Spiked: Difference between revisions

1,396 bytes added ,  18:33, 3 May 2022
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{{Mod
{{Mod
|title     ={{qud text|&Rs&Ypike&Rd|notxml}}
| title             = {{qud text|&Rs&Ypike&Rd|notxml}}
|type       =Gauntlet, Shield
| type               = Gauntlet, Shield
|id         =ModSpiked
| id                 = ModSpiked
|rarity     =R
| rarity             = R
|tinkerable =yes
| tinkerable         = yes
|tinkertier =3
| tinkertier         = 3
|value     =1.3
| value             = 1.3
|desc       =''<on shields>''\n&amp;CSpiked: This item adds bonus damage to Shield Slam equal to your Strength modifier and causes your target to bleed.\n\n''<on gauntlets>''\n&amp;CSpiked: Unarmed attacks performed while this item is equipped cause bleeding.
| difficulty        = 1
| complexity        = 1
| empsensitive      = no
| powerloadsensitive = no
| realitydistortion  = no
| desc               = ''<on shields>''\n&amp;CSpiked: This item adds bonus damage to Shield Slam equal to your Strength modifier and causes your target to bleed.\n\n''<on gauntlets>''\n&amp;CSpiked: Unarmed attacks performed while this item is equipped cause bleeding.
| gameversion        = 2.0.201.114
}}
}}
The {{name}} mod can be applied to [[:Category:Shields|shields]] or [[:Category:Gauntlets|gauntlets]]. When applied to a shield, {{name}} adds bonus damage to [[Shield Slam]] and causes the target to bleed. When applied to gauntlets, {{name}} allows the user to inflict bleeding damagge with unarmed attacks.
The {{name}} mod can be applied to [[:Category:Shields|shields]] or [[:Category:Gauntlets|gauntlets]]. When applied to a shield, the spiked mod adds bonus damage to [[Shield Slam]] and causes the target to bleed. When applied to gauntlets, spiked allows the user to inflict bleeding damage with unarmed attacks.


== Gauntlet Bleed Damage ==
== Gauntlet Bleed Damage ==
Gauntlets with the {{name}} mod deal {{Heart}}{{dice tooltip|1d3}} damage for each hit, with a [[bleeding]] save difficulty of '''20 + (GauntletTier * 2)'''. These bleeding effects do not stack. Instead, if the new bleeding effect is more powerful than the previous effect, it will replace it.
Gauntlets with the spiked mod deal {{Heart}}{{dice tooltip|1d3}} damage for each hit, with a [[bleeding]] save difficulty of '''20 + (GauntletTier * 2)'''. These bleeding effects do not stack. Instead, if the new bleeding effect is more powerful than the previous effect, it will replace it.{{Code Reference|class=ModSpiked}}
 
== Shield Bleed Damage ==
Shields with the spiked mod deal {{Heart}}{{dice tooltip|1d2}} damage for each hit, with a [[bleeding]] save difficulty of '''20 + ShieldAV'''. Similar to spiked gauntlets, these bleeding effects do not stack.{{Code Reference|namespace=XRL.World.Parts.Skill|class=Shield_Slam}}
 
== Eligible Equipment ==
 
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
=== Gauntlets ===
{{#cargo_query:
  | tables = Modability=M,ItemsTable=IT,GeneralData=GD
  | join on = M.JoinKey=IT.JoinKey,M.JoinKey=GD.JoinKey
  | fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}')=Item,
  | where = M.SupportedMods HOLDS 'GauntletMods'
  | order by = GD.PlainName
  | format = table
}}
</div>
<div style="margin-right: 2.5em;">
=== Shields ===
{{#cargo_query:
  | tables = Modability=M,ItemsTable=IT,GeneralData=GD
  | join on = M.JoinKey=IT.JoinKey,M.JoinKey=GD.JoinKey
  | fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}')=Item,
  | where = M.SupportedMods HOLDS 'ShieldMods'
  | order by = GD.PlainName
  | format = table
}}
</div>
</div>
 
{{references|2.0.201.114}}
{{Mod Navbox}}
{{Mod Navbox}}
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