2,158
edits
(Added code references, and info on charge/turn after bootup) |
mNo edit summary |
||
(6 intermediate revisions by 2 users not shown) | |||
Line 2: | Line 2: | ||
{{Mod | {{Mod | ||
| title = {{qud shader|K|nulling}} | | title = {{qud shader|K|nulling}} | ||
| type = Melee Weapon, Missile Weapon, Thrown Weapon, Shield, Body, Headwear, Eyewear, Glove, Gauntlet, 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 | ||
Line 10: | Line 10: | ||
| 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 | ||
Line 16: | Line 20: | ||
}} | }} | ||
{{name}} is a mod that can be applied on all weapons and most worn items to impose [[ | {{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. | ||
Line 23: | Line 27: | ||
Nulling strength is calculated by this formula: | Nulling strength is calculated by this formula: | ||
(random(1-100) + ItemTier + [[ | (random(1-100) + ItemTier + [[Compute power|ComputePower]] - [[Glimmer]]) * %HP of target | ||
==On Armor== | ==On Armor== | ||
Line 62: | Line 66: | ||
==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.{{Code Reference|class = ModNormalizing}} | 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}} |
edits