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

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== 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. Item condition can be viewed by clicking on an item in the inventory and using the examine radial option. 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, the lightsaber 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. New player Starting items, in addition to Clothing, jewelry, and lightsabers, pearls and crystals remain among the few items of which item decay does not remove their inherent properties.
 
 
 
 
'''Repair'''
 
 
When repairing an item, the outcome may be one of 4 possible repair types. In order from best to worst:<br><br>
 
 
• The item is repaired with only minor blemishes (MB, 5% max condition decay)<br>
 
• The item is repaired, but the max condition is reduced (RBR, 20% max condition decay)<br>
 
• The item is only marginally repaired, and the max condition is reduced (MR, 35% max condition decay)<br>
 
• The item falls apart in your hands (F, condition goes to 1/1)<br>
 
 
 
 
'''Item Decay Formulas'''
 
 
 
1. Clothing Decay<br>
 
2. Armor decay<br>
 
3. Personal Shield Generator Decay<br>
 
4. Weapon Decay<br>
 
5. Ship Component Decay<br>
 
6. Force Crystal and Krayt Dragon Pearl Decay<br>
 
7. Survey & Crafting Tools
 
 
 
 
 
== Item Stacks ==
 
 
 
Some consumable items are produced, or acquired, with the ability to be used multiple times. The amount of times the item can be used will be noted by a small value that is super imposed on the item's iconic graphic to the upper right. Most of the types of items have a limited use lifespan and will expire when the number reaches 0 and the item will then be removed from the player's inventory. Items that come as part of a stack are with few exceptions, not allowed to be transferred into other stacks, even if they are of the same type of item. The exceptions include resource stacks where the resource is of the exact same type (name, class and resource type). Stack sizes are limited to the maximum amount that the item can produce per its type. Different items have different stack sizes when produced. Stack counts should not be confused with item content counts used by containers, even though they use the same labeling system. Some items may appear to be stacks but are in fact, counting contents in a container. Any item that has a stack count, will have that count listed on the bazaar as well, in the label for its listing. This is done to notify the buyer of the amount of uses left in the item before purchasing it.
 
 
Three classes of stackable items will be introduced here, which are Crafted Items, Factory Crates, and General Items. Only certain crafted items will be listed here since in the vast majority of circumstances, crafted items mostly base their item stack size on experimentation. There are however a few which have default counts, and those will be listed here as well. General items will include all the looted, quest rewards and quest related items that can be obtained as stacks. Factory Crates represent all crafted items that can be produced in factory crates. The listings will include the maximum stack size known for these classes of items. Anything not listed here should probably be considered single use items .
 
 
 
 
 
'''Crafted Items'''
 
 
* Grenades: 5
 
* Mines: 5
 
* Traps: 5
 
* Camouflage Kits: Determined by crafting expermentation
 
* Repair Tools: 5
 
* Seeker Droid: 10
 
* Arakyd Probe Droid: 5
 
* Precision Laser Knife: 10
 
* Heavy Weapons (Excluding acid rifle and flame thrower): Determined by crafting experimentation
 
* Food & Drinks: Determined by crafting expermentation
 
 
'''General Items'''
 
 
* Insect Bait: (random amount 1-5)
 
* Worm Bait: (random amount 1-5)
 
* Grub Bait: (random amount 1-5)
 
* Chum Bait: (random amount 1-5)
 
* Maroj Melon: 5  (tutorial version)
 
* Grenades: 5
 
* Resource Stacks: determined by amount collected
 
 
'''Factory Crates'''
 
 
See [[Factory Crates (Game Mechanics)|Factory Crates]]
 
  
 
==Source References==
 
==Source References==

Latest revision as of 15:02, 14 June 2009




Game Mechanics - Mechanics Category

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

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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:







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