Template (Game Messages)
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Artisan Skill Enhancement Food Experimentation Mechanics
These items have 4 lines of experimentation.
1. Experimental Filling
2. Experimental Flavor
3. Experimental Nutritional Value
4. Experimental Quantity
The Experimental Filling line depends on 75% DR and 25% OQ. Experimentation on this line will decrease the Stomach Filling (Drink) and Stomach Filling (Food) attributes for these items.
The Experimental Flavor line depend on 66% FL and 33% OQ. Experimentation on this line will increase the duration attribute which determines how long the buff duration will last.
The Experimental Nutritional Value line depends on 33% OQ and 66% PE. Experimentation on this line will increase the value in the Modifier attribute for each of these items.
The Experimental Quantity line depends on 25% DR and 75% PE. Experimentation on this line will increase the Uses Remaining and Quantity attributes of these items.
This attribute spawns on any item that has had its base type name changed. For player crafted foods/spicesdrinks this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as. For looted items, this attribute occurs only on items that have been given the exceptional or legendary tags.
This attribute is only present on foods and drinks and indicates the current hitpoints remaining on the item.The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. Foods have an innate condition of 1000. Food, and drinks do not decay upon death therefore condition values on them really serve no purpose.
Represents the current container contents of the item.
Attribute that only appears on foods. This will indicate the remaining number of times that the particular food can be used before it will be removed from the inventory.
This attribute appears only on crafted items. The crafter's name is listed here.
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
This attribute only appears on food and drinks. This indicates the remaining number of times that the particular food can be used before it will be removed from the inventory. Note: For foods, uses remaining seems to be redundant as it displays the same thing as Quantity.
Stomach Filling (Drink)
This attribute only appears for drinks. This indicates to the player which stomach type (drink or food) that the object will fill up once consumed as well as the amount to which the item will fill the stomach by.
Stomach Filling (Food)
This attribute only appears for foods. This indicates to the player which stomach type (drink or food) that the object will fill up once consumed as well as the amount to which the item will fill the stomach by.
This attribute appears on all items that offer skill modifications. Its purpose is to inform the player which skill modifier will be given to them if they consume this item.
This attribute appears on all items that offer skill modifications. It displays the amount of skill modification enhancement that is added to the player. The amount displayed is truncated after 6 decimal places.
Trimpian, Blood Chowder, Cho-Nor-Hoola, Pikatta Pie, Air Cake, Deneelian Fizz Pudding, Citros Snow Cake, Crispic, T'ssolok, Almond-Kwevvu Crisp Munchies, Bivoli Tempari, Caramelized Pkneb,Chandad,
Rakririan Burnout Sauce, Terratta, Thakitillo, Travel Biscuits, Vegeparsine, Veghash, Corellian Ale
Corellian Brandy, Deuterium-pyro, Durindfire, Dweezel, Elshandruu Pica Thundercloud, Gralinyn Juice
Ithorian Mist, Jawa Beer, Vayerbok,, Veronian Berry Wine
This is the indicator of the remaining time that the player may have the effect from the item once it has been consumed.
Transferred Component Attributes
These are the attributes that appear on the Food Additives that are used in the various food items. Along with them is a description of how the passed on attributes from each component contributes to the final item. The stats on the biological components is a percentage increase (or decrease if its for filling) of the filling, duration, buff size, or quantity size you get after experimentation. So if the buff size is normally +200 with 25% experimentation, making that food with a 75 Nutrition additive would make the buff size 200 + 200 * 0.75 = +350 at 25% experimentation. Duration and quantity act the same way (being rounded as necessary). A Filling additive subtracts from the filling, so a normally 40 Filling food with a 35 Filling additive would end up with 40 - 40 * 0.35 = 26 Filling.
This attribute is transferred into Light Food Additives by Carboreductive Catalyst bio components. Adding in Carboreductive Catalyst bio components to light food additives will decrease the Stomach Filling (Drink) and Stomach Filling (Food) attributes on these items by the listed percentage value on the bio component. For example an item that has 50 filling with a Light Food Additive that has had a Carboreductive Catalyst added with a value of 50 will decrease those attributes by 50% of their normal value. The new value on the item would now be 25.
This attribute is transferred into Light Food Additives by Multisaccharide Dimate bio components. Adding in Multisaccharide Dimate bio components to light food additives will increase the Duration attribute which determines how long a buff will last. The increase in duration is a percentage increase of the time in minutes and seconds. For example, a food item with 60 minute buff duration adding in an additive that has a 100 to Flavor Bonus state will increase this buff to 120 minutes. Note that instant use items or delayed effect items do not have a timer that can be affected by Flavor bonuses, so these bio component attributes would have no effect on such items.
This attribute is transferred into Light Food Additives by Micronutrient Supplement bio components. Adding in Micronutrient Supplement bio components to light food additives will increase the Modifier attributes of these items. The increase in the effect on the item is a percentage increase of the skills. For example a 100 nutrient bonus additive will increase an item with 100 Mask Scent modifier to a 200 Mask Scent after experimentation.
This attribute is transferred into Light Food Additives by Hyper Yeast Additive bio components. Adding in Hyper Yeast Additive bio components to light food additives will increase the Quantity and Uses Remaining attributes on these items by the listed percentage value on the additive. For example an item with a quantity of 10 that has an additive with a value of 100 will now have a quantity of 20.