Psionic: Difference between revisions

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Add possible psionic items
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(Add possible psionic 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's penetration to use the attacker's [[ego]] modifier instead of [[strength]] modifier, and those attacks use modified [[penetration]] calculations against the target's [[MA|mental armor]] (MA) instead of the target's [[AV|regular armor]] (AV). [[Cleave]] will inflict [[psionically cleaved]] instead of [[cleaved]].
The {{name}} mod changes a melee weapon's penetration to use the attacker's [[ego]] modifier instead of [[strength]] modifier, and those attacks use modified [[penetration]] calculations against the target's [[MA|mental armor]] (MA) instead of the target's [[AV|regular armor]] (AV).{{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.
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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{| class="wikitable"
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Once there are no more remaining swings, the item will disappear.
Once there are no more remaining swings, the item will disappear.<ref name="ModPsionic" />
 
== Possible Items ==
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
=== Axes ===
{{#cargo_query:
  | tables = Modability=M,GeneralData=GD,ItemsTable=IT
  | join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey
  | 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
  | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseAxe'
  | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | format = table
}}
</div>
<div style="margin-right: 2.5em;">
=== Cudgels ===
{{#cargo_query:
  | tables = Modability=M,GeneralData=GD,ItemsTable=IT
  | join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey
  | 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
  | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseCudgel'
  | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | format = table
}}
</div>
<div style="margin-right: 2.5em;">
=== Long Blades ===
{{#cargo_query:
  | tables = Modability=M,GeneralData=GD,ItemsTable=IT
  | join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey
  | 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
  | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseLongBlade'
  | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | format = table
}}
</div>
<div style="margin-right: 2.5em;">
=== Short Blades ===
{{#cargo_query:
  | tables = Modability=M,GeneralData=GD,ItemsTable=IT
  | join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey
  | 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
  | where = M.SupportedMods HOLDS 'WeaponMods' AND GD.ParentObject WITHIN 'BaseDagger'
  | order by = CASE WHEN COALESCE(GD.Tier,1) < 1 THEN 1 ELSE COALESCE(GD.Tier,1) END DESC,GD.PlainName
  | format = table
}}
</div>
</div>
 
{{references|2.0.201.114}}
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{{Mod Navbox}}

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