Overloaded: Difference between revisions

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(Added much more detailed info from what I've found in the code)
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{{name}} is an item mod that can be applied to most electronics. The modded item will also become scannable by tech scanners and be vulnerable to [[EMP]] if it wasn't already. Hypertractor and the ganglionic teleprojector are unable to be modded with overloaded.


{{Missing info|I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij}}
{{Missing info|I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij}}
{{name}} is an item mod that can be applied to most electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.
== Bonuses by effect ==
{|class = wikitable
!Effect type
!Bonus
|-
| Standard Energy Weapons
| +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}}
|-
| Electric Discharge Weapons
| Damage is based on charge used, so x4 damage {{Code Reference|class = ElectricalDischargeLoader|method = FireEvent}}
|-
| [[Light source|Light Sources]]
| +2 to radius {{Code Reference|class = ActiveLightSource}}
|-
| [[Normality]] (e.g. [[nulling]] items)
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}}
|-
| [[Gas]] generation
| +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}}
|}