Nulling: Difference between revisions

116 bytes added ,  18:55, 16 September 2021
Added code references, and info on charge/turn after bootup
mNo edit summary
(Added code references, and info on charge/turn after bootup)
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==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}}


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