Template (Game Messages)
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Stimpack Experimentation Mechanics
Note that for these items, the following looted components may be used as replacement for their crafted counterparts.
Janta Blood, Replacement for Biological Effect Controllers
Enhanced Liquid Suspension, Replacement for Liquid Suspensions
1. Small Stimpack - A
2. Small Stimpack - B
3. Small Stimpack - C
4. Small Stimpack - D
5. Small Stimpack - E
6. Small Stimpack - A+
Stimpacks have 3 lines of experimentation.
1. Experimental Charges
2. Experimental Ease of Use
3. Experimental Effectiveness
The Experimental Charges line on these items depends on 66% OQ and 33% UT. Experimentation on this line increases the Uses Remaining attribute.
The Experimental Ease of Use line depends on 66% OQ and 33% PE and is available only to type C through E stimpacks. Experimentation on this line decreases the Required Medicine Skill Use attribute. Note that stimpacks type A and B have a default Skill use of 5 which is not experimentable.
The Experimental Effectiveness line depends on 66% OQ and 33% PE. Experimentation on this line increases the value associated with the following attributes for these items: Heal Health Damage, Heal Action Damage.
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
Represents the current container contents of the Item.
For more information about volumn counts, see Inventory Mechanics
This attribute appears on all medical items and represents the amount of times that the item can be used before it expires and is removed from the player's inventory.
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
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers
Heal Health Damage:
This attribute indicates the amount of Health damage that will be healed per each use of this item.
Heal Action Damage:
This attribute indicates the amount of action damage that will be healed per each use of this item.
Required Medicine Use Skill
This attribute appears on all medical items and represents the level of medicine use skill mod that a player requires to use a particular item. The player must at least match the value listed on the item to be able to use it.
Transferred Component Attributes
These are the attributes that appear on the components that are used in the woundpacks. Along with them is a description of how the passed on attributes from each component contributes to the final item.
Adding in Biological Effect Controller, Advanced Biological Effect Controller components will directly increase the Uses Remaining attribute on type B through E versions of these items.
For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for Stimpacks.
Adding in Liquid Suspension, Advanced Liquid Suspension, Biological Effect Controller, Advanced Biological Effect Controller, Chemical Release Duration Mechanism,
Advanced Chemical Release Duration Mechanism, components will directly increase the Heal Health Damage, and Heal Action Damage attributes respectively, on type B through E versions of these items.
For example a 50 power Biological Effect Controller will add 50 to Heal Action Damage attribute for Stimpacks.