Chef Food Components (Game Mechanics)

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Mechanics This document is about game mechanics.

Chef Food Component Experimentation Mechanics

Items Affected

1. Alcohol
2. Bantha Butter
3. Barrel
4. Cask
5. Heavy Food Additive
6. Medium Food Additive
7. Protato
8. Soypro
9. Sweet Cake Mix

Experimentation Lines

There is no experimentation available to these items.

Item Attributes

Variation Of:


This attribute spawns on any item that has had its base type name changed. For player crafted items 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 more information about the Variation Of attribute, see General Item Mechanics



Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics


Object Creator:

This attribute appears only on crafted items or looted components. The crafter's name is listed here.

General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers


Serial Number:

This attribute only appears on crafted items. This represents the alphanumeric code given to the item. Note that Container components are not given serial numbers. This allows them to be used as generic components in any schematic that requires containers.


See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers



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.


Filling Bonus:

This attribute is transferred into Medium Food Additives and Heavy Food Additives by Caloric Conversion Supplement and Carbocaloric Eliminator bio components. Adding in these bio components to Medium Food Additives and Heavy 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.



Flavor Bonus:

This attribute is transferred into Medium Food Additives and Heavy Food Additives by Multisaccharide Dimate and Multisaccharide Pentamate bio components. Adding in these bio components to Medium Food Additives and Heavy Food Additives will increase the duration of the timer that 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.


Nutrition Bonus:

This attribute is transferred into Medium Food Additives and Heavy Food Additives by Micronutrient Supplement and Intelligent Nanonutrients bio components. Adding in these bio components to Medium Food Additives and Heavy Food Additives will increase the Health, Constitution, Stamina, Mind and Willpower attributes of these items. The increase in the effect on the item is a percentage increase of the stats. For example a 100 nutrient bonus additive will increase an item with 100 health stat to a 200 health stat after experimentation.


Quantity Bonus:

This attribute is transferred into Medium Food Additives and Heavy Food Additives by Hyper Yeast Concentrate and Edible Nano Constructors bio components. Adding in these bio components to Medium Food Additives and Heavy 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.

Source References

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