Liquid-cooled: Difference between revisions

580 bytes added ,  01:35, 20 December 2023
added that firerate is rounded down
m (Fixes deprecated math tag formatting)
(added that firerate is rounded down)
 
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{{As Of Patch|2.0.200.86}}
{{Mod
{{Mod
| title         = {{qud shader|B|liquid-cooled}}
| title             = {{qud shader|B|liquid-cooled}}
| type         = Firearm
| type               = Firearm
| id           = ModLiquidCooled
| id                 = ModLiquidCooled
| rarity       = U
| rarity             = U
| tinkerable   = yes
| tinkerable         = yes
| canautotinker = no
| canautotinker     = no
| tinkertier   = 3
| tinkertier         = 3
| nativetier   = 3
| nativetier         = 3
| difficulty   = 2
| difficulty         = 2
| complexity   = 2
| complexity         = 2
| value         = 1.2
| value             = 1.2
| desc         = &CLiquid-cooled: This weapon's rate of fire is increased, but it requires pure water to function. When fired, there's a (15-Tier) % chance that 1 dram is consumed.
| empsensitive      = no
| restriction=Must have a rate of fire greater than 1 and consume 1 ammo per shot
| powerloadsensitive = no
| realitydistortion  = no
| desc               = &CLiquid-cooled: This weapon's rate of fire is increased, but it requires pure water to function. When fired, there's a (15-Tier) % chance that 1 dram is consumed.
| restriction       = Must have a rate of fire greater than 1 and consume 1 ammo per shot
| gameversion        = 2.0.201.114
}}
}}
{{name}} is a mod for [[:Category:Firearms|firearms]] that increases how many shots are fired in exchange for using up {{favilink|water|fresh water}}. A firearm can only be liquid-cooled if they already fire multiple shots (in succession; a burst of a {{favilink|pump shotgun}} is considered only one shot) and each shot uses one of the gun's ammo. This "ammo" can be intangible, such as a chain laser using using [[energy]].
{{name|caps}} is a mod for [[:Category:Firearms|firearms]] that increases how many shots are fired in exchange for using up {{favilink|water|fresh water}}. A firearm can only be liquid-cooled if they already fire multiple shots (in succession; a burst of a {{favilink|pump shotgun}} is considered only one shot) and each shot uses one of the gun's ammo. This "ammo" can be intangible, such as a chain laser using using [[energy-loaded missile weapons|energy]].{{Code Reference|class=ModLiquidCooled|name=ModLiquidCooled}}


Adding this mod to a firearm creates a slot inside the weapon that various liquids can be poured into. The exact volume that the weapon can hold is determined by the number of shots it has before the mod is applied:
Adding this mod to a firearm creates a slot inside the weapon that various liquids can be poured into. The exact volume that the weapon can hold is determined by the number of shots it has before the mod is applied:{{Code Reference|class=ModLiquidCooled|name=ModLiquidCooled}}


<math>{Volume} = {NumShots} * 2</math>
<math>{Volume} = {NumShots} * 2</math>
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<math>{Volume} = {NumShots} * 2 + (8 - (({Numshots}*2) \% 8))</math>
<math>{Volume} = {NumShots} * 2 + (8 - (({Numshots}*2) \% 8))</math>


The number of shots per action is a 30-60% increase of the original number of shots, or just one additional shot if that is larger. This percent bonus is randomized for each time the modification is applied.
The number of shots per action is a 30-60% increase of the original number of shots (rounded down), or just one additional shot if that is larger. This percent bonus is randomly chosen at the time the item is modified. This randomization is not tied to a stable seed, meaning that it can be re-rolled using {{favilink|Precognition}} or similar effects.{{Code Reference|class=ModLiquidCooled|name=ModLiquidCooled}}
{{Missing info|Can this number be rerolled through Precognition?}}


A {{name}} weapon will not fire if its liquid reservoir is empty.
A {{name}} weapon will not fire if its liquid reservoir is empty.
== Table ==
 
The following weapons can be {{name}}:
== Eligible Equipment ==
{{#cargo_query:tables=ItemsTable=IT, GeneralData=GD
{{#cargo_query:tables=ItemsTable=IT, GeneralData=GD, MissileWeaponData=MWD
|join on=IT.JoinKey=GD.JoinKey
|join on=IT.JoinKey=GD.JoinKey,IT.JoinKey=MWD.JoinKey
|fields=CONCAT('{{((}}favilink page {{!}}', IT._pageName, '{{))}}')=Gun
|fields=CONCAT('{{((}}favilink page {{!}}', IT._pageName, '{{))}}')=Gun
, GD.Tier=Tier
, GD.Tier=Tier
, Shots=Shots (Base)
, MWD.Shots=Shots (Base)
, CONCAT(CASE
, CONCAT(CASE
   WHEN Shots+1 >= FLOOR(Shots*1.3)
   WHEN MWD.Shots+1 >= FLOOR(MWD.Shots*1.3)
   THEN
   THEN
     CASE
     CASE
       WHEN FLOOR(Shots*1.6) > Shots+1
       WHEN FLOOR(MWD.Shots*1.6) > MWD.Shots+1
       THEN CONCAT(Shots+1, '-', FLOOR(Shots*1.6))
       THEN CONCAT(MWD.Shots+1, '-', FLOOR(MWD.Shots*1.6))
       ELSE Shots+1
       ELSE MWD.Shots+1
     END
     END
   ELSE
   ELSE
     CASE
     CASE
       WHEN FLOOR(Shots*1.6) > FLOOR(Shots*1.3)
       WHEN FLOOR(MWD.Shots*1.6) > FLOOR(MWD.Shots*1.3)
       THEN CONCAT(FLOOR(Shots*1.3), '-', FLOOR(Shots*1.6))
       THEN CONCAT(FLOOR(MWD.Shots*1.3), '-', FLOOR(MWD.Shots*1.6))
       ELSE FLOOR(Shots*1.3)
       ELSE FLOOR(MWD.Shots*1.3)
     END
     END
   END)=Shots (Cooled)
   END)=Shots (Cooled)
, CONCAT(CASE  
, CONCAT(CASE  
   WHEN Shots%4 = 0 THEN FLOOR(Shots * 2)  
   WHEN MWD.Shots%4 = 0 THEN FLOOR(MWD.Shots * 2)  
   ELSE 2 * FLOOR(Shots) + (8-(Shots*2)%8)
   ELSE 2 * FLOOR(MWD.Shots) + (8-(MWD.Shots*2)%8)
   END) = Volume
   END) = Volume
, CONCAT(15 - GD.Tier,'%') = Water Usage Chance
, CONCAT(15 - GD.Tier,'%') = Water Usage Chance
|where= Shots > 1 AND Shots = AmmoPerAction AND GD._pageNamespace = 0
|where= MWD.Shots > 1 AND MWD.Shots = MWD.AmmoPerAction AND GD._pageNamespace = 0
|format = table
|format = table
|order by=GD.Tier ASC
|order by=GD.Tier ASC
}}
}}
[[Extradimensional]] weapons with increased rate of fire can also become eligible for this mod.
[[Extradimensional]] weapons with increased rate of fire can also become eligible for this mod.


{{references|2.0.201.114}}
{{Mod Navbox}}
{{Mod Navbox}}
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edits