Refractive: Difference between revisions
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{{Mod | {{Mod | ||
| title | | title = {{qud shader|refractive|refractive}} | ||
| type | | type = Glove, Gauntlet, Headwear, Body, Cloak, Shield, Boot, Tread Accessory, Exoskeleton | ||
| id | | id = ModRefractive | ||
| reliconly | | reliconly = no | ||
| rarity | | rarity = R | ||
| tinkerable = yes | | tinkerable = yes | ||
| tinkertier = 5 | | tinkertier = 5 | ||
| nativetier = 4 | | nativetier = 4 | ||
| value | | value = 1.3 | ||
| difficulty = 1 | | difficulty = 1 | ||
| complexity = 1 | | complexity = 1 | ||
| desc | | empsensitive = no | ||
| restriction= Must not already refract light | | powerloadsensitive = no | ||
| realitydistortion = no | |||
| desc = &CRefractive: This item has a chance to refract light-based attacks. | |||
| restriction = Must not already refract light | |||
}} | }} | ||
{{name}} is a mod that can be applied on | {{name}} is a mod that can be applied on most worn equipment as well as shields. Modded items have a set chance to refract light; all light based projectiles that are refracted bounce back towards the direction they were fired from with a random variance of -90 to +90 degrees. | ||
The refract chance depends on what type of equipment the mod is applied to:{{Code Reference|class=ModRefractive|name=ModRefractive}} | |||
{|class="wikitable" | {|class="wikitable" | ||
!Type | !Type | ||
Line 36: | Line 38: | ||
|- | |- | ||
| Armor | | Armor | ||
| | | All other body parts | ||
| 10% | | 10% | ||
|- | |- | ||
Line 50: | Line 52: | ||
If a {{name}} item is [[magnetized]], it will have the refraction chance appropriate to its new Floating Nearby slot, not its original slot. | If a {{name}} item is [[magnetized]], it will have the refraction chance appropriate to its new Floating Nearby slot, not its original slot. | ||
Items that already refract light are not eligible for this mod.{{Code Reference|class=ModRefractive|name=ModRefractive}} This includes the following items: | |||
{{#cargo_query: | |||
| tables = ExtraInfo=EI,Characters=C | |||
| join on = EI.JoinKey=C.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}',EI.ObjectID,'{{)}}')=Item | |||
| where = EI.Info IS NOT NULL AND EI.Info LIKE '%Refractive,,,%' AND C.Demeanor IS NULL | |||
| format = ul | |||
}} | |||
{{references|2.0.201.114}} | |||
{{Mod Navbox}} | {{Mod Navbox}} |
Revision as of 16:48, 8 October 2021
Category
|
Glove, Gauntlet, Headwear, Body, Cloak, Shield, Boot, Tread Accessory, Exoskeleton |
---|---|
Restrictions
|
Must not already refract light |
Native tierLess likely to appear on items
of a lower tier than this. |
4 |
Rarity
|
Rare |
Tinkerable
|
yes |
Tinker skill
|
|
Bit required
|
<5> |
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
yes |
Value multiplier
|
1.3 |
+1 | |
+1 | |
no | |
OverloadableWhether this mod is power-load sensitive, and
can be further enhanced by the overloaded mod? |
no |
Distorts realityWhether this item is susceptible
to normality effects? |
no |
ID
|
ModRefractive |
Refractive: This item has a chance to refract light-based attacks. |
refractive is a mod that can be applied on most worn equipment as well as shields. Modded items have a set chance to refract light; all light based projectiles that are refracted bounce back towards the direction they were fired from with a random variance of -90 to +90 degrees.
The refract chance depends on what type of equipment the mod is applied to:[1]
Type | Worn On | Refract Chance |
---|---|---|
Armor | Body | 40% |
Armor | Back | 40% |
Armor | Arm | 20% |
Armor | All other body parts | 10% |
Shield | Hand | 30% |
Shield | Arm | 10% |
If a refractive item is magnetized, it will have the refraction chance appropriate to its new Floating Nearby slot, not its original slot.
Items that already refract light are not eligible for this mod.[1] This includes the following items:
References
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This information is reliable as of patch 2.0.201.114. |
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