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(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}} |