Difference between revisions of "General Item Mechanics (Game Mechanics)"

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== Description ==
 
== Description ==
Template (Game Messages)
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For a listing of Attributes and stats available to items see<br> [[Item Attributes Listing (Game Mechanics)|Item Attributes Listing]]
 
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== Item Mechanics ==
 
== Item Mechanics ==
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Usable Items have variable properties that may be of benefit or detriment to players. To view these properties, a player must first examine the object and this will bring up an window which will list the properties or stats. Items can be used by clicking on them while in the inventory and waiting for a radial option to appear.  Depending on the item, a unique radial option is often given that is specifically for that type of item. Most items may also be used directly by placing them onto the hotbars and using them that way.
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Usable Items have variable properties that may be of benefit or detriment to players. To view these properties, a player must first examine the object and this will bring up an window which will list the properties or stats. Items can be used by clicking on them while in the inventory and waiting for a radial option to appear.  Depending on the item, a unique radial option is often given that is specifically for that type of item. Many of the usable items may also be used directly by placing them onto the hotbars and pressing the corresponding hotbar button to enable their function.
  
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To find out more of the specific traits pertaining to individual classes of items found in game, choose from a category below.
  
 
The main types of items are as follows:
 
The main types of items are as follows:
  
1. Crafted Items<br>
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* [[Crafted Item Mechanics (Game Mechanics)|Crafted Items]]<br>
2. Loot<br>
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* [[Looted Item Mechanics (Game Mechanics)|Looted Items]]<br>
3. Quest Related Objects<br>
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* [[Quest Object Mechanics (Game Mechanics)|Quest Related Objects]]<br>
4. Quest Rewards<br>
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* [[Quest Reward Mechanics (Game Mechanics)|Quest Rewards]]<br>
5. Veteran Rewards<br>
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* [[Veteran Reward System (Game Mechanics)|Veteran Rewards]]<br>
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* [[Player Event Perks (Game Mechanics)|Player Event Perks]]<br>
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* [[Player Event Rewards (Game Mechanics)|Player Event Rewards]]<br>
  
== Crafted Items & Customization ==
 
  
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Items have sub mechanics that pertain to the following:
  
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* [[Item Decay Mechanics (Game Mechanics)|Item Decay]]<br>
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* [[Item Repair Mechanics (Game Mechanics)|Item Repair]]<br>
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* [[Item Stack Size Mechanics (Game Mechanics)|Item Stack Size]]<br>
  
Crafted items are objects created and distributed by players from the crafting process.  Crafted items usually have a number of unique features and stats. Crafted consumable items are usually used by radial menu or by hot baring them. Other crafted items are used as components for other crafts or are decorative in nature.  Some items, in particularly pets, come in the form of deeds and upon being used, will deposit the contents into the user's datapad or into the world such as the case with pets, vehicles, and player structures.
 
  
  
There are a number of distinctions between crafted items and items acquired as rewards or loot.
 
  
All crafted items come with an identification tag listing the name of the player that crafted the item. This tag is referred simply as the Object Creator.  Another feature that distinguishes crafted items from non crafted ones is the use of serial numbers.  All crafting related components, schematics and final products are given an 8 digit alphanumeric code upon creation. This makes each item or set of items unique. Looted items do not have serial numbers, with the exception of looted crafting components.  In the case of looted crafting components, these inherit the Object Creator attribute but since no player created them, they do not have a name. Looted components are given serial numbers as well so as to prevent making mass production runs of similar components within factories.
 
  
  
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[[image:DLT20aRifle.jpg|200px|thumb|Unnamed Item with Crafted Item Object Creator & Serial Number]]
 
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[[image:LightLightningCannon.jpg|200px|thumb|Renamed Crafted Item Object Creator & Serial Number]]
 
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[[image:LootedSlicedVibroAxe.jpg|200px|thumb|Looted Vibro Axe - No Serial, No Object Creator]]
 
  
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Item customization is the ability for an item to be changed or modified in some manner.  Players have the option to customize some items in the game through the crafting process or by using special features on some items. One way players customize items in the crafting process is giving an object a unique name or designation. Created objects have a default designation given to them such as "Advanced Sword Core." Upon examining the item the player would see the default name within the window. A player customizing this item could change the name to "My Advanced Sword Core."  Examining this item would display a some what different image.  There is now an attribute added called Variation Of. This indicates that the item being viewed is not the original name of the item but rather it is now classified into being similar to a certain Type of item. Thus, My Advanced Sword Core is a Type of Advanced Sword Core. The type is always from the original object base. 
 
 
 
 
When it comes to Looted items, this philosophy remains the same.  At times certain objects are looted in which have been given special designations such as (exceptional) and (legendary).  For example a player loots Advanced Sword Core (Exceptional). These indicate that the object are unique and has special modifiers or enhancements, however they are all still of the same Type of object. Examining this object will indicate the original Base that the item name derives from. These traits are replicated in other base item types as well such as for instance Rancor Tooth components which are their own item type, but of which may also have exceptional, and legendary counterparts. 
 
 
For more information on exceptional and legendary items, see Loot Components.
 
 
 
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[[image:AdvancedSwordCore1-Exceptional.jpg|200px|thumb|Exceptional Looted Sword Core]]
 
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[[image:LegendaryScoutBlaster.jpg|200px|thumb|Legendary Scout Blaster]]
 
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[[image:rancortooth1-BaseStats.jpg|200px|thumb|Rancor Tooth - Base Stats]]
 
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[[image:RancorTooth4-Exceptional.jpg|200px|thumb|Rancor Tooth - Exceptional]]
 
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== Loot ==
 
 
 
Loot comprises of a large general class of items that can be acquired by a player. Typically loot is designated as items acquired by the process of retrieval from a mob corpse. Loot may also be extended to include items acquired via rewards or from world containers.
 
 
Looted items come in many shapes and forms including decorative pieces, consumables, themed items, along with weapons and armor. Some looted items have the option of becoming Exceptional or even Legendary.
 
 
 
Looted items all have what is referred to as base stats.  Base stats represent the unmodified beginning stats an item can have. Items stats have a range in which determines whether the item is marked as base, exceptional or legendary. Stats that go outside of a particular range are moved up into the next higher classification. Exceptional and Legendary Items are special items that the player may run into of which have particular  properties or modifiers. An item that is flagged as being exceptional or legendary has properties that go above the base stat range of an item. These items appear in the player's inventory with yellow text to highlight the specialness. 
 
 
 
Weapons can show up in the inventory as exceptional or legendary if they obtain additional modifiers such as skill bonuses, DOT (damage over time) effects, enhanced damage, enhanced accuracy modifiers, speed or even reduced ham costs. Weapons are allowed to have 1 DOT effect added to them. This dot can be of any type such as poison, fire, or disease. The DOT effect can be to any random ham pool such as health, action or mind.  The only exceptions to this are from night sister lances which have an innate health disease dot, and cannot have another disease spawned on the item. Night sister lances can have 2 dots, but as mentioned the second dot must not be a disease. 
 
 
Exceptional/legendary items may have up to 3 total stat modifiers per item up to a maximum of 25 skill per stat. Item attributes and stat modifiers are selected at random for the item. If any given item attribute is rolled to have exceptional/legendary range, then the entire item is flagged as such.  Skill modifiers and DOTs do not
 
 
Legendary items represent the top tier of stats available to a player.
 
 
== Quest Mission Objects ==
 
 
 
These are objects given to the player in order to fulfill the requirements of some task or quest that has been given to them.  These objects are often things that the player has to interact with and perform some action in order to continue on with the requested task. At other times, these objects are simply things that the player must offer up to an npc or have in their possession in order to proceed to the next task stage. These objects often have a brief description of their general purpose upon examination or usage on the radial.
 
 
== Quest Rewards ==
 
 
 
These are objects received when the player completes tasks or missions.  Most of the time a player receives rewards from npcs, however other times they obtain rewards from other objects by interacting with them, such as the force shrines offering the player Jedi Robes upon completion of the Jedi Padawan  Trials.
 
 
== Veteran Rewards ==
 
 
 
See Veteran Rewards for more information
 
 
== Decay and Condition ==
 
 
'''Item Condition'''
 
 
 
Most usable items have a rating for their durability or how long they will last. This is referred to as the item's condition.  The condition is presented as a fraction in appearance where the first number represents the current condition and the second represents the current maximum condition. Once an item's current condition reaches 0 it's effectiveness ends and it may not be repaired. When the item reaches this state it is effectively referred to as being destroyed. Destroyed items show up in the inventory as red in coloration signifying that the item may be equipped but that it's properties will no longer work.  For example all armor protective properties will be removed (even if the item is equipped). For weapons, the damage will effectively be 1 point.  In the case of destroyed Jedi power crystals, will not be equippable at all until replacements are found.  If a player is wearing an item that is destroyed, it does not unequip on its own, however it does show up as red in the player's inventory which will allow them to know that it is time to remove the equipment and exchange it for something else if they wish. If the player has a light saber equipped while fighting and the color crystal reaches 0 condition then the damage is reduced to 1 point as with other weapons. Clothing and jewelry remain the only items of which item decay does not remove their inherent properties.
 
 
 
'''Decay Formula'''
 
 
 
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==Source References==
 
==Source References==
  
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Latest revision as of 15:02, 14 June 2009




Game Mechanics - Mechanics Category

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Description

For a listing of Attributes and stats available to items see
Item Attributes Listing

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25% This document has been partially completed.

Mechanics This document is about game mechanics.


Item Mechanics

Items are the objects in which a player may interact with in the game. Items take various forms from things ranging from being offered as loot, quest rewards, initiating quests, or as usable objects such as foods, buffs, stimpacks and so on. Items take up space within a player's inventory one block at a time per item.


Usable Items have variable properties that may be of benefit or detriment to players. To view these properties, a player must first examine the object and this will bring up an window which will list the properties or stats. Items can be used by clicking on them while in the inventory and waiting for a radial option to appear. Depending on the item, a unique radial option is often given that is specifically for that type of item. Many of the usable items may also be used directly by placing them onto the hotbars and pressing the corresponding hotbar button to enable their function.

To find out more of the specific traits pertaining to individual classes of items found in game, choose from a category below.

The main types of items are as follows:


Items have sub mechanics that pertain to the following:







Source References

Source Source in Context
Bold text