Adaptation System

The **Adaptation System** is a System. With this System, certain Parasites can become greatly resistant to Damage Sources, whether that be from a specific Weapon or Mob.

## *Mechanics*

The Parasite in question must receive damage multiple times from a certain Damage Source that in order to adapt to it. For example, if they're hit multiple times with an Iron Axe, they will eventually become greatly resistant to damage from any Iron Axe. Parasites can adapt to **ALL** Damage Sources, including Fire Damage.

### Logic

* If the damage is coming from a Player, the Parasite will adapt to the **Item** that dealt the damage;
* If the damage is coming from a Living Entity, the Parasite will adapt to the **Entity** that dealt the damage;
* If the damage is ***not*** coming from a Living Entity, the Parasite will adapt to the **Damage Type** of the damage.

### Detecting Adaptation

Adaptation can be detected each time a Parasite is damaged. Instead of the normal red flash, Parasites will flash different colors, depending on the state of their Adaptation.

* Green: The Parasite is still vulnerable to a Damage Source;
* Purple: The Parasite has, to the best of their ability, fully adapted to a Damage Source.

## *Neutralization*

Players are able to slow, or even stop, a Parasite from adapting using these three methods:

* **Cutting a Tendril.** Doing so will reset their Adaptations and inflict the Bleeding and Rage Effects to the Parasite for a small period of time. Tendrils hitboxes can be found by pressing F3+B;
	+ As of now, only Adapted Reekers, Summoners, Longarms, Bolsters, Vigilantes, and Marauders have Tendrils.
	+ In place of Tendrils, Adapted Arachnida, Overseers, Stage IV Beckons, Stage IV Dispatchers, and Wardens have Weak Points. Hitting these weak points will deal triple damage to the Parasite and inflict the Bleeding Effect, but this will not affect its Adaptation.
	+ Adapted Yelloweyes, Adapted Manducaters, Grunts, Light Bombers, Primitive, Deterrent, Preeminent, Ancient, and Stage I to III Nexus Parasites currently do not have Tendrils or Weak Points.
* **Using the Immalleable Potion.** By inflicting the Immalleable Effect, Parasites will become unable to adapt to any Damage Type, effectively neutralizing Adaptation temporarily. Currently, this Potion can only be obtained in Creative or through cheats;
* **Burning the Parasite.** A Parasite while being on fire has a chance to fail to adapt to any Damage Source for a span of 10 ticks, or half a second. Exact chances can be seen below.

## *Adaptation Values*

Every type of Parasite has a limit to the amount of Damage Types they can adapt to.

Each Tier of Parasite, along with some outliers, has its own Adaptation Values, *which are shown below*. Inborn Parasites, Crude Parasites, and Assimilated Mobs are not able to adapt.

**Primitive **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Adapted **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Nexus (Stage I) **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Nexus (Stage II) **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Nexus (Stage III) **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Nexus (Stage IV) **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Deterrent **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Pure **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Preeminent **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

**Ancient **Adaptation** Values**
 Chance to Fail Adapting
 Point Reduction Value
 Point Reduction Cap
 Maximum Learnable Damage Sources

Point Reduction Value and Point Reduction Cap are used to calculate how many times a Parasite can learn a Damage Source before reaching its maximum resistance (this does not always mean it will be resistant to the Damage Type). For example, Primitive Parasites can become up to 60% immune to any damage source.

## Trivia

* The Adaptation System was inspired by the Sentient's Ability, mechanical beings from Warframe.

## *Gallery*

Adapted Bolsters' Tendrils as seen on the Model.Adapted Longarms' Tendrils as seen on the Model.Adapted Reekers' Tendrils as seen on the Model.Adapted Summoners' Tendrils as seen on the Model.Vigilantes' Tendrils as seen on the Model.Marauders' Tendrils as seen on the Model.
1. ↑ **List of Vanilla Damage. Types:** `inFire`**,** `lightningBolt`**,** `onFire`**,** `lava`**,** `hotFloor`**,** `inWall`**,** `cramming`**,** `drown`**,** `starve`**,** `cactus`**,** `fall`**,** `flyIntoWall`**,** `outOfWorld`**,** `generic`**,** `magic`**,** `wither`**,** `anvil`**,** `fallingBlock`**,** `dragonBreath`**,** `fireworks`**,** `player`**,** `mob`**,** `arrow`**,** `indirectMagic`**,** `thorns`. Keep in mind**,** some mods add their own damage types.
2. ↑ 2.0 2.1 Despite the Inborn and Crude Tiers not being able to adapt by default, Manglers, Hosts, Herds and Thralls can all adapt. See their individual Pages for further details.