Magnetized: Difference between revisions

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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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'''Magnetized''' is an item mod that allows an item to be wielded in the Floating Nearby slot. It differs from other item mods in that it is not applied to items through [[tinkering]], and is instead applied via a {{favilink|high-powered magnet}}. However, it still counts towards an item's maximum number of mods, and cannot be applied to an item which already has 3 mods.  
'''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 [[gesticulating]], have onboard power systems, such as from being [[jacked]], and cannot weigh more than 100#.{{Code Reference|namespace=XRL.World.Parts|class=ModMagnetized|method=ModificationApplicable}}
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}}
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 wielded in the hands, magnetized armor pieces can no longer by worn on the body, etc.
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 ==
== 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.
* 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 will only require one Floating Nearby slot when magnetized.  
* 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 [[Dual Wield]] skill tree, and the [[Jab]] skill if the weapon is considered a [[Short Blade]].
* 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.  
* Armor pieces will apply their {{AV}}[[AV]] and {{DV}}[[DV]] values as normal.  
* Missile weapons will ''not'' fire when equipped in the Floating Nearby slot. However, they can be reloaded when equipped in this slot.
* [[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.
* [[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 ==