Item mods: Difference between revisions

446 bytes added ,  19:05, 9 October 2021
add category explanation
(add description)
(add category explanation)
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In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the chance of a mod appearing on items is significantly reduced for items below the mod's native tier. ('''Chance ÷ ((ModNativeTier - ItemTier) * 5)'''){{Code Reference|namespace=XRL.World|class=ModificationFactory|method=ApplyModifications|name=ApplyModifications}}{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getTierRarityWeight}}
In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the chance of a mod appearing on items is significantly reduced for items below the mod's native tier. ('''Chance ÷ ((ModNativeTier - ItemTier) * 5)'''){{Code Reference|namespace=XRL.World|class=ModificationFactory|method=ApplyModifications|name=ApplyModifications}}{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getTierRarityWeight}}
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| Category
| The items to which mods can be applied are restricted by categories, and in some cases additional unique logic. For example, the [[fitted with filters]] mod is associated with the Helmet and Mask categories, meaning that it can be applied only to helmets and masks. Furthermore, this mod has some additional unique logic that prevents it from being applied to any item that already filters gas, such as the {{favilink|gas mask}}.
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| Difficulty and Complexity
| Difficulty and Complexity