Nulling: Difference between revisions

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{{Mod
{{Mod
| title      = {{qud shader|K|nulling}}
| title      = {{qud shader|K|nulling}}
| type      = Melee Weapon, Missile Weapon, Thrown Weapon, Shield, Body, Headwear, Eyewear, Glove, Boot, Tread Accessory, Exoskeleton
| type      = Melee Weapon, Missile Weapon, Thrown Weapon, Shield, Body, Cloak, Headwear, Eyewear, Glove, Gauntlet, Boot, Tread Accessory, Exoskeleton
| id        = ModNormalizing
| id        = ModNormalizing
| reliconly  = no
| reliconly  = no
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| tinkertier = 6
| tinkertier = 6
| nativetier = 5
| nativetier = 5
| powerloadsensitive = yes
| empsensitive = no
| realitydistortion = no
| chargeused = variable
| value      = 1.3
| value      = 1.3
| difficulty = 2
| difficulty = 2
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}}
}}


{{name}} is a mod that can be applied on all weapons and most worn items to impose [[Normality]]. The target of this effect, as well as the charge used depends on whether it is on armor or a weapon. It requires an energy cell to function. Both types operate at the same strength.
{{name|caps}} is a mod that can be applied on all weapons and most worn items to impose [[normality]]. The target of this effect, as well as the charge used, depends on whether it is on armor or a weapon. It requires an energy cell to function. Both types operate at the same strength.


For ease of reading, "armor" in this article is used to represent all worn items, as well as shields.
For ease of reading, "armor" in this article is used to represent all worn items, as well as shields.
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Nulling strength is calculated by this formula:
Nulling strength is calculated by this formula:


(random(1-100) + ItemTier + [[Co-processor#Computer Power|ComputePower]] - [[Glimmer]]) * %HP of target
(random(1-100) + ItemTier + [[Compute power|ComputePower]] - [[Glimmer]]) * %HP of target


==On Armor==
==On Armor==
When armor with this mod is worn and powered by a sufficient [[energy cell]], it creates [[normality]] for its wearer. It requires 750 [[energy|charge]] each turn until fully booted. Its [[Boot sequence|boot time]] is based on the tier of the item: Tier + 2 turns if the tier is less than 5 while it is 10 - Tier when greater than or equal to 5.
When armor with this mod is worn and powered by a sufficient [[energy cell]], it creates [[normality]] for its wearer. It requires 750 [[energy|charge]] each turn until fully booted, and 3 charge per turn afterwards. Its [[Boot sequence|boot time]] is based on the tier of the item: Tier + 2 turns if the tier is less than 5 while it is 10 - Tier when greater than or equal to 5.{{Code Reference|class = ModNormalizing}}
{|class="wikitable"  
{|class="wikitable"  
!Tier
!Tier
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==On Weapons==
==On Weapons==
If the nulling object is a weapon, it will momentarily inflict [[normality]] if it hits. It does not need to penetrate to do so. This applies to melee weapons, missile weapons, and thrown weapons. A nulling weapon only needs 150 charge per attack to function. It does not need to boot up like armor.
If the nulling object is a weapon, it will momentarily inflict [[normality]] if it hits. It does not need to penetrate to do so. This applies to melee weapons, missile weapons, and thrown weapons. A nulling weapon only needs 150 charge per attack to function. It does not need to boot up like armor.{{Code Reference|class = ModNormalizing}}
 
Nulling weapons can destabilize {{favilink|forcefield|plural}}. Their effectiveness is not affected by the wielder's [[Glimmer]].


{{Mod Navbox}}
{{Mod Navbox}}
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