as happens if you throw the vial), they will spill out as a pool of potent acid."|0 (Acid)|1|0|0|N|N}}


{{row/Explosives|dynamite|5|700|*|c_red|PLASTIC|MNULL|6|10|4|0|-3|0|0|0|0|AT_NULL|itm_null|dynamite|0|"Several sticks of explosives with a fuse attached.  Use this item to light the fuse; you will, of course, need a lighter in your inventory to do this. Shortly after lighting the fuse, this item will explode, so get away!"}}
{{row/Explosives|dynamite|5|700|*|c_red|PLASTIC|MNULL|6|10|4|0|-3|0|0|0|0|AT_NULL|itm_null|dynamite|0|"Several sticks of explosives with a fuse attached.  Use this item to light the fuse; you will, of course, need a lighter in your inventory to do this. Shortly after lighting the fuse, this item will explode, so get away!"}}

Revision as of 04:14, 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
Power
Rd
Ns
Shr
Fire
Bst
150 pipe bomb (0/1) 4 c_white / iron MNULL 2 3 11 0
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
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 "This flashbang is active, and will soon detonate with intense light and sound, blinding, deafening and disorienting anyone nearby." 0 (Flashbang) 8 12 0 N
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 "This EMP grenade is active, and will shortly detonate, creating a large EMP field which damages robots and drains bionic energy." [Hint] 0 (EMP) 4 0 0 N
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 "A bottle of flammable liquid with a flaming rag inserted. Throwing it will cause the bottle to break, spreading fire. The flame may go out shortly if you do not throw it. Dropping it while lit is not safe." 8 1 16 0 Y
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 "The fuse on this dynamite is lit and hissing. It'll explode any moment now." 60 3 600 0 N
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 "A firecracker that has been lit, the fuse is hissing. Throw it quickly before it explodes." 0 0 20 0 N
1800 mininuke (0/-2) 1 c_ltgreen / steel PLASTIC 3 4 8 0
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 "Highly explosive, use with caution. Comes with a small timer. It's armed and ticking!" 40 3 400 3 N
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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