Psionic: Difference between revisions

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96 bytes added ,  18:08, 3 May 2022
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(Tentative fix for duplicate entries in "Possible Items")
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* {{favilink|arch dervish of the Sightless Way}}
* {{favilink|arch dervish of the Sightless Way}}


The {{name}} mod changes a melee weapon to use mental attacks. Its [[PV]] becomes modified by the attacker's [[ego]] modifier instead of [[strength]] modifier, penetration is calculated against the target's [[MA|mental armor]] (MA) instead of the target's [[AV|regular armor]] (AV), and it cannot affect targets which have a [[mental shield]].{{Code Reference|class=ModPsionic|name=ModPsionic}} [[Cleave]] will inflict [[psionically cleaved]] instead of [[cleaved]].{{Code Reference|namespace=XRL.World.Parts.Skill|class=Axe_Cleave}}
The {{name}} mod changes a melee weapon to use mental attacks. Its {{PV}}[[PV]] becomes modified by the attacker's [[ego]] modifier instead of [[strength]] modifier, penetration is calculated against the target's [[MA|mental armor]] (MA) instead of the target's [[AV|regular armor]] ({{AV}}AV), and it cannot affect targets which have a [[mental shield]].{{Code Reference|class=ModPsionic|name=ModPsionic}} [[Cleave]] will inflict [[psionically cleaved]] instead of [[cleaved]].{{Code Reference|namespace=XRL.World.Parts.Skill|class=Axe_Cleave}}


Weapons with this modifier are temporary, and will dissolve from the physical realm after a pre-determined number of uses. When an item with this modification is created, it starts with a random number of swings from 126-500. After attacking with this weapon, regardless of whether the weapon hits or misses, the number of swings remaining will decrease by one.<ref name="ModPsionic" />
Weapons with this modifier are temporary, and will dissolve from the physical realm after a pre-determined number of uses. When an item with this modification is created, it starts with a random number of swings from 126-500. After attacking with this weapon, regardless of whether the weapon hits or misses, the number of swings remaining will decrease by one.<ref name="ModPsionic" />
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Once there are no more remaining swings, the item will disappear.<ref name="ModPsionic" />
Once there are no more remaining swings, the item will disappear.<ref name="ModPsionic" />


== Possible Items ==
== Possible Equipment ==
<div style="display:flex;flex-wrap:wrap;">
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
<div style="margin-right: 2.5em;">
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   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseAxe' AND DO.DynamicTbl = 'MeleeWeapons'
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseAxe' AND DO.DynamicTbl IS NOT NULL
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | group by = M.JoinKey
   | format = table
   | format = table
}}
}}
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   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseCudgel' AND DO.DynamicTbl = 'MeleeWeapons'
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseCudgel' AND DO.DynamicTbl IS NOT NULL
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | group by = M.JoinKey
   | format = table
   | format = table
}}
}}
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   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseLongBlade' AND DO.DynamicTbl = 'MeleeWeapons'
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseLongBlade' AND DO.DynamicTbl IS NOT NULL
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | group by = M.JoinKey
   | format = table
   | format = table
}}
}}
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   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}', M.ObjectID, '{{!}}prefix:&bp&Bs&Ci&co&bn&Bi&Cc{{)}}') = Item,
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
             CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END = Tier
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseDagger' AND DO.DynamicTbl = 'MeleeWeapons'
   | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseDagger' AND DO.DynamicTbl IS NOT NULL
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
   | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | group by = M.JoinKey
   | format = table
   | format = table
}}
}}
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