Ulnar stimulators: Difference between revisions

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The ulnar stimulators must be [[Energy|powered]] and [[Boot sequence|booted up]] to function, possessing a boot sequence of 5 turns. Once this has elapsed, the player's Strength and Agility will be temporarily increased by 1 point until the gloves are removed or run out of power. Wearing the gloves unpowered will not provide the Attribute bonuses, but will still provide it's {{AV}}[[AV]] bonus.  
The ulnar stimulators must be [[Energy|powered]] and [[Boot sequence|booted up]] to function, possessing a boot sequence of 5 turns. Once this has elapsed, the player's Strength and Agility will be temporarily increased by 1 point until the gloves are removed or run out of power. Wearing the gloves unpowered will not provide the Attribute bonuses, but will still provide it's {{AV}}[[AV]] bonus.  


The ulnar stimulators will not grant their Attribute bonuses, even if powered, when worn on a pair of non-animalian hands, such as (but not limited to) the hands granted by [[Helping hands]], a robot's hands, the "bifurcations" of a plant, or the "knobs" of an animated door. More specifically, the hands must have the <code>Category="Animal"</code> tag. <ref><code>ObjectBlueprints.xml</code></ref>
The ulnar stimulators will not grant their Attribute bonuses, even if powered, when worn on a pair of non-animalian hands, such as (but not limited to) the hands granted by {{favilink|helping hands}}, a robot's hands, the "bifurcations" of a plant, or the "knobs" of an animated door. More specifically, the hands must have the <code>Category="Animal"</code> tag. <ref><code>ObjectBlueprints.xml</code></ref>


== Tips ==
== Tips ==