Overloaded: Difference between revisions

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(link to energy-loaded missile weapons)
(Add item mod effects)
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{{name}} is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.
{{name}} is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.


== Bonuses by effect ==
Because certain other [[item mods]] can cause an item to become power load-sensitive, {{name}} can amplify the effects of those other mods when combined with them.
 
== Bonuses to Items and Equipment ==


{|class = wikitable
{|class = wikitable
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| +2 to radius {{Code Reference|class = ActiveLightSource}}
| +2 to radius {{Code Reference|class = ActiveLightSource}}
|-  
|-  
| [[Normality]] (e.g. [[nulling]] items)
| [[Normality|Reality stabilization]] items
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}}
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}}
|-  
|-  
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| {{favilink|wrist calc}}
| {{favilink|wrist calc}}
| +30% to [[compute power]] (i.e. +3 normally) {{Code Reference|class = ComputeNode}}
| +30% to [[compute power]] (i.e. +3 normally) {{Code Reference|class = ComputeNode}}
|}
== Bonuses to Other Mods ==
{| class="wikitable"
! Item Mod
! Overloaded effect
|-
|-
| [[Co-processor]] items
| [[Co-processor]]
| +5 [[compute power]] {{Code Reference|class = ModCoProcessor}}
| +5 [[compute power]] {{Code Reference|class = ModCoProcessor}}
|-
| [[Displacer]]
| Increases the maximum range of displacer to 6 tiles {{Code Reference|class = ModDisplacer|method=FireEvent}}
|-
| [[Electrified]]
| Adds 2 to the [[item tier]] for purposes of damage calculation {{Code Reference|class=ModElectrified|method=FireEvent}}
|-
| [[Flaming]]
| Adds 2 to the [[item tier]] for purposes of damage calculation and temperature increase {{Code Reference|class=ModFlaming|method=FireEvent}}
|-
| [[Freezing]]
| Adds 2 to the [[item tier]] for purposes of damage calculation and temperature decrease {{Code Reference|class=ModFreezing|method=FireEvent}}
|-
| [[Morphogenetic]]
| +2 to difficulty of Willpower save {{Code Reference|class=ModMorphogenetic|method=ApplyMorphicShock}}
|-
| [[Nulling]]
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}}
|}
|}


== References ==
== References ==
<references />
<references />

Revision as of 20:48, 17 September 2021

overloaded
Category

Electronics

Native tierLess likely to appear on items
of a lower tier than this.

0

Rarity

Rare

Tinkerable

Yes

Tinker skill

Tinker II

Bit required

<5>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

1.3

+1

+1

ID

ModOverloaded

Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw.

This article has information that is missing or not up to par.
Reason: Table needs to be filled out with more effects of overloaded on different items

overloaded is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item [1][2], which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.

Because certain other item mods can cause an item to become power load-sensitive, overloaded can amplify the effects of those other mods when combined with them.

Bonuses to Items and Equipment

Effect type Bonus
Energy-loaded missile weapons +2 to damage roll [3]
Electric Discharge Weapons Damage is based on charge used, so x4 damage [4]
Gaslight weapons +2 to damage roll [5]
Light Sources +2 to radius [6]
Reality stabilization items +2 to the strength of reality stabilization [7]
Gas generation +30% to density of gases produced [8][9]
wrist calc +30% to compute power (i.e. +3 normally) [10]

Bonuses to Other Mods

Item Mod Overloaded effect
Co-processor +5 compute power [11]
Displacer Increases the maximum range of displacer to 6 tiles [12]
Electrified Adds 2 to the item tier for purposes of damage calculation [13]
Flaming Adds 2 to the item tier for purposes of damage calculation and temperature increase [14]
Freezing Adds 2 to the item tier for purposes of damage calculation and temperature decrease [15]
Morphogenetic +2 to difficulty of Willpower save [16]
Nulling +2 to the strength of reality stabilization [17]

References

  1. XRL.World.Parts.ModOverloaded, method HandleEvent(GetPowerLoadLevelEvent)
  2. XRL.World.Parts.GetPowerLoadLevel, method GetFor
  3. XRL.World.Parts.EnergyAmmoLoader, method HandleEvent(GetMissileWeaponPerformanceEvent)
  4. XRL.World.Parts.ElectricalDischargeLoader, method FireEvent
  5. XRL.World.Parts.Gaslight
  6. XRL.World.Parts.ActiveLightSource
  7. XRL.World.Parts.RealityStabilization, method Strength
  8. XRL.World.Parts.GasOnHit
  9. XRL.World.Parts.GasOnEntering
  10. XRL.World.Parts.ComputeNode
  11. XRL.World.Parts.ModCoProcessor
  12. XRL.World.Parts.ModDisplacer, method FireEvent
  13. XRL.World.Parts.ModElectrified, method FireEvent
  14. XRL.World.Parts.ModFlaming, method FireEvent
  15. XRL.World.Parts.ModFreezing, method FireEvent
  16. XRL.World.Parts.ModMorphogenetic, method ApplyMorphicShock
  17. XRL.World.Parts.RealityStabilization, method Strength