Electrified: Difference between revisions

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2,172 bytes added ,  03:06, 18 May 2023
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(no autotinker, d/c)
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{{disambig hatnote|This page describes the '''Electrified''' item mod. For a more general usage of the term, see [[Electrical (disambiguation)]].}}
{{Mod
{{Mod
|title     ={{qud text|&Welectrified|notxml}}
| title             = {{qud text|&Welectrified|notxml}}
|type       =Weapon
| type               = Melee Weapon
|id         =ModElectrified
| id                 = ModElectrified
|rarity     =U
| rarity             = U
|mintier    =1
| tinkerable         = yes
|tinkerable =yes
| canautotinker     = no
|canautotinker = no
| tinkertier         = 2
|tinkertier =2
| chargeused        = 10
|value     =1.2
| difficulty        = 1
|desc       =&CElectrified: When powered, this weapon deals an additional (Tier - (Tier * 3 / 2)) electrical damage on hit.
| complexity        = 1
|difficulty = 1
| powerloadsensitive = yes
|complexity = 1
| 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 require to penetrate in order to deal damage. Adding this to a weapon causes it to become [[EMP]] Sensitive and use up 10 charge per melee hit. If applied to a ranged weapon, this will not affect the projectiles. This mod will only work if being used to physically strike something.
{{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}}

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