Magnetized: Difference between revisions

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(Clarified what the purpose of this mod is. It' wasn't clear to someone who has not actually used it.)
 
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{{Missing info|Does this take up a mod slot? What happens if you magnetize an already fully modded item?}}
{{Mod
{{Mod
|title      ={{qud text|magnetized}}
|title      ={{qud text|magnetized}}
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|tinkerable =no
|tinkerable =no
|canautotinker = no
|canautotinker = no
|empsensitive = yes
|powerloadsensitive = no
|realitydistortion  = no
|value      =2
|value      =2
|desc      =&CMagnetized: This item floats around you.
|desc      =&CMagnetized: This item floats around you.
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|complexity = 1
|complexity = 1
}}
}}
An item can become {{Name}} by applying a {{Favilink|high-powered magnet}} to it. This causes it to be equipped in the Floating Nearby slot instead of whatever slot(s) it would otherwise have been equipped in.


Worth noting is that the item will retain all of its effects, while simply being equipped into this slot instead. Armor will provide AV and DV, and weapons will attack, as if held in an extra hand.  
'''Magnetized''' is an item mod that allows an item to be equipped in the Floating Nearby slot instead of its normal slot(s). It differs from other item mods in that it is not applied to items through [[tinkering]], but is instead applied via a {{favilink|high-powered magnet}}. However, magnetized still counts towards an item's maximum number of mods, and cannot be applied to an item which already has 3 mods.
 
A high-powered magnet can be used to apply the magnetized mod to nearly any [[Properties#Metal|metallic]] item, even items that are not traditionally considered equipment. However, items cannot be magnetized if they are [[gesticulating]], have onboard power systems, such as from being [[jacked]], or if they weigh more than 100#.{{Code Reference|namespace=XRL.World.Parts|class=ModMagnetized|method=ModificationApplicable}}
 
Items that are magnetized will be forcibly unequipped from the Floating Nearby slot if they become [[rusted]], [[broken]], or if their wielder is affected by EMP, and cannot be equipped again until these statuses are removed. Additionally, magnetized containers will be unequipped if the combined weight of their carried items exceed 25#.{{Code Reference|namespace=XRL.World.Parts|class=ModMagnetized|method=CheckFloating}}
 
Magnetizing an item disallows it from being equipped in any slot other than the Floating Nearby slot; magnetized melee weapons lose their ability to be wielded in the hands, magnetized armor pieces can no longer by worn on the body, etc.
 
== Properties of Magnetized Items ==
* Magnetized items will not add their weight to the player's encumbrance when equipped in the Floating Nearby slot. They will still count towards encumbrance when held in the inventory.
* Items that normally require multiple equipment slots, such as {{favilink|VISAGE}}, two-handed weapons, etc., will only require one Floating Nearby slot when magnetized.
* Melee weapons will function as normal, having a default 15% chance to attack when attacking a target in melee. This chance can be increased through the [[Multiweapon Fighting]] skill tree.
* Armor pieces will apply their {{AV}}[[AV]] and {{DV}}[[DV]] values as normal.
* [[Shield|Shields]] will block melee attacks as normal. Creatures can use [[Shield Slam]] and [[Shield Wall]] with magnetized shields equipped in the Floating Nearby slot.
* Missile weapons can be fired when equipped in the Floating Nearby slot. They will alternate fire with missile weapons held in your primary missile weapon slots, but can be fired simultaneously with [[Akimbo]].
* Thrown weapons can ''not'' be thrown from the Floating Nearby slot.
 
== References ==
<references/>


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