Freezing: Difference between revisions

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{{Mod
{{Mod
|title     ={{qud text|&Cfreezing|notxml}}
| title             = {{qud text|&Cfreezing|notxml}}
|type       =Melee Weapon
| type               = Melee Weapon
|id         =ModFreezing
| id                 = ModFreezing
|rarity     =U
| rarity             = U
|tinkerable =yes
| tinkerable         = yes
|canautotinker=no
| canautotinker     = no
|tinkertier =2
| tinkertier         = 2
|powerloadsensitive = yes
| difficulty        = 1
|value     =1.2
| complexity        = 1
|desc       =&CFreezing: When powered, this weapon deals ((Tier * 0.8) - (Tier * 1.2)) cold damage on hit.
| chargeused        = 10
|difficulty =1
| powerloadsensitive = yes
|complexity =1
| empsensitive      = yes
| realitydistortion  = no
| value             = 1.2
| desc               = &CFreezing: When powered, this weapon deals ((Tier * 0.8) - (Tier * 1.2)) cold damage on hit.
}}
}}
{{name}} is a weapon mod that adds extra damage that does not require to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also decrease by (Tier)d4.
{{name|caps}} is a weapon mod that adds extra damage that does not require to penetrate in order to deal damage. On hit, the struck object's [[temperature]] will also decrease by (Tier)d4. Adding this to a weapon causes it to become [[EMP sensitive]] and use up 10 charge per melee hit.{{Code Reference|class=ModFreezing}}


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.
[[Relic]]s have a chance of spawning with a more powerful version of {{name}}. The damage for relic freezing is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.{{Code Reference|class=ModRelicFreezing}}.


==Relic Freezing==
=== Eligible Equipment ===
[[Relic]]s have a chance of spawning with a more powerful version of {{name}}. The damage for relic freezing is calculated as ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]), for a range of 5-(16-22) cold damage. The charge use is decreased to 8 as well. The temperature change remains the same.{{Code Reference|class=ModRelicFreezing}}.
The following items are eligible to receive the normal/tinkerable (non-relic) freezing mod:
{{#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{{)}}', CASE WHEN GD.Tier <> 0 AND COALESCE(GD.Tier,1) > 2
              THEN
                CONCAT('{{(}}dice tooltip{{!}}',
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*0.8,0),'-',
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*1.2,0),'{{)}}')
              ELSE
                ROUND((CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END)*0.8,0)
              END)=Cold Damage on Hit,
            CONCAT('{{(}}qud text{{!}}&C- {{(}}dice tooltip{{!}}',CASE WHEN GD.Tier <> 0 THEN COALESCE(GD.Tier,1) ELSE 1 END,'d4{{)}}°{{)}}')=Temperature on Hit
  | 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
}}


== Trivia ==
== Trivia ==
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