Draft:Rabbit
| r Rabbit | |
|---|---|
| Form | Ordinary creature |
| Attacks | 1 low attack: 0 physical before absorption; no defensive actions |
| Base level | 1 |
| HP | 3 |
| Hit | 0 |
| Defense | 7 |
| Action interval | 3 ticks; lower is faster |
| Kill experience | 1, when death is in sight |
| Generation | Random pools and encounter details |
| Carried items | None at ordinary generation |
| Immunities | None innate |
| Remains | Bunnyburgers; 50% on normal death |
| Remains use | Ordinary food; no alchemy |
Traits
| |
| Reference | minit.h in Omega 0.90.4, line 59[1] |
A rabbit is a small, normally peaceful animal, displayed as a brown r. It has three HP and can leave bunnyburgers when killed.[2]
Generation
Rabbits can be selected by ordinary random-monster pools. They are explicitly included in plains, forest and mountain encounters, including the mountain table used for passes and volcano terrain. Ordinary rabbits have no starting possessions.[3]
Behavior and remains
A rabbit begins peaceful and can swim. If made hostile, it can pursue the player and attempt one low physical attack, without a defensive action. It has no ranged attack, special ability or innate immunity. Its raw damage roll is zero, but a successful physical hit against a non-immune player still causes one HP of damage; its zero hit score does not eliminate the hit roll.[4]
Bunnyburgers have a 50% chance to appear on normal death. They supply six food-reserve points when eaten, with one point consumed by normal hourly hunger checks, and have no alchemical transformation. The rabbit itself is not initially hungry; a food offering is not a taming method for this creature.[5]
Strategy
A rabbit is relatively weak prey, and its remains provide as much nourishment as venison or trunk steak. This makes it a less costly candidate when you need food, but not a guaranteed emergency ration: half of normal deaths leave no corpse. When you already have supplies, there is no need to turn a peaceful animal hostile for its one-XP reward.
References
- ↑ lev.c in Omega 0.90.4, lines 373–394; mon.c in Omega 0.90.4, lines 134–203; mmelee.c in Omega 0.90.4, lines 8–51; mmelee.c in Omega 0.90.4, lines 227–311; time.c in Omega 0.90.4, lines 47–74; item.c in Omega 0.90.4, lines 63–139. Ordinary construction, combat, timing and remains.
- ↑ minit.h in Omega 0.90.4, line 59.
- ↑ lev.c in Omega 0.90.4, lines 11–70; lev.c in Omega 0.90.4, lines 280–395.
- ↑ minit.h in Omega 0.90.4, line 59; mon.c in Omega 0.90.4, lines 12–68; mmove.c in Omega 0.90.4, lines 79–85; util.c in Omega 0.90.4, lines 53–62; util.c in Omega 0.90.4, lines 93–151; aux1.c in Omega 0.90.4, lines 498–513.
- ↑ mon.c in Omega 0.90.4, lines 134–203; item.c in Omega 0.90.4, lines 63–139; command2.c in Omega 0.90.4, lines 130–161; aux3.c in Omega 0.90.4, lines 26–34; inv.c in Omega 0.90.4, lines 430–467.