Overloaded: Difference between revisions

880 bytes added ,  04:46, 17 September 2021
Added much more detailed info from what I've found in the code
mNo edit summary
(Added much more detailed info from what I've found in the code)
Line 15: Line 15:
}}
}}


{{name}} is an item mod that can be applied to most electronics. The modded item will also become scannable by tech scanners and be vulnerable to [[EMP]] if it wasn't already. Hypertractor and the ganglionic teleprojector are unable to be modded with overloaded.


{{Missing info|I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij}}
{{Missing info|I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij}}
{{name}} is an item mod that can be applied to most 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 ==
{|class = wikitable
!Effect type
!Bonus
|-
| Standard Energy Weapons
| +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}}
|-
| Electric Discharge Weapons
| Damage is based on charge used, so x4 damage {{Code Reference|class = ElectricalDischargeLoader|method = FireEvent}}
|-
| [[Light source|Light Sources]]
| +2 to radius {{Code Reference|class = ActiveLightSource}}
|-
| [[Normality]] (e.g. [[nulling]] items)
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}}
|-
| [[Gas]] generation
| +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}}
|}