Template:ExplosivesTable: Difference between revisions

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{{#cargo_query:
{{#cargo_query:
tables = Items
tables = Items
| fields = Items.name, Items.type, Items.icon, Items.ammotype, Items.weapontype, Items.penetration, Items.projectiles, Items.severlimbsprobability, Items.explosionrange, Items.afflictions, Items.structuredamage, Items.explosionstructuredamage, Items.note, Items.triggers, Items.throwable,
| fields = Items.name, Items.icon, Items.ammotype, Items.weapontype, Items.penetration, Items.projectiles, Items.severlimbsprobability, Items.explosionrange, Items.afflictions, Items.explosionafflictions, Items.structuredamage, Items.explosionstructuredamage, Items.note, Items.triggers, Items.throwable,
<!-- Afflictions -->
Items.bluntforcetrauma, Items.bluntforcetraumachance, Items.bluntforcetrauma2, Items.bluntforcetrauma2chance, Items.bitewounds, Items.bitewoundschance, Items.bitewounds2, Items.bitewounds2chance, Items.gunshotwound, Items.gunshotwoundchance, Items.gunshotwound2, Items.gunshotwound2chance, Items.incrementalstun, Items.incrementalstunchance, Items.incrementalstun2, Items.incrementalstun2chance, Items.progressivestun, Items.progressivestunchance, Items.progressivestun2, Items.progressivestun2chance, Items.deeptissueinjury, Items.deeptissueinjurychance, Items.deeptissueinjury2, Items.deeptissueinjury2chance, Items.explosiondeeptissueinjury, Items.explosiondeeptissueinjurychance, Items.explosiondeeptissueinjury2, Items.explosiondeeptissueinjury2chance, Items.burn, Items.burnchance, Items.burn2, Items.burn2chance, Items.explosionburn, Items.explosionburnchance, Items.explosionburn2, Items.explosionburn2chance, Items.lacerations, Items.lacerationschance, Items.lacerations2, Items.lacerations2chance, Items.explosionlacerations, Items.explosionlacerationschance, Items.explosionlacerations2, Items.explosionlacerations2chance, Items.bleeding, Items.bleedingchance, Items.bleeding2, Items.bleeding2chance, Items.explosionbleeding, Items.explosionbleedingchance, Items.explosionbleeding2, Items.explosionbleeding2chance, Items.stun, Items.stunchance, Items.stun2, Items.stun2chance, Items.explosionstun, Items.explosionstunchance, Items.explosionstun2, Items.explosionstun2chance, Items.radiationsickness, Items.radiationsicknesschance, Items.radiationsickness2, Items.radiationsickness2chance, Items.explosionradiationsickness, Items.explosionradiationsicknesschance, Items.explosionradiationsickness2, Items.explosionradiationsickness2chance, Items.explosionnausea, Items.acidburn, Items.acidburnchance, Items.acidburn2, Items.acidburn2chance, Items.explosionacidburn, Items.explosionacidburnchance, Items.explosionacidburn2, Items.explosionacidburn2chance,
| where = {{#switch:{{{tabletype}}}|explosive=Items.weapontype IN ("explosive")|throwable=Items.weapontype IN ("throwable")|ammo=Items.ammotype IN ("ranged")|subammo=Items.ammotype IN ("turret","largeturret","submarineother")|other=(Items.weapontype IS NULL AND Items.ammotype IS NULL)}} AND Items.explosionrange IS NOT NULL
| where = {{#switch:{{{tabletype}}}|explosive=Items.weapontype IN ("explosive")|throwable=Items.weapontype IN ("throwable")|ammo=Items.ammotype IN ("ranged")|subammo=Items.ammotype IN ("turret","largeturret","submarineother")|other=(Items.weapontype IS NULL AND Items.ammotype IS NULL)}} AND Items.explosionrange IS NOT NULL
| order by = {{#switch:{{{tabletype}}}|other=Items.type DESC,}} Items.triggers, Items.explosiondeeptissueinjury, Items.explosionburn, Items.explosionlacerations, Items.explosionbleeding, Items.explosionradiationsickness
| order by = {{#switch:{{{tabletype}}}|other=Items.category,}} Items.triggers,
| format = template
| format = template
| template = {{#switch:{{{tabletype}}}|explosive=ExplosivesTable/explosive|throwable=ExplosivesTable/explosive|ammo=ExplosivesTable/ammo|subammo=ExplosivesTable/ammo|other=ExplosivesTable/other}}
| template = {{#switch:{{{tabletype}}}|explosive=ExplosivesTable/explosive|throwable=ExplosivesTable/explosive|ammo=ExplosivesTable/ammo|subammo=ExplosivesTable/ammo|other=ExplosivesTable/other}}

Latest revision as of 20:19, 9 December 2023

Documentation

Table displaying Explosives for the Explosives page.


Sub Templates

Template in use

Explosive

To show up here items must have:

  • explosionrange defined (any).
  • weapontype defined as explosive.
{{ExplosivesTable|tabletype=explosive}}
Item Triggers Afflictions Penetration Severance
Chance
Structure Damage Notes

Ticking Time Bomb
Detonators
Railgun Shells
Depth Charges
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*
50% 75%
Explosion (5m): 300
Can be thrown.

Modified Dirty Bomb
Detonators
Railgun Shells
Depth Charges
Explosion (2.5m):
 Burn (5)* (20% chance)
 Bleeding (20)* (5% chance)
 Stun (3)*
25%
Explosion (2.5m): 90
Leaves a radiation After Effect.
Emits an EMP in a 15 meter radius.
Can be thrown.

Ticking Time Bomb (Exposed)
Detonators
Railgun Shells
Depth Charges
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*
50% 75%
Explosion (5m): 300
Can be thrown.

C-4 Block
Detonators
Railgun Shells
Depth Charges
Explosion (7.5m):
 Burn (30)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (10)*
50% 200%
Explosion (7.5m): 300
Can be thrown.

C-4 Block (VIP)
Detonators
Railgun Shells
Depth Charges
Explosion (7.5m):
 Burn (30)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (10)*
50% 200%
Explosion (7.5m): 300
Can be thrown.

Dirty Bomb
Detonators
Railgun Shells
Depth Charges
Explosion (2.5m):
 Burn (5)* (20% chance)
 Bleeding (20)* (5% chance)
 Stun (3)*
25%
Explosion (2.5m): 90
Leaves a radiation After Effect.
Emits an EMP in a 15 meter radius.
Can be thrown.

UEX
Detonators
Railgun Shells
Depth Charges
Explosion (5m):
 Burn (15)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (7)*
50% 50%
Explosion (5m): 150
Can be thrown.

Ticking Time Bomb (Powered)
Detonators
Railgun Shells
Depth Charges
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*
50% 75%
Explosion (5m): 300
Can be thrown.

Volatile Compound N
Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Time: -0.04 condition/s
Impact: -20 condition (over 2m/s).
Triggered by explosions
Explosion (5m):
 Burn (20)* (20% chance)
 Bleeding (50)* (5% chance)
 Stun (8)*
50% 50%
Explosion (5m): 150
Explodes 41m 40s after being fabricated.
Can be thrown.

IC-4 Block
Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Triggered by explosions
Explosion (7.5m):
 Burn (100)*
 Burn (25)* (20% chance)
 Stun (7)*
25%
Explosion (7.5m): 50
Sets fire to a 5 meter area.
Can be thrown.

Compound N
Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Triggered by explosions
Explosion (5m):
 Burn (15)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (7)*
50% 50%
Explosion (5m): 150
Can be thrown.

Throwable

To show up here items must have:

  • explosionrange defined (any).
  • weapontype defined as throwable.
{{ExplosivesTable|tabletype=throwable}}
Item Triggers Afflictions Penetration Severance
Chance
Structure Damage Notes

Molotov Cocktail
Impact: over 5 m/s.
Explosion (5m):
 Burn (50)*
 Stun (0.5)*
Sets fire to a 4 meter area.
Can be thrown.

Nitroglycerin
Detonators
Railgun Shells
Depth Charges
Impact: over 6m/s.
Fire: -50 condition/s
Triggered by explosions
Explosion (3m):
 Burn (10)* (20% chance)
 Stun (5)*
 Bleeding (20)* (5% chance)
Explosion (3m): 90
Can be thrown.

Acid Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 2 second delay
Explosion (5m):
 Acid Burn (20)*
 Acid Burn (10)* (20% chance)
 Stun (0.5)*
Leaves behind a trail of acid clouds.
Can be thrown.

EMP Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 3 second delay
Explosion (5m):
 Stun (5)*
 EMP (100)*
Emits an EMP in a 5 meter area.
Can be thrown.

Stun Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 3 second delay
Explosion (7.5m):
 Stun (40)*
Can be thrown.

Frag Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 3 second delay
Explosion (7.5m):
 Bleeding (100)*
 Bleeding (50)* (10% chance)
 Stun (7)*
50%
Explosion (7.5m): 20
Can be thrown.

Incendium Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 3 second delay
Explosion (5m):
 Burn (75)*
 Burn (15)* (20% chance)
 Stun (7)*
Sets fire to a 3 meter area.
Can be thrown.

Ammo

To show up here items must have:

  • explosionrange defined (any).
  • ammotype defined as ranged.
{{ExplosivesTable|tabletype=ammo}}
Item Afflictions Penetration Severance
Chance
Structure Damage Notes

40mm Stun Grenade
Explosion (3m):
 Stun (15)*

Explosive Slug
 Bleeding (20)*
 Stun (0.8)*
Explosion (0.7m):
 Burn (60)*
50% 100%
Impact: 20
Explosion (0.7m): 8

Explosive Harpoon
Explosion (2m):
 Burn (50)*
 Stun (1.5)*
50% 25%
Impact: 20
Explosion (2m): 10

40mm Mini Nuke
 Burn (100)*
 Bleeding (50)*
 Stun (5)*
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
100% 500%
Impact: 40
Explosion (5m): 300
Emits an EMP in a 10 meter radius.

40mm Acid Grenade
Explosion (5m):
 Acid Burn (20)*
 Acid Burn (10)* (20% chance)
 Stun (0.5)*
Leaves behind a trail of acid clouds.

40mm Grenade
Explosion (3m):
 Bleeding (400)* (5% chance)
 Burn (100)*
 Stun (5)*
100% 5%
Impact: 40
Explosion (3m): 20

Submarine Ammo

To show up here items must have:

  • explosionrange defined (any).
  • ammotype defined as turret, largeturret or submarineother.
{{ExplosivesTable|tabletype=subammo}}
Item Afflictions Penetration Severance
Chance
Structure Damage Notes

Nuclear Depth Decoy
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (500)* (5% chance)
 Stun (30)*
50% 200%
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.
Attracts creatures.

Nuclear Depth Decoy (cheap)
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (500)* (5% chance)
 Stun (30)*
50% 200%
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.
Attracts creatures.

Nuclear Depth Charge
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (500)* (5% chance)
 Stun (30)*
50% 200%
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.

Nuclear Depth Charge (cheap)
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (500)* (5% chance)
 Stun (30)*
50% 200%
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.

Nuclear Shell
 Bleeding (50)*
 Stun (15)*
Explosion (15m):
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (40)* (5% chance)
 Stun (30)*
60% 500%
Impact: 100
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.

Nuclear Shell (cheap)
 Bleeding (50)*
 Stun (15)*
Explosion (15m):
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (40)* (5% chance)
 Stun (30)*
50% 500%
Impact: 100
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.

Explosive Flak Shells Box
 Bleeding (20)*
 Stun (4)*
Explosion (0.3m):
50%
Impact: 20
Explosion (0.3m): 25
Fires 1 bolt which explodes into 8 shrapnels in a 270° cone.

Physicorium Flak Shells Box
 Bleeding (30)*
 Stun (4)*
Explosion (0.3m):
50%
Impact: 30
Explosion (0.3m): 20
Fires 1 bolt which explodes into 12 shrapnels in a 120° cone.

Exploding Ammunition Box
 Bleeding (1)*
 Stun (0.025)*
Explosion (3m):
10% 25%
Impact: 10
Explosion (3m): 5

Physicorium Shell
 Bleeding (100)*
 Stun (15)*
Explosion (3.5m):
 Stun (7)*
80% 500%
Impact: 200
Explosion (3.5m): 50
Can contain 1 small item that is used upon impact.

Spreader Flak Shells Box
 Bleeding (20)*
 Stun (4)*
Explosion (0.3m):
40%
Impact: 30
Explosion (0.3m): 20
Fires 1 bolt which explodes into 22 shrapnels in a 240° cone.

Depth Charge Shell
 Burn (15)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (7)*
50% 50%
Explosion (7m): 175
Can contain 1 small item that is used upon impact

Railgun Shell
 Bleeding (50)*
 Stun (15)*
Explosion (2.5m):
 Stun (7)*
60% 500%
Impact: 100
Explosion (2.5m): 50
Can contain 1 small item that is used upon impact.

Pulse Tri-Laser Fuel Box
 Stun (0.9)*
 (3 projectiles x 0.3)
 Deep Tissue Injury (90)*
 (3 projectiles x 30)
Explosion (1m):
 Burn (210)*
 (3 projectiles x 70)
 Stun (6)*
 (3 projectiles x 2)
40% 100%
Impact: 15
(3 projectiles x 5)
Explosion (1m): 15
(3 projectiles x 5)
Fires 3 lasers in a fixed spread.

Pulse Laser Fuel Box
 Stun (0.5)*
Explosion (1.5m):
 Burn (100)*
 Stun (3)*
50% 100%
Impact: 5
Explosion (1.5m): 10

Focused Flak Shells Box
 Bleeding (20)*
 Stun (4)*
Explosion (0.3m):
10% 100%
Impact: 30
Explosion (0.3m): 20
Fires 1 bolt which explodes into 5 shrapnels in a 50° cone.

Other

To show up here items must have:

  • explosionrange defined (any).
  • weapontype NOT defined.
  • ammotype NOT defined.
{{ExplosivesTable|tabletype=other}}
Item Triggers Afflictions Structure Damage Notes

Oxygen Tank
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in items requiring Fuel.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*

Oxygenite Tank
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in items requiring Fuel.
Explosion (1.5m):
 Burn (50)*
 Stun (10)*

Welding Fuel Tank
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in a Plasma Cutter.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*

Incendium Fuel Tank
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in a Plasma Cutter.
Explosion (1.5m):
 Burn (100)*
 Stun (10)*

Mutated Raptor Bane
Impact: over 5.5m/s.
Fire: -50 condition/s
Not Contained: 5 second delay.
Explosion (1.5m):
 Nausea (50)*
Can be thrown.

Mutated Pomegrenade
Impact: over 5.5m/s.
Fire: -50 condition/s
Not Contained: 5 second delay.
Explosion (0.5m):
 Burn (50)*
Sets fire to a 0.01 meter area.
Can be thrown.

Salt Bulb
Water
Explosion (0.5m):
 Burn (20)*
 Stun (5)*
Can be thrown.

Lithium
Water: 3 second delay. Resets if no longer in water.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.

Sodium
Water: 3 second delay. Resets if no longer in water.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.

Potassium
Water: 3 second delay. Resets if no longer in water.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.

Flash Powder
Railgun Shells
Depth Charges
Impact: over 8m/s.
Fire: -50 condition/s.
Triggered by explosions
Explosion (2.5m):
 Burn (50)*
 Stun (5)*
Can be thrown.

Sulphurite Shard
 Acid Burn (20)*
 Stun (5)*
Explosion (2m): 3

Incendium Crystal
Railgun Shells
Depth Charges
Explosion (2.5m):
 Burn (50)*
 Stun (5)*
Explosion (2.5m): 4
Sets fire to a 0.1 meter area.

Oxygenite Shard
Railgun Shells
Depth Charges
Impact: over 8m/s.
 Burn (80)*
 Stun (5)*
Explosion (2m): 20
Can be thrown.

Liquid Oxygenite
Railgun Shells
Depth Charges
Impact: over 8m/s.
Explosion (2m):
 Burn (50)*
 Stun (1.5)*
Explosion (2m): 10
Due to its explosive nature it can be used offensively when loaded into a Syringe Gun or an Advanced Syringe Gun.

Banana Peel
Motion: Humans and Creatures within 0.05 meter.
Explosion (0.2m):
 Stun (4)*
Stun doesn't affect clowns.