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{{Mod | {{Mod | ||
| title | | title = {{qud shader|refractive|refractive}} | ||
| type | | type = Glove, Gauntlet, Headwear, Body, Cloak, Shield, Boot, Tread Accessory, Exoskeleton | ||
| id | | id = ModRefractive | ||
| reliconly | | reliconly = no | ||
| rarity | | rarity = R | ||
| tinkerable = yes | | tinkerable = yes | ||
| tinkertier = 5 | | tinkertier = 5 | ||
| nativetier = 4 | | nativetier = 4 | ||
| value | | value = 1.3 | ||
| difficulty = 1 | | difficulty = 1 | ||
| complexity = 1 | | complexity = 1 | ||
| desc | | empsensitive = no | ||
| restriction= Must not already refract light | | powerloadsensitive = no | ||
| realitydistortion = no | |||
| desc = &CRefractive: This item has a chance to refract light-based attacks. | |||
| restriction = Must not already refract light | |||
}} | }} | ||
{{name}} | The {{name}} mod can be applied on most worn equipment as well as shields. Modded items have a set chance to [[refract]] light; all light based projectiles that are refracted by this mod bounce back towards the direction they were fired from with a random variance of -90° to +90° degrees. | ||
The refract chance depends on what type of equipment the mod is applied to:{{Code Reference|class=ModRefractive|name=ModRefractive}} | |||
{|class="wikitable" | {|class="wikitable" | ||
!Type | !Type | ||
Line 24: | Line 26: | ||
|- | |- | ||
| Armor | | Armor | ||
| Body | | [[List_of_Body_Parts#Body|Body]] | ||
| 40% | | 40% | ||
|- | |- | ||
| Armor | | Armor | ||
| Back | | [[List_of_Body_Parts#Worn on Back|Back]] | ||
| 40% | | 40% | ||
|- | |- | ||
| Armor | | Armor | ||
| Arm | | [[List_of_Body_Parts#Arm|Arm]] | ||
| 20% | | 20% | ||
|- | |- | ||
| Armor | | Armor | ||
| | | [[List_of_Body_Parts|All other body parts]] | ||
| 10% | | 10% | ||
|- | |- | ||
| Shield | | Shield | ||
| Hand | | [[Shield#Available_Shields|Hand]] | ||
| 30% | | 30% | ||
|- | |- | ||
| Shield | | Shield | ||
| Arm | | [[Shield#Available_Shields|Arm]] | ||
| 10% | | 10% | ||
|} | |} | ||
If a {{name}} item is [[magnetized]], it will have the refraction chance appropriate to its new Floating Nearby slot, not its original slot. | If a {{name}} item is also [[magnetized]], it will have the refraction chance appropriate to its new Floating Nearby slot (i.e. 10%), not the chance associated with its original slot. | ||
Items that already refract light are not eligible for this mod.{{Code Reference|class=ModRefractive|name=ModRefractive}} This includes the following items: | |||
{{#cargo_query: | |||
| tables = ExtraInfo=EI,Characters=C | |||
| join on = EI.JoinKey=C.JoinKey | |||
| fields = CONCAT('{{(}}favilink id{{!}}',EI.ObjectID,'{{)}}')=Item | |||
| where = EI.Info IS NOT NULL AND EI.Info LIKE '%Refractive,,,%' AND C.Demeanor IS NULL | |||
| format = table | |||
}} | |||
{{references|2.0.201.114}} | |||
{{Mod Navbox}} | {{Mod Navbox}} |
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