Magnetized: Difference between revisions

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'''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, 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 ==

Revision as of 08:22, 7 June 2021

magnetized
Category

General

Restrictions

Must be metal; must weigh 100# or less; must not be gesticulating; must not have integrated power systems, such as from being jacked; must be able to be unequipped

Tinkerable

no

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

2

+1

+1

ID

ModMagnetized

Magnetized: This item floats around you.

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 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 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#.[1]

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#.[2]

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 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.
  • Armor pieces will apply their ♦AV and ○DV values as normal.
  • 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 not be fired when equipped in the Floating Nearby slot. However, they can be reloaded when equipped in this slot.
  • Thrown weapons can not be thrown from the Floating Nearby slot.

References

  1. XRL.World.Parts.ModMagnetized, method ModificationApplicable
  2. XRL.World.Parts.ModMagnetized, method CheckFloating