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{{disambig hatnote|This page describes the '''Electrified''' item mod. For a more general usage of the term, see [[Electrical (disambiguation)]].}} | {{disambig hatnote|This page describes the '''Electrified''' item mod. For a more general usage of the term, see [[Electrical (disambiguation)]].}} | ||
{{Mod | {{Mod | ||
|title | | title = {{qud text|&Welectrified|notxml}} | ||
|type | | type = Melee Weapon | ||
|id | | id = ModElectrified | ||
|rarity | | rarity = U | ||
|tinkerable =yes | | tinkerable = yes | ||
|canautotinker = no | | canautotinker = no | ||
|tinkertier =2 | | tinkertier = 2 | ||
|value | | chargeused = 10 | ||
|desc | | difficulty = 1 | ||
| complexity = 1 | |||
| powerloadsensitive = yes | |||
| empsensitive = yes | |||
| realitydistortion = no | |||
| value = 1.2 | |||
| desc = &CElectrified: When powered, this weapon deals an additional (Tier - (Tier * 3 / 2)) electrical damage on hit. | |||
}} | }} | ||
{{name}} is a weapon mod that adds extra damage that does not | {{name|caps}} is a weapon mod that adds extra damage that is applied to targets on hit, even if the weapon does not [[PV|penetrate]] the target's armor. Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit. Electricity from this weapon's strikes causes 'Electric' and 'Shock' [[Damage#Electrical|damage]] and can arc to nearby adjacent creatures and objects.{{Code Reference|class=ModElectrified}} Higher-tier weapons with this mod will have higher "voltage" potential, which allows them to chain to a greater number of surrounding enemies and objects. An attack can chain from the initially hit enemy up to '''Voltage - 1''' times.{{Code Reference|class=Physics|method=ApplyDischarge}} | ||
== Eligible Equipment == | |||
{{#cargo_query: | |||
| tables = Modability=M,ItemsTable=IT,GeneralData=GD | |||
| join on = M.JoinKey=IT.JoinKey,M.JoinKey=GD.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}')=Item, | |||
CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END=Tier, | |||
CONCAT('{{(}}Heart{{!}}W{{)}}', CASE WHEN GD.Tier <> 0 AND COALESCE(GD.Tier,1) > 1 | |||
THEN | |||
CONCAT('{{(}}dice tooltip{{!}}', | |||
CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END,'-', | |||
FLOOR((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*3/2),'{{)}}') | |||
ELSE | |||
CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END | |||
END)=Electric Damage on Hit, | |||
CONCAT(CASE WHEN GD.Tier <> 0 AND COALESCE(GD.Tier,1) > 1 | |||
THEN | |||
CONCAT('{{(}}dice tooltip{{!}}', | |||
CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END,'-', | |||
FLOOR((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*3/2),'{{)}}') | |||
ELSE | |||
CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END | |||
END)=Voltage | |||
| where = M.SupportedMods HOLDS 'WeaponMods' | |||
| order by = (CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END) DESC,GD.PlainName | |||
| format = table | |||
| limit = 999 | |||
}} | |||
{{references|2.0.201.114}} | |||
{{Mod Navbox}} | {{Mod Navbox}} |