Difference between revisions of "Tailoring Clothing Components (Game Mechanics)"

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= Game Mechanics =
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== Tailoring Clothing Component Experimentation Mechanics ==
  
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== Items Affected ==
  
  
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1. [[Cargo Pocket (Schematic)|Cargo Pocket]]<br>
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2. [[Jewelry Setting (Schematic)|Jewelry Setting]]<br>
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3. [[Armor Padding (Schematic)|Armor Padding]]<br>
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4. [[Reinforced Fiber Panel (Schematic)|Reinforced Fiber Panel]]<br>
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5. [[Shoe Sole (Schematic)|Shoe Sole]]<br>
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6. [[Synthetic Cloth (Schematic)|Synthetic Cloth]]<br>
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7. [[Trim (Schematic)|Trim]]<br>
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== Experimentation Lines ==
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There is no experimentation available to these items.
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== Item Attributes ==
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'''Variation Of:'''
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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.
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For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|
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General Item Mechanics]]
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'''Volumn:'''
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Represents the current container contents of the Item.
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For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]]
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'''Object Creator:'''
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This attribute appears only on crafted items or looted components. The crafter's name is listed here.
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[[General Item Mechanics (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
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'''Serial Number:'''
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This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
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See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
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The following attributes are those that appear on the synthetic cloth and reinforced fiberplast panel material when the player places a bio engineer tissue component in them. Each Synthetic Cloth or Reinforced Fiberplast Panel can contain one matching tissue, therefore only one set of attributes can be passed on to each panel or cloth slot within clothing items.
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* '''Bleeding Resistance'''  ----            ( [[media:ScreenshotImageName.jpg|Reinforced Fiberplast Panel]] )
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* '''Camouflage'''          ----            ( [[media:ScreenshotImageName.jpg|Reinforced Fiberplast Panel]] )
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* '''Cover'''                ----            ( [[media:ScreenshotImageName.jpg|Reinforced Fiberplast Panel]] )
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* '''Defense vs. Stun'''    ----            ( [[media:ScreenshotImageName.jpg|Reinforced Fiberplast Panel]] )
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* '''Injury Treatment'''    ----            ( [[media:ScreenshotImageName.jpg|Synthetic Cloth]] )
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* '''Intimidation '''        ----            ( [[media:ScreenshotImageName.jpg|Reinforced Fiberplast Panel]] )
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* '''Mask Scent'''          ----            ( [[media:ScreenshotImageName.jpg|Reinforced Fiberplast Panel]] )
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* '''Melee Defense'''        ----            ( [[media:ScreenshotImageName.jpg|Reinforced Fiberplast Panel]] )
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* '''Taming Vicious Creatures''' ----        ( [[media:ScreenshotImageName.jpg|Synthetic Cloth]] )
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* '''Taming Wild Creatures'''    ----        ( [[media:ScreenshotImageName.jpg|Synthetic Cloth]] )
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* '''Warcry'''                  ----        ( [[media:ScreenshotImageName.jpg|Reinforced Fiberplast Panel]] )
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* '''Wound Healing (Music)'''    ----        ( [[media:ScreenshotImageName.jpg|Synthetic Cloth]] )
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* '''Wound Healing (Dancing)'''  ----        ( [[media:ScreenshotImageName.jpg|Synthetic Cloth]] )
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* '''Wound Treatment'''          ----        ( [[media:ScreenshotImageName.jpg|Synthetic Cloth]] )
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<br><br>
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== Transferred Component Attributes ==
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The following attributes are those that appear on the synthetic cloth and reinforced fiber panel material when the player places a bio engineer tissue component in them. Each Synthetic Cloth or Reinforced Fiberplast Panel can contain one matching tissue, therefore only one set of attributes can be passed on to each panel or cloth slot within clothing items. These items are then transferred into the clothing items that are able to accept synthetic cloth and reinforced fiber panels
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The following attributes are those that are transferred into synthetic cloth and fiberplast panel by the bio engineer tissue components.<br><br>
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* '''Bleeding Defense'''  (Reinforced Fiberplast Panel)
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Adding in  [[Constrictor Cloth (Schematic)|Constrictor Cloth]] and [[Coagulant Agents (Schematic)|Coagulant Agents]] tissue components will carry over into the item to increase the Bleeding Resistance attribute.
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* '''Camouflage''' (Reinforced Fiberplast Panel)
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Adding in [[Scent Camouflage (Schematic)|Scent Camouflage]] and [[Scent Neutralization (Schematic)|Scent Neutralization]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
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* '''Cover''' (Reinforced Fiberplast Panel)
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Adding in [[Visual Camouflage (Schematic)|Visual Camouflage]] and [[Mimetic Circuitry (Schematic)|Mimetic Circuitry]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
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* '''Defense vs. Stun''' (Reinforced Fiberplast Panel)
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Adding in [[Toughened Fibers (Schematic)|Toughened Fibers]] and [[Tensile Resistance (Schematic)|Tensile Resistance]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
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* '''Injury Treatment''' (Synthetic Cloth)
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Adding in [[Passive Biosensors (Schematic)|Passive Biosensors]] and [[Active Biosensors (Schematic)|Active Biosensors]] tissue components will increase the value on this attribute in synthetic cloth.
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* '''Intimidation ''' (Reinforced Fiberplast Panel)
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Adding in [[Confidence Cloth (Schematic)|Confidence Cloth]] and [[Fear Release (Schematic)|Fear Release]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
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* '''Mask Scent''' (Reinforced Fiberplast Panel)
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Adding in [[Scent Camouflage (Schematic)|Scent Camouflage]] and [[Scent Neutralization (Schematic)|Scent Neutralization]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
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* '''Melee Defense''' (Reinforced Fiberplast Panel)
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Adding in [[Toughened Fibers (Schematic)|Toughened Fibers]] and [[Tensile Resistance (Schematic)|Tensile Resistance]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
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* '''Taming Vicious Creatures''' (Synthetic Cloth)
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Adding in [[Passive Tranquilizers (Schematic)|Passive Tranquilizers]] and [[Active Tranquilizers (Schematic)|Active Tranquilizers]] tissue components will increase the value on this attribute in synthetic cloth.
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* '''Taming Wild Creatures''' (Synthetic Cloth)
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Adding in [[Passive Tranquilizers (Schematic)|Passive Tranquilizers]] [[Active Tranquilizers (Schematic)|Active Tranquilizers]] tissue components will increase the value on this attribute in synthetic cloth.
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* '''Warcry''' (Reinforced Fiberplast Panel)
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Adding in [[Confidence Cloth (Schematic)|Confidence Cloth]] and [[Fear Release (Schematic)|Fear Release]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
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* '''Wound Healing (Music)''' (Synthetic Cloth)
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Adding in [[Myoflex Cloth Treatment (Schematic)|Myoflex Cloth Treatment]] and [[Enhanced Myoflex Treatment (Schematic)|Enhanced Myoflex Treatment]] tissue components will increase the value on this attribute in synthetic cloth.
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* '''Wound Healing (Dancing)''' (Synthetic Cloth)
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Adding in [[Myoflex Cloth Treatment (Schematic)|Myoflex Cloth Treatment]] and [[Enhanced Myoflex Treatment (Schematic)|Enhanced Myoflex Treatment]] tissue components will increase the value on this attribute in synthetic cloth.
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* '''Wound Treatment''' (Synthetic Cloth)
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Adding in [[Passive Biosensors (Schematic)|Passive Biosensors]] and [[Active Biosensors (Schematic)|Active Biosensors]] tissue components will increase the value on this attribute in synthetic cloth.
  
 
==Source References==
 
==Source References==

Latest revision as of 08:04, 31 August 2009




Game Mechanics - Mechanics Category

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Description

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Tailoring Clothing Component Experimentation Mechanics

Items Affected

1. Cargo Pocket
2. Jewelry Setting
3. Armor Padding
4. Reinforced Fiber Panel
5. Shoe Sole
6. Synthetic Cloth
7. Trim

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.


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



The following attributes are those that appear on the synthetic cloth and reinforced fiberplast panel material when the player places a bio engineer tissue component in them. Each Synthetic Cloth or Reinforced Fiberplast Panel can contain one matching tissue, therefore only one set of attributes can be passed on to each panel or cloth slot within clothing items.





Transferred Component Attributes

The following attributes are those that appear on the synthetic cloth and reinforced fiber panel material when the player places a bio engineer tissue component in them. Each Synthetic Cloth or Reinforced Fiberplast Panel can contain one matching tissue, therefore only one set of attributes can be passed on to each panel or cloth slot within clothing items. These items are then transferred into the clothing items that are able to accept synthetic cloth and reinforced fiber panels

The following attributes are those that are transferred into synthetic cloth and fiberplast panel by the bio engineer tissue components.

  • Bleeding Defense (Reinforced Fiberplast Panel)

Adding in Constrictor Cloth and Coagulant Agents tissue components will carry over into the item to increase the Bleeding Resistance attribute.

  • Camouflage (Reinforced Fiberplast Panel)

Adding in Scent Camouflage and Scent Neutralization tissue components will increase the value on this attribute in reinforced fiberplast panels.

  • Cover (Reinforced Fiberplast Panel)

Adding in Visual Camouflage and Mimetic Circuitry tissue components will increase the value on this attribute in reinforced fiberplast panels.

  • Defense vs. Stun (Reinforced Fiberplast Panel)


Adding in Toughened Fibers and Tensile Resistance tissue components will increase the value on this attribute in reinforced fiberplast panels.

  • Injury Treatment (Synthetic Cloth)

Adding in Passive Biosensors and Active Biosensors tissue components will increase the value on this attribute in synthetic cloth.


  • Intimidation (Reinforced Fiberplast Panel)


Adding in Confidence Cloth and Fear Release tissue components will increase the value on this attribute in reinforced fiberplast panels.

  • Mask Scent (Reinforced Fiberplast Panel)


Adding in Scent Camouflage and Scent Neutralization tissue components will increase the value on this attribute in reinforced fiberplast panels.

  • Melee Defense (Reinforced Fiberplast Panel)


Adding in Toughened Fibers and Tensile Resistance tissue components will increase the value on this attribute in reinforced fiberplast panels.

  • Taming Vicious Creatures (Synthetic Cloth)


Adding in Passive Tranquilizers and Active Tranquilizers tissue components will increase the value on this attribute in synthetic cloth.


  • Taming Wild Creatures (Synthetic Cloth)


Adding in Passive Tranquilizers Active Tranquilizers tissue components will increase the value on this attribute in synthetic cloth.


  • Warcry (Reinforced Fiberplast Panel)

Adding in Confidence Cloth and Fear Release tissue components will increase the value on this attribute in reinforced fiberplast panels.

  • Wound Healing (Music) (Synthetic Cloth)


Adding in Myoflex Cloth Treatment and Enhanced Myoflex Treatment tissue components will increase the value on this attribute in synthetic cloth.

  • Wound Healing (Dancing) (Synthetic Cloth)


Adding in Myoflex Cloth Treatment and Enhanced Myoflex Treatment tissue components will increase the value on this attribute in synthetic cloth.


  • Wound Treatment (Synthetic Cloth)


Adding in Passive Biosensors and Active Biosensors tissue components will increase the value on this attribute in synthetic cloth.

Source References

Source Source in Context
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