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		<updated>2026-05-13T18:48:44Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.4</generator>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=File:Interwoven_RIS_Testrun_1_crafting_stage_1-1.JPG&amp;diff=63860</id>
		<title>File:Interwoven RIS Testrun 1 crafting stage 1-1.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=File:Interwoven_RIS_Testrun_1_crafting_stage_1-1.JPG&amp;diff=63860"/>
				<updated>2009-09-30T20:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: {{PageHeader|Image|ImageName}}


== description ==
Image Description

== source ==


== author ==


== permission ==
{{Non-free game screenshot}}

Category:Experimentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageHeader|Image|ImageName}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== description ==&lt;br /&gt;
Image Description&lt;br /&gt;
&lt;br /&gt;
== source ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== author ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== permission ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimentation]]&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=File:RIS_Interwoven_Segment.JPG&amp;diff=63859</id>
		<title>File:RIS Interwoven Segment.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=File:RIS_Interwoven_Segment.JPG&amp;diff=63859"/>
				<updated>2009-09-30T20:13:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: {{PageHeader|Image|ImageName}}


== description ==
Image Description

== source ==


== author ==


== permission ==
{{Non-free game screenshot}}

Category:Experimentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageHeader|Image|ImageName}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== description ==&lt;br /&gt;
Image Description&lt;br /&gt;
&lt;br /&gt;
== source ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== author ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== permission ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimentation]]&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63858</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63858"/>
				<updated>2009-09-30T19:26:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Permissions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:NPCVendor22.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Inventory. &lt;br /&gt;
&lt;br /&gt;
'''Public Permissions'''&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Private Structure Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mob Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lootable Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These permissions also include access rights of players to the loot storage container for mobs, spawnable treasure chests and quest related container spawns. Ungrouped players or players without loot permissions are not allowed to open or manipulate loot storage containers from deceased mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player Object Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the player to manipulate. This includes personal inventory storage (including back packs and other inventory containers), lightsaber manipulation, droid storage module manipulation, and vendor manipulation permissions. No other Player is allowed to open, manipulate, remove or add objects to another player's inventory, lightsaber, droid storage compartment or vendor.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63857</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63857"/>
				<updated>2009-09-30T19:24:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Permissions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:NPCVendor22.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Inventory. &lt;br /&gt;
&lt;br /&gt;
'''Public Permissions'''&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Private Structure Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mob Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lootable Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These permissions also include access rights of players to the loot storage container for mobs, spawnable treasure chests and quest related container spawns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player Object Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the player to manipulate. This includes personal inventory storage (including back packs and other inventory containers), lightsaber manipulation, droid storage module manipulation, and vendor manipulation permissions. No other Player is allowed to open, manipulate, remove or add objects to another player's inventory, lightsaber, droid storage compartment or vendor.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63856</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63856"/>
				<updated>2009-09-30T19:21:01Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Permissions */&lt;/p&gt;
&lt;hr /&gt;
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{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:NPCVendor22.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Inventory. &lt;br /&gt;
&lt;br /&gt;
'''Public Permissions'''&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Private Structure Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mob Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the player to manipulate. This includes inventory storage, lightsaber usage, and droid storage module manipulation, vendor. No other Player is allowed to open, manipulate, remove or add objects to a player's inventory. These permissions also include access rights of players to the loot storage container for mobs, spawnable treasure chests and quest related container spawns.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63855</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63855"/>
				<updated>2009-09-30T19:20:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Permissions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:NPCVendor22.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Inventory. &lt;br /&gt;
&lt;br /&gt;
'''Public Permissions'''&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Private Structure Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mob Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects. &lt;br /&gt;
&lt;br /&gt;
'''Lootable Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
These permissions also include access rights of players to the loot storage container for mobs, spawnable treasure chests and quest related container spawns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the player to manipulate. This includes inventory storage, lightsaber usage, and droid storage module manipulation, vendor. No other Player is allowed to open, manipulate, remove or add objects to a player's inventory.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63854</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63854"/>
				<updated>2009-09-30T18:55:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Permissions */&lt;/p&gt;
&lt;hr /&gt;
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{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
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Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:NPCVendor22.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Inventory. &lt;br /&gt;
&lt;br /&gt;
'''Public Permissions'''&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Private Structure Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mob Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the player to manipulate. This includes inventory storage, and lightsaber and droid storage module manipulation. No other Player is allowed to open, manipulate, remove or add objects to a player's inventory.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63853</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63853"/>
				<updated>2009-09-30T18:54:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Permissions */&lt;/p&gt;
&lt;hr /&gt;
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{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
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Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:NPCVendor22.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
'''Public Permissions'''&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Private Structure Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mob Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Player Inventory Permissions'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the player to manipulate. This includes inventory storage, and lightsaber and droid storage module manipulation. No other Player is allowed to open, manipulate, remove or add objects to a player's inventory.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63852</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63852"/>
				<updated>2009-09-30T18:54:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Permissions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
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|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:NPCVendor22.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Structure Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mob Inventory Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Player Inventory Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the player to manipulate. This includes inventory storage, and lightsaber and droid storage module manipulation. No other Player is allowed to open, manipulate, remove or add objects to a player's inventory.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63851</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63851"/>
				<updated>2009-09-30T18:29:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
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{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
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Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:NPCVendor22.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63850</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63850"/>
				<updated>2009-09-30T18:28:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
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{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
::* [[media:playervendors.jpg|Player vendors]]&amp;lt;br&amp;gt;&lt;br /&gt;
:::These have storage capacities limited by the Vendor Item Limit skill modifier on players. Each tangible object placed on a vendor counts as one unique object against that vendor item limit.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63849</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63849"/>
				<updated>2009-09-30T18:25:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
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{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
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|-&lt;br /&gt;
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Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Droid Item Storage Modules'''&lt;br /&gt;
&lt;br /&gt;
::When these components are added into a droid, the droid will gain the ability to allow its owner to insert tangible objects into it. Each level of module inserted affects the maximum storage capacity of the droid. The droid module component maximum storage value is determined based on the player's experimentation on that item. The min and max storage capacity for each item will be listed below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* Level 1 Item Storage Module: 1-3&lt;br /&gt;
::* Level 2 Item Storage Module: 3-5&lt;br /&gt;
::* Level 3 Item Storage Module: 5-7&lt;br /&gt;
::* Level 4 Item Storage Module: 7-9&lt;br /&gt;
::* Level 5 Item Storage Module: 9-11&lt;br /&gt;
::* Level 5 Item Storage Module: 11-13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=NPC_Aggression_(Game_Mechanics)&amp;diff=63848</id>
		<title>NPC Aggression (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=NPC_Aggression_(Game_Mechanics)&amp;diff=63848"/>
				<updated>2009-09-30T18:17:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Approach Trigger Events */&lt;/p&gt;
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=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
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{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
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{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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||{{D25%}}&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Npcs in SWG use a complex system to detect the presence of potential enemies. Once a target is detected, a number of processes execute to determine if the Npc should attack the target or not. The process of target detection and Npc response are explained under the following categories:&lt;br /&gt;
&lt;br /&gt;
* Awareness Checks&lt;br /&gt;
* Approach Trigger Events&lt;br /&gt;
&lt;br /&gt;
== Awareness Checks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ability for an Npc to detect another target depends on a number of factors:&lt;br /&gt;
&lt;br /&gt;
* The Target's distance from the Npc&lt;br /&gt;
* The target's posture&lt;br /&gt;
* The target's movement speed&lt;br /&gt;
* The usage of camouflage&lt;br /&gt;
* Being in combat with the target&lt;br /&gt;
* Presence of collidible objects&lt;br /&gt;
&lt;br /&gt;
Note: There are no known formulas for detection chances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The distance of a target from the Npc is the initial trigger for Npc behaviors. Npcs  begin actual target detection checks at 64 meters. Whenever a target enters the detection range of Npcs, the system begins an awareness check cycle where at every cycle, the target's current posture, movement speed and distance are calculated into an detection response chance by the Npc. Target's with mask scent or camouflage utilize their own roll check at this stage. Successful passing of the mask scent or camouflage will override any awareness checks against the target. If the Npc passes the detection chance then the target's presence is made aware to the Npc and awareness triggers begin. When an aggressive Npc becomes aware of a target within its awareness range, the Npc indicates their knowledge of the target through a flytext question mark &amp;quot;?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: The presence of collidible objects between a target and a npc creates a blind spot for the npc. Targets behind collidible objects are not able to be detected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Distance affects on awareness -'''&lt;br /&gt;
&lt;br /&gt;
The closer a target is to the Npc, the greater the chances that the Npc will be made aware of the target. A Npc's awareness increases significantly against targets that are at 40 meters or closer to them.&lt;br /&gt;
&lt;br /&gt;
'''Posture affects on awareness -'''&lt;br /&gt;
&lt;br /&gt;
The three types of posture of a target will have great effects on the detection chances of the creature. Standing posture provides the least chance to the target in its check against a Npc's awareness; Kneeling provides a lesser chance to the target and Prone posture provides the best chances to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement speed affects on awareness -'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The movement speed of the target offers a penalty against its check with a Npc's awareness. The slower that the target is moving, the higher its chances of remaining undetected. Stationary targets have the best chance of remaining hidden while targets that are walking, running, mounted or using vehicles have higher chances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Being in Combat -'''&lt;br /&gt;
&lt;br /&gt;
If the target has initiated an attack on the Npc then this will automatically trigger awareness of the target, however aggression will not be triggered until the creature has detected the target. Npcs in combat will initiate patrolling behavior and roam around trying to detect their attacker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Approach Trigger Events ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whenever an creature, Npc or player enters within a 64 meter range of an Npc and the Npc passes an initial awareness check, several events may be triggered depending on the Npc:&lt;br /&gt;
&lt;br /&gt;
* ! - Detection&lt;br /&gt;
* - Fight or Comment Response&lt;br /&gt;
&lt;br /&gt;
Note: Mobs presumably do not become aggressive to pets unless the player aggros a mob. If this occurs then the pet is flagged as being part of the player's group and is subject to attack by any assisting mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Detection'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the Npc has passed an awareness check, it will then use the same awareness mechanics to perform a detection roll at every cycle. The purpose of the detection check is to find the actual location of the target. Npcs cannot respond to aggression until they have actually detected the target first. If the Npc passes this roll then the target is detected and the Npc may then begin its fight or Comment response to the potential threat. When a Npc successfully detects a target it will react and signal with an exclamation mark &amp;quot;!&amp;quot; Npcs are also automatically given detection on a target if any one of the surrounding lair mates spots a target. When a target is detected, Npcs will issue forth a comment at the target. The outburst selected is dependant on the npc's like or dislike of the target. The outburst is npc specific but generally, Npcs that dislike the target will usually issue negative comment where npcs that like the target will issue positive statements. &lt;br /&gt;
&lt;br /&gt;
A target's chance of being detected increases significantly if the target is at 40 meters or less from the Npc. Target's that initiate combat against a Npc dramatically increase their detection chances. Target's will also be automatically be detected after a given amount of time if they have initiated combat against a Npc, although they may still be detected normally through distance/posture checks. The exact timing is unknown but its possibly within a fixed time of the attack (perhaps 20 seconds). Target's will also automatically be detected if they inflict a bleed on the Npc or if they miss the Npc twice in a row while using the Concealed Shot ability. Target detection can be overwritten by using camouflage or the use of the conceal shot ability. If a target leaves the awareness range of a Npc, and then re-enters then the process resets and begins again. If a Npc has had aggressive actions taken against it and detects the target, then the target is immediately aggroed and pursued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fight or Comment Response'''&lt;br /&gt;
&lt;br /&gt;
Upon detecting a target, the Npc will then initiate another roll to determine what it's response will be.  Pack Npcs will automatically go to the aid and defense of similar social group Npc that are under attack by the target. Aggressive Npc may then begin a check to determine if they will actively attack the spotted target. NPC's seem to become aggressive as soon as targets are detected within their range. &lt;br /&gt;
&lt;br /&gt;
Note: During Pre-cu, if a Npc target was already damage by a player and the player escaped combat and came back within 64 meters of the target, then the Npc was given enhanced awareness of the player and detection chances. This dramatically increased the re-aggro rate.&lt;br /&gt;
&lt;br /&gt;
== Formulas Needed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Awareness check cycles using target's distance, posture, movement speed and combat state as variables&lt;br /&gt;
&lt;br /&gt;
* Detection check cycles using target's distance, posture, movement speed and combat state as variables&lt;br /&gt;
&lt;br /&gt;
* Aggression check chance when target is detected&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Creature_Aggression_(Game_Mechanics)&amp;diff=63847</id>
		<title>Creature Aggression (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Creature_Aggression_(Game_Mechanics)&amp;diff=63847"/>
				<updated>2009-09-30T18:17:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Approach Trigger Events */&lt;/p&gt;
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{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
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{{Banking (Mess)}}&lt;br /&gt;
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{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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||{{D25%}}&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Creatures in SWG use a complex system to detect the presence of potential enemies. Once a target is detected, a number of processes execute to determine if the creature should attack the target or not. The process of target detection and creature response are explained under the following categories:&lt;br /&gt;
&lt;br /&gt;
* Awareness Checks&lt;br /&gt;
* Approach Trigger Events&lt;br /&gt;
&lt;br /&gt;
== Awareness Checks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ability for a creature to detect another target depends on a number of factors:&lt;br /&gt;
&lt;br /&gt;
* The Target's distance from the creature&lt;br /&gt;
* The detecting creature being a stalker&lt;br /&gt;
* The target's posture&lt;br /&gt;
* The target's movement speed&lt;br /&gt;
* The usage of mask scent or camouflage&lt;br /&gt;
* Being in combat with the target&lt;br /&gt;
* Presence of collidible objects&lt;br /&gt;
&lt;br /&gt;
Note: There are no known formulas for detection chances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The distance of a target from the creature is the initial trigger for creature behaviors. At 128 meters, creatures with stalking behavior will have a chance to chase after potential targets. Target's with mask scent or camouflage counter this behavior and stalking behavior cannot be initiated by creatures against targets with these effects up. Stalking behavior is not necessarily actual detection but resembles real-world hunter-prey where the hunting animal is following the scent of the potential prey, although not necessarily having spotted the prey item yet. The goal of stalking is to get the creature within awareness and detection range of the target. Non stalking and stalking creatures begin actual target detection checks at 64 meters. Whenever a target enters the detection range of creatures, the system begins an awareness check cycle where at every cycle, the target's current posture, movement speed and distance are calculated into an detection response chance by the creature. Target's with mask scent or camouflage utilize their own roll check at this stage. Successful passing of the mask scent or camouflage will override any awareness checks against the target. If the creature passes the detection chance then the target's presence is made aware to the creature and awareness triggers begin. When a creature becomes aware of a target within its awareness range, the creature indicates their knowledge of the target through a flytext question mark &amp;quot;?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Note: The presence of collidible objects between a target and a creature creates a blind spot for the creature. Targets behind collidible objects are not able to be detected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Distance affects on awareness -'''&lt;br /&gt;
&lt;br /&gt;
The closer a target is to the creature, the greater the chances that the creature will be made aware of the target. A creature's awareness increases significantly against targets that are at 40 meters or closer to them.&lt;br /&gt;
&lt;br /&gt;
'''Posture affects on awareness -'''&lt;br /&gt;
&lt;br /&gt;
The three types of posture of a target will have great effects on the detection chances of the creature. Standing posture provides the least chance to the target in its check against a creature's awareness; Kneeling provides a lesser chance to the target and Prone posture provides the best chances to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement speed affects on awareness -'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The movement speed of the target offers a penalty against its check with a creature's awareness. The slower that the target is moving, the higher its chances of remaining undetected. Stationary targets have the best chance of remaining hidden while targets that are walking, running, mounted or using vehicles have higher chances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Being in Combat -'''&lt;br /&gt;
&lt;br /&gt;
If the target has initiated an attack on the creature then this will automatically trigger awareness of the target, however aggression will not be triggered until the creature has detected the target. Creatures in combat will initiate patrolling behavior and roam around trying to detect their attacker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Approach Trigger Events ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whenever an npc, creature or player enters within a 64 meter range of a creature and the creature passes an initial awareness check, several events may be triggered depending on the creature:&lt;br /&gt;
&lt;br /&gt;
* ! - Detection&lt;br /&gt;
* \|/ - Fight or Flight Response&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Mobs presumably do not become aggressive to pets unless the player aggros a mob. If this occurs then the pet is flagged as being part of the player's group and is subject to attack by any assisting mobs.&lt;br /&gt;
&lt;br /&gt;
'''Detection'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the creature has passed an awareness check, it will then use the same awareness mechanics to perform a detection roll at every cycle. The purpose of the detection check is to find the actual location of the target. Creatures cannot respond to aggression until they have actually detected the target first. If the creature passes this roll then the target is detected and the creature may then begin its fight or flight response to the potential threat. When a creature successfully detects a target it will react and signal with an exclamation mark &amp;quot;!&amp;quot; Creatures are also automatically given detection on a target if any one of the surrounding lair mates spots a target or if a Scout creature from the lair alarms the lair mates after being attacked. Unaggressive and timid MOBs will stand and look at the target, but may quickly decide to take action. A target's chance of being detected increases significantly if the target is at 40 meters or less from the creature. Target's that initiate combat against a creature dramatically increase their detection chances. Target's will also be automatically be detected after a given amount of time if they have initiated combat against a creature, although they may still be detected normally through distance/posture checks. The exact timing is unknown but its possibly within a fixed time of the attack (perhaps 20 seconds). Target's will also automatically be detected if they inflict a bleed on the creature or if they miss the creature twice in a row while using the Concealed Shot ability. Target detection can be overridden by using mask scent or camouflage or the use of the conceal shot ability. If a target leaves the awareness range of a creature, and then re-enters then the process resets and begins again. If a creature has had aggressive actions taken against it and detects the target, then the target is immediately aggroed and pursued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Fight or Flight Response'''&lt;br /&gt;
&lt;br /&gt;
Upon detecting a target, the creature will then initiate another roll to determine what it's response will be. Non aggressive creatures will choose from a number of responses (dependant on the type of creature) ranging from bluff charging the target to actually fleeing the target's immediate presence. Pack creatures will automatically go to the aid and defense of similar social group creatures that are under attack by the target. Aggressive creatures may engage in charges and/or then begin a check to determine if they will actively attack the spotted target. The chance for a creature to immediately begin combat with the detected target is determined by the creature's ferocity. A higher ferocity increases the chance that a creature will become aggressive against the detected target in range. An aggression check cycle is started which uses the creature's ferocity value to determine the chance that it will then begin attacking provided that the target remains in a  detected state. The closer a detected target is to the creature, the higher the chances are that the creature will perform some kind of response (bluff charge, fleeing, aggression). Whenever a creature is involved in a fight or flight response it will issue a unique alarm signal &amp;quot;\\|/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note: During Pre-cu, if a creature target was already damage by a player and the player escaped combat and came back within 64 meters of the target, then the creature was given enhanced awareness of the player and detection chances. This dramatically increased the re-aggro rate.&lt;br /&gt;
&lt;br /&gt;
== Formulas Needed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Awareness check cycles using target's distance, posture, movement speed and combat state as variables&lt;br /&gt;
&lt;br /&gt;
* Detection check cycles using target's distance, posture, movement speed and combat state as variables&lt;br /&gt;
&lt;br /&gt;
* Aggression check cycles using creature's ferocity and target's distance as variables&lt;br /&gt;
&lt;br /&gt;
* Non aggressive creature Flight response / bluff charge check cycles using target's distance as variables&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63846</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63846"/>
				<updated>2009-09-30T18:11:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
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|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
::* Training Lightsaber&lt;br /&gt;
::* Double-Bladed First Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
::* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
::* One-handed First Generation Lightsaber&lt;br /&gt;
::* One-handed Fourth Generation Lightsaber&lt;br /&gt;
::* One-handed Second Generation Lightsaber&lt;br /&gt;
::* One-handed Third Generation Lightsaber&lt;br /&gt;
::* Two-handed First Generation Lightsaber&lt;br /&gt;
::* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
::* Two-handed Second Generation Lightsaber&lt;br /&gt;
::* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63845</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63845"/>
				<updated>2009-09-30T18:10:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
&lt;br /&gt;
::'''Lightsabers'''&lt;br /&gt;
&lt;br /&gt;
::These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
* Training Lightsaber&lt;br /&gt;
* Double-Bladed First Generation Lightsaber&lt;br /&gt;
* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
* [[media:DoubleBladedLightsaber-Type2.jpg|Double-Bladed Third Generation Lightsaber]]&lt;br /&gt;
* One-handed First Generation Lightsaber&lt;br /&gt;
* One-handed Fourth Generation Lightsaber&lt;br /&gt;
* One-handed Second Generation Lightsaber&lt;br /&gt;
* One-handed Third Generation Lightsaber&lt;br /&gt;
* Two-handed First Generation Lightsaber&lt;br /&gt;
* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
* Two-handed Second Generation Lightsaber&lt;br /&gt;
* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63844</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63844"/>
				<updated>2009-09-30T18:09:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
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Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
&lt;br /&gt;
[[media:DoubleBladedLightsaber-Type2.jpg|Lightsaber]]: These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
* Training Lightsaber&lt;br /&gt;
* Double-Bladed First Generation Lightsaber&lt;br /&gt;
* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
* Double-Bladed Third Generation Lightsaber&lt;br /&gt;
* One-handed First Generation Lightsaber&lt;br /&gt;
* One-handed Fourth Generation Lightsaber&lt;br /&gt;
* One-handed Second Generation Lightsaber&lt;br /&gt;
* One-handed Third Generation Lightsaber&lt;br /&gt;
* Two-handed First Generation Lightsaber&lt;br /&gt;
* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
* Two-handed Second Generation Lightsaber&lt;br /&gt;
* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63843</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63843"/>
				<updated>2009-09-30T18:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Lightsaber]]: These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
* Training Lightsaber&lt;br /&gt;
* Double-Bladed First Generation Lightsaber&lt;br /&gt;
* Double-Bladed Fourth Generation Lightsaber&lt;br /&gt;
* Double-Bladed Second Generation Lightsaber&lt;br /&gt;
* Double-Bladed Third Generation Lightsaber&lt;br /&gt;
* One-handed First Generation Lightsaber&lt;br /&gt;
* One-handed Fourth Generation Lightsaber&lt;br /&gt;
* One-handed Second Generation Lightsaber&lt;br /&gt;
* One-handed Third Generation Lightsaber&lt;br /&gt;
* Two-handed First Generation Lightsaber&lt;br /&gt;
* Two-handed Fourth Generation Lightsaber&lt;br /&gt;
* Two-handed Second Generation Lightsaber&lt;br /&gt;
* Two-handed Third Generation Lightsaber &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
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[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
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&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=File:DoubleBladedLightsaber-Type2.jpg&amp;diff=63842</id>
		<title>File:DoubleBladedLightsaber-Type2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=File:DoubleBladedLightsaber-Type2.jpg&amp;diff=63842"/>
				<updated>2009-09-30T18:06:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: {{PageHeader|Image|ImageName}}


== description ==
Image Description

== source ==


== author ==


== permission ==
{{Non-free game screenshot}}

Category:Lightsaber&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageHeader|Image|ImageName}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== description ==&lt;br /&gt;
Image Description&lt;br /&gt;
&lt;br /&gt;
== source ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== author ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== permission ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lightsaber]]&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63841</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63841"/>
				<updated>2009-09-30T18:05:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
&lt;br /&gt;
::* [[media:DoubleBladedLightsaber-Type2.jpg|Lightsaber]]: These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63840</id>
		<title>Containers (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Containers_(Game_Mechanics)&amp;diff=63840"/>
				<updated>2009-09-30T18:04:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Container Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
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Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some objects are containers, and one of the choices on the radial menu will be &amp;quot;Open&amp;quot;. (If it's an NPC's corpse, the option will be called &amp;quot;Loot&amp;quot; instead, but it means the same thing).&lt;br /&gt;
&lt;br /&gt;
When you open a container, you will see a container window. This window shows you the contents of the container. You can pick things out from the container and drag them into another container or into your inventory or use the Pickup radial on the object inside the container to automatically obtain the item.&lt;br /&gt;
&lt;br /&gt;
== Container Types ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a number of types of containers:  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::* [[media:Ketu_TreasureChest_20030826.jpg|Treasure Chest]]: (20 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory2.jpg|Mob Inventory]]&lt;br /&gt;
:::Creatures and mobs are given inventories as well. One of these inventories includes equippable weapons that an npc may choose from in order to fight with. Players do not have access to this although at one point they could use the /open command to view and remove contents from npcs, however this was a bug&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CreatureLootWindowInventory.jpg|Mob Corpse]]&lt;br /&gt;
::: A second sort of mob inventory includes the lootable objects that will be generated on an npc or creature upon being defeated. Players may only retrieve objects from these types of inventories and are not given permissions to modify them by placing items inside. &amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:PreCuInventorySize.jpg|Player inventory]]: (80 items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:ComponentAnalysisTool.jpg|Component Analysis Tool]]: (holds 10 looted ship component items)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:CraftingStationInputHopper.jpg|Crafting Station Hopper]]: (Holds 100 items and Contents count against housing limit)&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:banking8.jpg|Bank Safety Deposit Box]]:  These hold 100 items, and allow other containers to be placed inside.&amp;lt;br&amp;gt;&lt;br /&gt;
::* [[media:Fishing17.jpg|Fish]]&lt;br /&gt;
::: These have a storage capacity of 5. Players may not open it or add items into them. The player uses a special option (fillet) to extract the contents.&lt;br /&gt;
&lt;br /&gt;
::* [[media:Lightsaber.jpg|Lightsaber]]: These hold varying amounts of Force Crystals and/or Krayt Dragon Pearl items, depending on the generation level of the item. The lowest generations (training and generation 1) can hold only one item where as each progression generation up to 4 can hold an increasing amount of these items up to 5 maximum at the fourth generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''World Container Objects (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::World containers are basically objects out in the game to which are available to any player that stumbles upon it. These typically have randomized items that spawn in them except in the cases where the containers are for specific quests or themes. These items are typically static in location with the only variation occurring being their item spawn. The contents of these containers are typically free for all in nature. Players have permission to remove items that spawn in these however they are not granted access to add items to the contents. &lt;br /&gt;
&lt;br /&gt;
::World container types include:&lt;br /&gt;
&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
::* [[media:LootContainerPermissions.jpg|Loose debris]]&lt;br /&gt;
::* Pile of bones&lt;br /&gt;
::* Mag Seal Containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Lootable Containers (20 items):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:satchel.jpg|Satchels]]&lt;br /&gt;
::* [[media:unlockedcontainer.jpg|Unlocked Containers]]&lt;br /&gt;
::* [[media:cargopocket.jpg|Cargo Pocket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Quest Reward Containers (50 items)'''&lt;br /&gt;
&lt;br /&gt;
::* Multipocket Bandolier&lt;br /&gt;
::* Two-strapped Bandolier&lt;br /&gt;
::* [[media:MercenaryBandolier-Tier1Privateer.jpg|Mercenary Bandolier]]&lt;br /&gt;
::* Ithorian Two-strapped Bandolier&lt;br /&gt;
::* Ithorian Multipocket Bandolier&lt;br /&gt;
::* Ithorian Mercenary Bandolier&lt;br /&gt;
::* [[media:Drum2.jpg|Drum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted backpacks. (50 Items)'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:TravelPack.jpg|Travel Pack]]&lt;br /&gt;
::* [[media:lightweightmilitarypack2.jpg|Light Weight Military Pack]]&lt;br /&gt;
::* [[media:SpecOpsFieldPack.jpg|Special OPs Field Agent Pack]]&lt;br /&gt;
::* Bounty Hunter Pack&lt;br /&gt;
::* Military Travel Pack&lt;br /&gt;
::* Tech Pack&lt;br /&gt;
::* Special-OPs Pack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::'''Player Crafted Furniture (50):'''&lt;br /&gt;
&lt;br /&gt;
::* [[media:Armoire1.jpg|Armorie Type 1]]&lt;br /&gt;
::* [[media:Armoire2.jpg|Armorie Type 2]]&lt;br /&gt;
::* [[media:Armoire3.jpg|Armorie Type 3]]&lt;br /&gt;
::* [[media:Bookcase-1.jpg|Bookcase Type 1]]&lt;br /&gt;
::* [[media:Bookcase-2.jpg|Bookcase Type 2]]&lt;br /&gt;
::* [[media:BookCase3.jpg|Bookcase Type 3]]&lt;br /&gt;
::* [[media:Cabinet1.jpg|Cabinet]]&lt;br /&gt;
::* [[media:Chest-1.jpg|Chest Type 1]]&lt;br /&gt;
::* [[media:Chest-2.jpg|Chest Type 2]]&lt;br /&gt;
::* [[media:Chest-3.jpg|Chest Type 3]]&lt;br /&gt;
::* [[media:elegantcabinet.jpg|Elegant Cabinet]]&lt;br /&gt;
::* [[media:ToolChest1.jpg|Tool Chest Type 1]]&lt;br /&gt;
::* [[media:ToolChest2.jpg|Tool Chest Type 2]]&lt;br /&gt;
&lt;br /&gt;
::The items in the container do count towards your housing inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional container types that havent been classified yet:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
container list from container_name.stf&lt;br /&gt;
&lt;br /&gt;
A Defunct Astromech&amp;lt;br&amp;gt;&lt;br /&gt;
Component Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Computer Storage Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Debris&amp;lt;br&amp;gt;&lt;br /&gt;
An Air Filtration Unit&amp;lt;br&amp;gt;&lt;br /&gt;
Large Unmarked Crate&amp;lt;br&amp;gt;&lt;br /&gt;
Lunchbox&amp;lt;br&amp;gt;&lt;br /&gt;
Medicine Bag&amp;lt;br&amp;gt;&lt;br /&gt;
MagSeal Container&amp;lt;br&amp;gt;&lt;br /&gt;
A Pile of Bones&amp;lt;br&amp;gt;&lt;br /&gt;
Loose Debris&amp;lt;br&amp;gt;&lt;br /&gt;
Security Box&amp;lt;br&amp;gt;&lt;br /&gt;
Drum&amp;lt;br&amp;gt;&lt;br /&gt;
Buried Treasure (Treasure Map)&amp;lt;br&amp;gt;&lt;br /&gt;
A Corpse (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Locker (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Chest (the warren)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Container Features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are some common aspects between containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Containers have finite capacities. All containers have a specific carrying capacity to which no more objects can be placed into. &lt;br /&gt;
&lt;br /&gt;
* To view nested contents, such as when crafting and accessing multiple containers in the craft window, an Open in New Window radial option appears when using a container in inventory for the player when they wish to access multiple container windows at once if there is already an open container being viewed.&lt;br /&gt;
&lt;br /&gt;
* Containers can not be placed inside other containers with the exception of bank deposit box, satchels, cargo pockets and the starship component analyzer tool. 20 item containers such as Satchels and Cargo Pockets may be placed inside higher level containers such as backpacks, bookcases etc but may not be placed inside other satchels and cargo pockets. Any non data item may be placed inside a container.&lt;br /&gt;
&lt;br /&gt;
* Container Volumn attributes indicate the current amount of objects within the container. This attribute is viewable by using the examine radial on any object that can be targeted. Every object by default has a volumn amount of 1, being itself.  Any other object that is placed into it or that it holds, adds to this amount.  Backpacks are a clear example of this. A backpack with 45 objects will have a volumn count of 46 (45 objects and itself). A backpack with no objects in it will have a volumn count of 1. &lt;br /&gt;
&lt;br /&gt;
* Items in Containers count against structure item limits.&lt;br /&gt;
&lt;br /&gt;
Examples are below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Nocontainerincontainerallowed.jpg|200px|thumb|Volumn of Container with 45 items]]&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
[[image:Inventoryoverload.jpg|200px|thumb|Volumn of Container with 0 items]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Container Permissions ==&lt;br /&gt;
&lt;br /&gt;
Container permissions is a feature that controls accessibility to the objects inside of a container. There are four dimensions to accessibility: &lt;br /&gt;
&lt;br /&gt;
* The ability to open a container&lt;br /&gt;
* The ability to manipulate objects - this includes using the items and changing their positions&lt;br /&gt;
* The ability to remove objects&lt;br /&gt;
* The ability to add objects &lt;br /&gt;
&lt;br /&gt;
The controls on accessibility are linked to which permissions type an object is flagged as having in game. These permission types are: Public, Private, and Internal. &lt;br /&gt;
&lt;br /&gt;
Public Permissions&lt;br /&gt;
&lt;br /&gt;
Public objects are those in which allow any player the ability to open the container and remove objects, however they deny the player the ability to manipulate objects in the container or to add objects into the container. Public permissions include objects such as static loot containers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private Permissions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Private objects are those in which allow the object's owner or linked administrator to open the container, remove objects, manipulate objects and add objects to the container. Players who are not the item's owner or administrators have no options available on these items. Private permission objects include things such as player structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Permissions&lt;br /&gt;
&lt;br /&gt;
These are permissions reserved solely for the mobile object or world object system to manipulate. This includes creature/mob personal inventories for weapons and so forth. No Player is allowed to open, manipulate, remove or add objects.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
| SourcePage02 = &lt;br /&gt;
| OriginalPageLink02 = &lt;br /&gt;
| SourcePage03 = &lt;br /&gt;
| OriginalPageLink03 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Sample_DNA_(Ability)&amp;diff=63800</id>
		<title>Sample DNA (Ability)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Sample_DNA_(Ability)&amp;diff=63800"/>
				<updated>2009-09-27T16:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Ability Breakdown &amp;amp; Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageHeader|Ability|Sample DNA}}&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
/sampledna &amp;lt;target&amp;gt;: This Bio-Engineer ability allows you to sample the DNA of a creature.  You must be fairly close to it for this to function correctly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;'''Command:''' 	/sampleDNA&lt;br /&gt;
&amp;lt;br&amp;gt;'''CommandQueue Entry:''' '''[[sampledna (D04917BE)]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
[[image:DNA-Sampling.jpg|200px|thumb|DNA sampling]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
||{{D50%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{Ability}}&lt;br /&gt;
|-&lt;br /&gt;
||{{ProfessionTagOther|Bio-Engineer}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ability Breakdown &amp;amp; Details ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DNA sampling is the process by which bio engineer players use to obtain DNA Samples to use in crafting generic dna templates. The process involves the player getting within 15 meters of the creature and issuing the /sampleDNA ability. The player must remain within the 15 meter range of the creature for a period of 10 seconds until the sampling attempt is completed. The player is only allowed to sample once on the same creature during this period.  &lt;br /&gt;
&lt;br /&gt;
Players cannot sample from the following:&lt;br /&gt;
&lt;br /&gt;
* Adult Creatures in combat&lt;br /&gt;
* Baby creatures&lt;br /&gt;
* Humanoids&lt;br /&gt;
* Dead Creatures&lt;br /&gt;
* Inanimate objects&lt;br /&gt;
* Pets&lt;br /&gt;
&lt;br /&gt;
Targets that may be sampled include:&lt;br /&gt;
&lt;br /&gt;
* Adult Creatures&lt;br /&gt;
* Pet Deeds&lt;br /&gt;
&lt;br /&gt;
== DNA Sampling Feature List ==&lt;br /&gt;
&lt;br /&gt;
* [[DNA Sampling Events (Game Mechanics)|Sampling Events]]&lt;br /&gt;
* [[DNA Sampling Aggression Check (Game Mechanics)|Aggression Check]]&lt;br /&gt;
* [[DNA Sampling Quality (Game Mechanics)|DNA Quality]]&lt;br /&gt;
* [[DNA Sampling Experience (Game Mechanics)|DNA Sampling Experience]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
&amp;lt;graphviz&amp;gt;&lt;br /&gt;
digraph G&lt;br /&gt;
{&lt;br /&gt;
        rankdir = LR;&lt;br /&gt;
        node [shape=record, width=.2, height=.2];&lt;br /&gt;
        node [width=1];&lt;br /&gt;
        node1 [color=&amp;quot;#929292&amp;quot;, label = &amp;quot;Step 01&amp;quot;, style=&amp;quot;bold&amp;quot;, fontname=&amp;quot;arial&amp;quot;, &lt;br /&gt;
&lt;br /&gt;
fontcolor=&amp;quot;#929292&amp;quot;, URL=&amp;quot;Test101&amp;quot;];&lt;br /&gt;
        node2 [color=&amp;quot;orange&amp;quot;, label = &amp;quot;Step 02&amp;quot;, style=&amp;quot;bold&amp;quot;, fontname=&amp;quot;arial&amp;quot;, &lt;br /&gt;
&lt;br /&gt;
fontcolor=&amp;quot;#458CAF&amp;quot;, URL=&amp;quot;Test102&amp;quot;];&lt;br /&gt;
        node3 [color=&amp;quot;orange&amp;quot;, label = &amp;quot;Step 03&amp;quot;, style=&amp;quot;bold&amp;quot;, fontname=&amp;quot;arial&amp;quot;, &lt;br /&gt;
&lt;br /&gt;
fontcolor=&amp;quot;#458CAF&amp;quot;, URL=&amp;quot;Test101&amp;quot;];&lt;br /&gt;
        node1 -&amp;gt; node2:w [color=&amp;quot;#929292&amp;quot;];&lt;br /&gt;
        node2:w -&amp;gt; node3:e [color=&amp;quot;#515FCA&amp;quot;, constraint=false];&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/graphviz&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Bio-Engineer (Game Messages)|DNA Sampling]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[DNA Sampling Radial Menu (Game Messages)|Sample DNA - Creature]]&lt;br /&gt;
* [[Pet DNA Sampling Radial Menu (Game Messages)|Sample DNA - Pet Deed]]&lt;br /&gt;
&lt;br /&gt;
== Test Data Logs ==&lt;br /&gt;
&lt;br /&gt;
* [[http://swgforums.swganh.org/viewtopic.php?search_id=583335951&amp;amp;t=24959 Sampling Success Rate 1]]&lt;br /&gt;
* [[http://swgforums.swganh.org/viewtopic.php?search_id=718298409&amp;amp;t=26605 Sampling Success Rate 2]]&lt;br /&gt;
* [[http://swgforums.swganh.org/viewtopic.php?search_id=1669139732&amp;amp;t=27331 Sampling Success Rate 3]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Formula(s) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[DNA Sampling Events (Game Mechanics)|Failure to Obtain Sample]]&lt;br /&gt;
* [[DNA Sampling Events (Game Mechanics)|Chance of Mob Death]]&lt;br /&gt;
* [[DNA Sampling Events (Game Mechanics)|Chance of Mob Aggro]]&lt;br /&gt;
&lt;br /&gt;
* '''2 - 2 + 2 = 3'''&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=&amp;quot;150px&amp;quot;|'''Source'''||width=&amp;quot;750px&amp;quot;|'''Source in Context'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
||[[Sample DNA 1 (Source)|Source 1]]||http://swgforums.swganh.org/viewtopic.php?search_id=779036715&amp;amp;t=25995&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
||[[Sample DNA 2 (Source)|Source 2]]||http://soe.lithium.com/swg/board/message?board.id=bio-engineer&amp;amp;message.id=80314&amp;amp;query.id=81773#M80314&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
||[[Sample DNA 3 (Source)|Source 3]]||http://www.regulators.ws/Forum/lofiversion/index.php/t2144.html&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
||[[Sample DNA 4 (Source)|Source 4]]||http://soe.lithium.com/swg/board/message?board.id=bio-engineer&amp;amp;message.id=86802&amp;amp;query.id=81697#M86802&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
||[[Sample DNA 5 (Source)|Source 5]]||http://soe.lithium.com/board/message?board.id=bio-engineer&amp;amp;message.id=70461&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
||[[Sample DNA 6 (Source)|Source 6]]||[[http://soe.lithium.com/swg/board/message?board.id=bio-engineer&amp;amp;message.id=92432&amp;amp;query.id=82436#M92432 Source 6]]&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
||[[Sample DNA 7 (Source)|Source 7]]||[[Sample DNA Context 7 (Source)|Source 7]]&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
||[[Sample DNA 8 (Source)|Source 8]]||[[Sample DNA Context 8 (Source)|Source 8]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Ability HAM Costs ==&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=&amp;quot;100px&amp;quot;|'''Modifier'''||'''Value'''&lt;br /&gt;
|-&lt;br /&gt;
||Health Cost||align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
||Action Cost||align=&amp;quot;center&amp;quot; |230&lt;br /&gt;
|-&lt;br /&gt;
||Mind Cost||align=&amp;quot;center&amp;quot; |384&lt;br /&gt;
|-&lt;br /&gt;
||Force Cost||align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ability Multipliers ==&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ffffcc;&amp;quot;&lt;br /&gt;
|width=&amp;quot;100px&amp;quot;|'''Modifier'''||'''Value'''&lt;br /&gt;
|-&lt;br /&gt;
||Health cost||align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
||Action cost||align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
||Mind cost||align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
||Force cost||align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
||Damage||align=&amp;quot;center&amp;quot; |0&lt;br /&gt;
|-&lt;br /&gt;
||Delay Time||align=&amp;quot;center&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Destroy_Missions_(Game_Mechanics)&amp;diff=63799</id>
		<title>Destroy Missions (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Destroy_Missions_(Game_Mechanics)&amp;diff=63799"/>
				<updated>2009-09-27T06:42:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Destroy Mission STFs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Destroy Missions ==&lt;br /&gt;
&lt;br /&gt;
* [[Destroy Missions (Game Messages)|Destroy Missions]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Destroy missions are missions that require a player to destroy an npc or creature lair in order to receive credit. Players may pick up destroy missions from the Destroy tab in Mission Terminals or from mission giving npcs. The missions made available to the player depend on what planet the player is on as the planet dictates which mob type is selected. Mob types are essentially categories of particular groupings of creatures and npcs that can spawn at a mission lair. Mob type groupings are linked to the highest challenge level available to a mob within that group. Each mission terminal has its own allocation of mob types appropriate for it (possibly also linked to region lists). Once a mob type is selected then the mission will appear on the mission list and the player may acquire it. Players can influence the mob types available on a mission terminal through their own individual or their group's challenge level. If a player or their group's challenge level matches or surpasses the challenge level of the mob type available on the terminal then that mob type will be eligible to enter the pool of missions that the player can choose from.&lt;br /&gt;
&lt;br /&gt;
When the player picks up the mission from the terminal or npc, they are given a waypoint to a random set of coordinates on the same planet that the mission giving npc or terminal is located on. The distance varies greatly and the min and max distance ranges are not exactly known, however it is based from the npc or terminal's location. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the mission is accepted, a spawner object is placed into the world and it's position is updated. See [[Missions (Game Mechanics)|Managing Missions]] for waypoint update behaviors. Once the updated waypoint has been received, the spawner object is placed at that location and when the player comes within the appropriate range the mobs are created into the game world (See [[Spawner Objects (Game Mechanics)|Spawner Objects]] for information about spawn handling). To see more information about mission lairs see ([[Lairs (Game Mechanics)|Lairs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the lair has been has been destroyed the player then receives their reward if they are within range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: For all missions, players receieve an amount of experience from the destruction of a lair based on the highest challenge level from the mob at that lair as well as the amount of damage that the player themself contribute to the destruction of the lair.&lt;br /&gt;
&lt;br /&gt;
Note: For faction missions players receive a certain amount of faction points for destroying the lair itself as a reward. The amount of faction rewarded is based on the highest challenge level of npc that was at the lair and the amount of damage that the player themself did to the lair to contribute to its destruction. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Destroy Mission STFs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following is a list of stfs that contain Destroy mission data:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mission Terminals'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Npc Missions&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_tatooine.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creature Missions&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Non GCW Mission Giving NPCs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPC Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_non_persistent_from_npc.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creature Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_non_persistent_from_npc.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General Use'''&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_generic.stf&lt;br /&gt;
&lt;br /&gt;
== Analysis of Mission Datapad Details ==&lt;br /&gt;
&lt;br /&gt;
* [[media:DestroyMission2.jpg|Destroy Mission in datapad]]&lt;br /&gt;
&lt;br /&gt;
== Analysis of Mission Details ==&lt;br /&gt;
&lt;br /&gt;
There are a number of important bits of information to know about a mission which are viewable through the mission details on the mission terminal or on the mission itself in the player's datapad.&lt;br /&gt;
&lt;br /&gt;
The parts of a Destroy mission details are:&lt;br /&gt;
&lt;br /&gt;
* Target&lt;br /&gt;
* Location&lt;br /&gt;
* Creator&lt;br /&gt;
* Reward&lt;br /&gt;
* Difficulty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Target'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The target is the name of the lair object that will be spawned when the player accepts the mission. This is the object that will need to be destroyed in order for the  player to obtain their reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
This is the coordinate of the initial waypoint created to where the lair spawner is supposed to appear at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creator'''&lt;br /&gt;
&lt;br /&gt;
The name of the mission creator. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reward'''&lt;br /&gt;
&lt;br /&gt;
This is the payout to the player in credits for successfully completing the mission. Mission payout reward formula is currently unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty'''&lt;br /&gt;
&lt;br /&gt;
Challenge rating of the mission depends on the player's current challenge level. If the player or group challenge level is 25 then the missions seen on terminals will be difficulty 25. The mission difficulty affects the size of the mission lair spawns as well as the condition of the lair. A higher difficulty level raises the condition of a lair as well as the amount of spawns it produces. &lt;br /&gt;
As mentioned before, players must meet a minimum level to acquire certain mission types to begin with. Following this, the player must then also meet another criteria being that the amount of creatures spawned at the mission lair is a variable based on the player or group having reached certain cutoff points. Once a cutoff point is reached, the mission will spawn a particular amount of mobs.  Cutoff points are created based on a multiplier applied to the minimum difficulty level of the mission. Once the player or their group meet or passes this cutoff point then the amount of mobs that spawn for that particular mission will be set to the amount linked to attained cutoff value. The cutoff point multipliers are as follows:&lt;br /&gt;
&lt;br /&gt;
* 1.00 - 1.28 gives 2 mobs per mission&lt;br /&gt;
* 1.29 - 1.68 gives 3 mobs per mission&lt;br /&gt;
* 1.69 - 1.98 gives 4 mobs per mission&lt;br /&gt;
* 1.99 - 2.23 gives 5 mobs per mission&lt;br /&gt;
&lt;br /&gt;
For example if a creature type became available on terminals at mission difficutly 100, the player must achieve a difficulty level anywhere between 129 through 168 to get 3 mobs for that mission. To get 5 mobs they must achieve a a difficulty level of 199-223&lt;br /&gt;
&lt;br /&gt;
Mission payout ranges presumably are also affected by the mission difficulty level although information on how this works is not known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Combat Difficulty Rating (Game Mechanics)|Challenge Levels]] and [[Lairs (Game Mechanics)|Lairs]] for more information about lair spawn size determination and affects from group challenge level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Destroy Mission STF Analysis ==&lt;br /&gt;
&lt;br /&gt;
The following is an example taken from the mission_destroy_neutral_easy_creature.stf file for neutral destroy missions. An overview for how to properly read and interpret the stf file will be included further below.&lt;br /&gt;
&lt;br /&gt;
'''m10d'''&lt;br /&gt;
&lt;br /&gt;
These dirty creatures cause all sorts of damage to settlements. They eat our food, they often carry diseases, they chew on power cables, they foul everything with their droppings. In short, they're disgusting! We want this nest of vermin cleaned out, but we won't use toxins for fear of contaminating our soil and groundwater. A few well-placed blaster shots ought to take care of the problem nicely. Think you can help? There's a reward in it if you succeed.&lt;br /&gt;
&lt;br /&gt;
'''m10o'''&lt;br /&gt;
&lt;br /&gt;
A Concerned Citizen's Group&lt;br /&gt;
&lt;br /&gt;
'''m10s'''&lt;br /&gt;
&lt;br /&gt;
At last our neighborhood will be clean, thanks to you. Enjoy that reward.&lt;br /&gt;
&lt;br /&gt;
'''m10t'''&lt;br /&gt;
&lt;br /&gt;
Help Clean Up the Neighborhood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10d -&lt;br /&gt;
&lt;br /&gt;
This is the mission description displayed in mission terminals or on the mission if a player examines the mission. This is also given as npc dialogue when a player receives the mission from a mission giving npc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''m10o'''&lt;br /&gt;
&lt;br /&gt;
Mission Creator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10s -&lt;br /&gt;
&lt;br /&gt;
Response given by a mission giving npc once the player finished that particular assignment and came back to it for another mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10t - This is the mission title as seen on the terminal or on the mission details once the mission has been accepted by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step by Step Progression of a Destroy Mission ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Player uses mission terminal and [[media:DestroyMission1.jpg|obtains an destroy mission]]&lt;br /&gt;
&lt;br /&gt;
* OR Player interacts with a mission giving npc and obtains an destroy mission&lt;br /&gt;
&lt;br /&gt;
* Mission spawner location waypoint is generated&lt;br /&gt;
&lt;br /&gt;
* Player enters within 256 meters of the mission spawner waypoint and the [[media:DestroyMission3.jpg|waypoint update]] occurs to the new spawn point location&lt;br /&gt;
&lt;br /&gt;
* Player enters within spawn range of the lair to [[media:DestroyMission4.jpg|spawn it]] into the game world&lt;br /&gt;
&lt;br /&gt;
* Player destroys lair and receives reward &lt;br /&gt;
&lt;br /&gt;
* OR if player is on an NPC mission, the player returns to the npc and [[NPC Mission Return Dialogue (Game Mechanics)|obtains reward]].&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Destroy_Missions_(Game_Mechanics)&amp;diff=63798</id>
		<title>Destroy Missions (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Destroy_Missions_(Game_Mechanics)&amp;diff=63798"/>
				<updated>2009-09-27T06:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Destroy Mission STFs */&lt;/p&gt;
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{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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&lt;br /&gt;
== Destroy Missions ==&lt;br /&gt;
&lt;br /&gt;
* [[Destroy Missions (Game Messages)|Destroy Missions]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Destroy missions are missions that require a player to destroy an npc or creature lair in order to receive credit. Players may pick up destroy missions from the Destroy tab in Mission Terminals or from mission giving npcs. The missions made available to the player depend on what planet the player is on as the planet dictates which mob type is selected. Mob types are essentially categories of particular groupings of creatures and npcs that can spawn at a mission lair. Mob type groupings are linked to the highest challenge level available to a mob within that group. Each mission terminal has its own allocation of mob types appropriate for it (possibly also linked to region lists). Once a mob type is selected then the mission will appear on the mission list and the player may acquire it. Players can influence the mob types available on a mission terminal through their own individual or their group's challenge level. If a player or their group's challenge level matches or surpasses the challenge level of the mob type available on the terminal then that mob type will be eligible to enter the pool of missions that the player can choose from.&lt;br /&gt;
&lt;br /&gt;
When the player picks up the mission from the terminal or npc, they are given a waypoint to a random set of coordinates on the same planet that the mission giving npc or terminal is located on. The distance varies greatly and the min and max distance ranges are not exactly known, however it is based from the npc or terminal's location. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the mission is accepted, a spawner object is placed into the world and it's position is updated. See [[Missions (Game Mechanics)|Managing Missions]] for waypoint update behaviors. Once the updated waypoint has been received, the spawner object is placed at that location and when the player comes within the appropriate range the mobs are created into the game world (See [[Spawner Objects (Game Mechanics)|Spawner Objects]] for information about spawn handling). To see more information about mission lairs see ([[Lairs (Game Mechanics)|Lairs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the lair has been has been destroyed the player then receives their reward if they are within range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: For all missions, players receieve an amount of experience from the destruction of a lair based on the highest challenge level from the mob at that lair as well as the amount of damage that the player themself contribute to the destruction of the lair.&lt;br /&gt;
&lt;br /&gt;
Note: For faction missions players receive a certain amount of faction points for destroying the lair itself as a reward. The amount of faction rewarded is based on the highest challenge level of npc that was at the lair and the amount of damage that the player themself did to the lair to contribute to its destruction. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Destroy Mission STFs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following is a list of stfs that contain Destroy mission data:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mission Terminals'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Npc Missions&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_tatooine.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creature Missions&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_corellia.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_naboo.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_tatooine.stf&lt;br /&gt;
* /mission/mission/mission_destroy_neutral_easy_creature.stf&lt;br /&gt;
* /mission/mission/mission_destroy_neutral_medium_creature.stf&lt;br /&gt;
* /mission/mission/mission_destroy_neutral_hard_creature.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Non GCW Mission Giving NPCs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPC Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_non_persistent_from_npc.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creature Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_non_persistent_from_npc.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General Use'''&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_generic.stf&lt;br /&gt;
&lt;br /&gt;
== Analysis of Mission Datapad Details ==&lt;br /&gt;
&lt;br /&gt;
* [[media:DestroyMission2.jpg|Destroy Mission in datapad]]&lt;br /&gt;
&lt;br /&gt;
== Analysis of Mission Details ==&lt;br /&gt;
&lt;br /&gt;
There are a number of important bits of information to know about a mission which are viewable through the mission details on the mission terminal or on the mission itself in the player's datapad.&lt;br /&gt;
&lt;br /&gt;
The parts of a Destroy mission details are:&lt;br /&gt;
&lt;br /&gt;
* Target&lt;br /&gt;
* Location&lt;br /&gt;
* Creator&lt;br /&gt;
* Reward&lt;br /&gt;
* Difficulty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Target'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The target is the name of the lair object that will be spawned when the player accepts the mission. This is the object that will need to be destroyed in order for the  player to obtain their reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
This is the coordinate of the initial waypoint created to where the lair spawner is supposed to appear at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creator'''&lt;br /&gt;
&lt;br /&gt;
The name of the mission creator. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reward'''&lt;br /&gt;
&lt;br /&gt;
This is the payout to the player in credits for successfully completing the mission. Mission payout reward formula is currently unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty'''&lt;br /&gt;
&lt;br /&gt;
Challenge rating of the mission depends on the player's current challenge level. If the player or group challenge level is 25 then the missions seen on terminals will be difficulty 25. The mission difficulty affects the size of the mission lair spawns as well as the condition of the lair. A higher difficulty level raises the condition of a lair as well as the amount of spawns it produces. &lt;br /&gt;
As mentioned before, players must meet a minimum level to acquire certain mission types to begin with. Following this, the player must then also meet another criteria being that the amount of creatures spawned at the mission lair is a variable based on the player or group having reached certain cutoff points. Once a cutoff point is reached, the mission will spawn a particular amount of mobs.  Cutoff points are created based on a multiplier applied to the minimum difficulty level of the mission. Once the player or their group meet or passes this cutoff point then the amount of mobs that spawn for that particular mission will be set to the amount linked to attained cutoff value. The cutoff point multipliers are as follows:&lt;br /&gt;
&lt;br /&gt;
* 1.00 - 1.28 gives 2 mobs per mission&lt;br /&gt;
* 1.29 - 1.68 gives 3 mobs per mission&lt;br /&gt;
* 1.69 - 1.98 gives 4 mobs per mission&lt;br /&gt;
* 1.99 - 2.23 gives 5 mobs per mission&lt;br /&gt;
&lt;br /&gt;
For example if a creature type became available on terminals at mission difficutly 100, the player must achieve a difficulty level anywhere between 129 through 168 to get 3 mobs for that mission. To get 5 mobs they must achieve a a difficulty level of 199-223&lt;br /&gt;
&lt;br /&gt;
Mission payout ranges presumably are also affected by the mission difficulty level although information on how this works is not known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Combat Difficulty Rating (Game Mechanics)|Challenge Levels]] and [[Lairs (Game Mechanics)|Lairs]] for more information about lair spawn size determination and affects from group challenge level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Destroy Mission STF Analysis ==&lt;br /&gt;
&lt;br /&gt;
The following is an example taken from the mission_destroy_neutral_easy_creature.stf file for neutral destroy missions. An overview for how to properly read and interpret the stf file will be included further below.&lt;br /&gt;
&lt;br /&gt;
'''m10d'''&lt;br /&gt;
&lt;br /&gt;
These dirty creatures cause all sorts of damage to settlements. They eat our food, they often carry diseases, they chew on power cables, they foul everything with their droppings. In short, they're disgusting! We want this nest of vermin cleaned out, but we won't use toxins for fear of contaminating our soil and groundwater. A few well-placed blaster shots ought to take care of the problem nicely. Think you can help? There's a reward in it if you succeed.&lt;br /&gt;
&lt;br /&gt;
'''m10o'''&lt;br /&gt;
&lt;br /&gt;
A Concerned Citizen's Group&lt;br /&gt;
&lt;br /&gt;
'''m10s'''&lt;br /&gt;
&lt;br /&gt;
At last our neighborhood will be clean, thanks to you. Enjoy that reward.&lt;br /&gt;
&lt;br /&gt;
'''m10t'''&lt;br /&gt;
&lt;br /&gt;
Help Clean Up the Neighborhood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10d -&lt;br /&gt;
&lt;br /&gt;
This is the mission description displayed in mission terminals or on the mission if a player examines the mission. This is also given as npc dialogue when a player receives the mission from a mission giving npc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''m10o'''&lt;br /&gt;
&lt;br /&gt;
Mission Creator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10s -&lt;br /&gt;
&lt;br /&gt;
Response given by a mission giving npc once the player finished that particular assignment and came back to it for another mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10t - This is the mission title as seen on the terminal or on the mission details once the mission has been accepted by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step by Step Progression of a Destroy Mission ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Player uses mission terminal and [[media:DestroyMission1.jpg|obtains an destroy mission]]&lt;br /&gt;
&lt;br /&gt;
* OR Player interacts with a mission giving npc and obtains an destroy mission&lt;br /&gt;
&lt;br /&gt;
* Mission spawner location waypoint is generated&lt;br /&gt;
&lt;br /&gt;
* Player enters within 256 meters of the mission spawner waypoint and the [[media:DestroyMission3.jpg|waypoint update]] occurs to the new spawn point location&lt;br /&gt;
&lt;br /&gt;
* Player enters within spawn range of the lair to [[media:DestroyMission4.jpg|spawn it]] into the game world&lt;br /&gt;
&lt;br /&gt;
* Player destroys lair and receives reward &lt;br /&gt;
&lt;br /&gt;
* OR if player is on an NPC mission, the player returns to the npc and [[NPC Mission Return Dialogue (Game Mechanics)|obtains reward]].&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Destroy_Missions_(Game_Mechanics)&amp;diff=63797</id>
		<title>Destroy Missions (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Destroy_Missions_(Game_Mechanics)&amp;diff=63797"/>
				<updated>2009-09-27T06:40:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Destroy Mission STFs */&lt;/p&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
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== Related Tags ==&lt;br /&gt;
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|-&lt;br /&gt;
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== Destroy Missions ==&lt;br /&gt;
&lt;br /&gt;
* [[Destroy Missions (Game Messages)|Destroy Missions]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Destroy missions are missions that require a player to destroy an npc or creature lair in order to receive credit. Players may pick up destroy missions from the Destroy tab in Mission Terminals or from mission giving npcs. The missions made available to the player depend on what planet the player is on as the planet dictates which mob type is selected. Mob types are essentially categories of particular groupings of creatures and npcs that can spawn at a mission lair. Mob type groupings are linked to the highest challenge level available to a mob within that group. Each mission terminal has its own allocation of mob types appropriate for it (possibly also linked to region lists). Once a mob type is selected then the mission will appear on the mission list and the player may acquire it. Players can influence the mob types available on a mission terminal through their own individual or their group's challenge level. If a player or their group's challenge level matches or surpasses the challenge level of the mob type available on the terminal then that mob type will be eligible to enter the pool of missions that the player can choose from.&lt;br /&gt;
&lt;br /&gt;
When the player picks up the mission from the terminal or npc, they are given a waypoint to a random set of coordinates on the same planet that the mission giving npc or terminal is located on. The distance varies greatly and the min and max distance ranges are not exactly known, however it is based from the npc or terminal's location. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the mission is accepted, a spawner object is placed into the world and it's position is updated. See [[Missions (Game Mechanics)|Managing Missions]] for waypoint update behaviors. Once the updated waypoint has been received, the spawner object is placed at that location and when the player comes within the appropriate range the mobs are created into the game world (See [[Spawner Objects (Game Mechanics)|Spawner Objects]] for information about spawn handling). To see more information about mission lairs see ([[Lairs (Game Mechanics)|Lairs]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the lair has been has been destroyed the player then receives their reward if they are within range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: For all missions, players receieve an amount of experience from the destruction of a lair based on the highest challenge level from the mob at that lair as well as the amount of damage that the player themself contribute to the destruction of the lair.&lt;br /&gt;
&lt;br /&gt;
Note: For faction missions players receive a certain amount of faction points for destroying the lair itself as a reward. The amount of faction rewarded is based on the highest challenge level of npc that was at the lair and the amount of damage that the player themself did to the lair to contribute to its destruction. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Destroy Mission STFs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following is a list of stfs that contain Destroy mission data:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mission Terminals'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Npc Missions&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc.stf&lt;br /&gt;
* /mission_destroy_neutral_easy_npc_corellia.stf&lt;br /&gt;
* /mission_destroy_neutral_easy_npc_naboo.stf&lt;br /&gt;
* /mission_destroy_neutral_easy_npc_tatooine.stf&lt;br /&gt;
* /mission_destroy_neutral_medium_npc_corellia.stf&lt;br /&gt;
* /mission_destroy_neutral_medium_npc_naboo.stf&lt;br /&gt;
* /mission_destroy_neutral_medium_npc_tatooine.stf&lt;br /&gt;
* /mission_destroy_neutral_hard_npc_corellia.stf&lt;br /&gt;
* /mission_destroy_neutral_hard_npc_naboo.stf&lt;br /&gt;
* /mission_destroy_neutral_hard_npc_tatooine.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creature Missions&lt;br /&gt;
&lt;br /&gt;
* /mission_destroy_neutral_easy_creature_corellia.stf&lt;br /&gt;
* /mission_destroy_neutral_easy_creature_naboo.stf&lt;br /&gt;
* /mission_destroy_neutral_easy_creature_tatooine.stf&lt;br /&gt;
* /mission_destroy_neutral_medium_creature_corellia.stf&lt;br /&gt;
* /mission_destroy_neutral_medium_creature_naboo.stf&lt;br /&gt;
* /mission_destroy_neutral_medium_creature_tatooine.stf&lt;br /&gt;
* /mission_destroy_neutral_hard_creature_corellia.stf&lt;br /&gt;
* /mission_destroy_neutral_hard_creature_naboo.stf&lt;br /&gt;
* /mission_destroy_neutral_hard_creature_tatooine.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature.stf&lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Non GCW Mission Giving NPCs:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NPC Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_npc_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_medium_npc_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_hard_npc_non_persistent_from_npc.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creature Missions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_destroy_neutral_easy_creature_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_medium_creature_non_persistent_from_npc.stf &lt;br /&gt;
* /mission/mission_destroy_neutral_hard_creature_non_persistent_from_npc.stf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''General Use'''&lt;br /&gt;
&lt;br /&gt;
* /mission/mission_generic.stf&lt;br /&gt;
&lt;br /&gt;
== Analysis of Mission Datapad Details ==&lt;br /&gt;
&lt;br /&gt;
* [[media:DestroyMission2.jpg|Destroy Mission in datapad]]&lt;br /&gt;
&lt;br /&gt;
== Analysis of Mission Details ==&lt;br /&gt;
&lt;br /&gt;
There are a number of important bits of information to know about a mission which are viewable through the mission details on the mission terminal or on the mission itself in the player's datapad.&lt;br /&gt;
&lt;br /&gt;
The parts of a Destroy mission details are:&lt;br /&gt;
&lt;br /&gt;
* Target&lt;br /&gt;
* Location&lt;br /&gt;
* Creator&lt;br /&gt;
* Reward&lt;br /&gt;
* Difficulty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Target'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The target is the name of the lair object that will be spawned when the player accepts the mission. This is the object that will need to be destroyed in order for the  player to obtain their reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
This is the coordinate of the initial waypoint created to where the lair spawner is supposed to appear at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creator'''&lt;br /&gt;
&lt;br /&gt;
The name of the mission creator. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reward'''&lt;br /&gt;
&lt;br /&gt;
This is the payout to the player in credits for successfully completing the mission. Mission payout reward formula is currently unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty'''&lt;br /&gt;
&lt;br /&gt;
Challenge rating of the mission depends on the player's current challenge level. If the player or group challenge level is 25 then the missions seen on terminals will be difficulty 25. The mission difficulty affects the size of the mission lair spawns as well as the condition of the lair. A higher difficulty level raises the condition of a lair as well as the amount of spawns it produces. &lt;br /&gt;
As mentioned before, players must meet a minimum level to acquire certain mission types to begin with. Following this, the player must then also meet another criteria being that the amount of creatures spawned at the mission lair is a variable based on the player or group having reached certain cutoff points. Once a cutoff point is reached, the mission will spawn a particular amount of mobs.  Cutoff points are created based on a multiplier applied to the minimum difficulty level of the mission. Once the player or their group meet or passes this cutoff point then the amount of mobs that spawn for that particular mission will be set to the amount linked to attained cutoff value. The cutoff point multipliers are as follows:&lt;br /&gt;
&lt;br /&gt;
* 1.00 - 1.28 gives 2 mobs per mission&lt;br /&gt;
* 1.29 - 1.68 gives 3 mobs per mission&lt;br /&gt;
* 1.69 - 1.98 gives 4 mobs per mission&lt;br /&gt;
* 1.99 - 2.23 gives 5 mobs per mission&lt;br /&gt;
&lt;br /&gt;
For example if a creature type became available on terminals at mission difficutly 100, the player must achieve a difficulty level anywhere between 129 through 168 to get 3 mobs for that mission. To get 5 mobs they must achieve a a difficulty level of 199-223&lt;br /&gt;
&lt;br /&gt;
Mission payout ranges presumably are also affected by the mission difficulty level although information on how this works is not known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Combat Difficulty Rating (Game Mechanics)|Challenge Levels]] and [[Lairs (Game Mechanics)|Lairs]] for more information about lair spawn size determination and affects from group challenge level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Destroy Mission STF Analysis ==&lt;br /&gt;
&lt;br /&gt;
The following is an example taken from the mission_destroy_neutral_easy_creature.stf file for neutral destroy missions. An overview for how to properly read and interpret the stf file will be included further below.&lt;br /&gt;
&lt;br /&gt;
'''m10d'''&lt;br /&gt;
&lt;br /&gt;
These dirty creatures cause all sorts of damage to settlements. They eat our food, they often carry diseases, they chew on power cables, they foul everything with their droppings. In short, they're disgusting! We want this nest of vermin cleaned out, but we won't use toxins for fear of contaminating our soil and groundwater. A few well-placed blaster shots ought to take care of the problem nicely. Think you can help? There's a reward in it if you succeed.&lt;br /&gt;
&lt;br /&gt;
'''m10o'''&lt;br /&gt;
&lt;br /&gt;
A Concerned Citizen's Group&lt;br /&gt;
&lt;br /&gt;
'''m10s'''&lt;br /&gt;
&lt;br /&gt;
At last our neighborhood will be clean, thanks to you. Enjoy that reward.&lt;br /&gt;
&lt;br /&gt;
'''m10t'''&lt;br /&gt;
&lt;br /&gt;
Help Clean Up the Neighborhood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10d -&lt;br /&gt;
&lt;br /&gt;
This is the mission description displayed in mission terminals or on the mission if a player examines the mission. This is also given as npc dialogue when a player receives the mission from a mission giving npc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''m10o'''&lt;br /&gt;
&lt;br /&gt;
Mission Creator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10s -&lt;br /&gt;
&lt;br /&gt;
Response given by a mission giving npc once the player finished that particular assignment and came back to it for another mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
m10t - This is the mission title as seen on the terminal or on the mission details once the mission has been accepted by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Step by Step Progression of a Destroy Mission ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Player uses mission terminal and [[media:DestroyMission1.jpg|obtains an destroy mission]]&lt;br /&gt;
&lt;br /&gt;
* OR Player interacts with a mission giving npc and obtains an destroy mission&lt;br /&gt;
&lt;br /&gt;
* Mission spawner location waypoint is generated&lt;br /&gt;
&lt;br /&gt;
* Player enters within 256 meters of the mission spawner waypoint and the [[media:DestroyMission3.jpg|waypoint update]] occurs to the new spawn point location&lt;br /&gt;
&lt;br /&gt;
* Player enters within spawn range of the lair to [[media:DestroyMission4.jpg|spawn it]] into the game world&lt;br /&gt;
&lt;br /&gt;
* Player destroys lair and receives reward &lt;br /&gt;
&lt;br /&gt;
* OR if player is on an NPC mission, the player returns to the npc and [[NPC Mission Return Dialogue (Game Mechanics)|obtains reward]].&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63773</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63773"/>
				<updated>2009-09-23T07:58:07Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  &lt;br /&gt;
&lt;br /&gt;
In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and do one of three things:&lt;br /&gt;
&lt;br /&gt;
* Use the [[media:StationaryInstrumentPreMusicRadialMenu.jpg|Play Instrument radial]] option on the spawned object. &lt;br /&gt;
* Use the [[media:StationaryInstrumentInventory.jpg|Use radial menu]] on the object in the inventory&lt;br /&gt;
* Double click the spawned object.&lt;br /&gt;
&lt;br /&gt;
Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Furthermore, players cannot have an object equipped that would normally take up a musical instrument slot such as another instrument or weapon. The player's hands must be completely free in order to begin using stationary instruments. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the /stopmusic command automatically. After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
To remove a stationary instrument from the game world, the player must choose the Pick Up radial option. This will remove the world object and keep the inventory object in its current place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments produce two objects while they are being used. One object remains in inventory (and allows the player to summon and use instrument from there) where as the other object type spawns into the game world and allows the player to interact with it to play or remove the instrument from the game world.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63772</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63772"/>
				<updated>2009-09-23T07:38:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Using Instruments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  &lt;br /&gt;
&lt;br /&gt;
In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and do one of three things:&lt;br /&gt;
&lt;br /&gt;
* Use the [[media:StationaryInstrumentPreMusicRadialMenu.jpg|Play Instrument radial]] option on the spawned object. &lt;br /&gt;
* Use the [[media:StationaryInstrumentInventory.jpg|Use radial menu]] on the object in the inventory&lt;br /&gt;
* Double click the spawned object.&lt;br /&gt;
&lt;br /&gt;
Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Furthermore, players cannot have an object equipped that would normally take up a musical instrument slot such as another instrument or weapon. The player's hands must be completely free in order to begin using stationary instruments. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the /stopmusic command automatically. After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
To remove a stationary instrument from the game world, the player must choose the Pick Up radial option. This will remove the world object and keep the inventory object in its current place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments produce two objects while they are being used. One object remains in inventory (and allows the player to summon and use instrument from there) where as the other object type spawns into the game world and allows the player to interact with it to play or remove the instrument from the game world.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=File:StationaryInstrumentSpawned.jpg&amp;diff=63771</id>
		<title>File:StationaryInstrumentSpawned.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=File:StationaryInstrumentSpawned.jpg&amp;diff=63771"/>
				<updated>2009-09-23T07:33:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: {{PageHeader|Image|ImageName}}


== description ==
Image Description

== source ==


== author ==


== permission ==
{{Non-free game screenshot}}

Category:Entertainer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageHeader|Image|ImageName}}&lt;br /&gt;
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== author ==&lt;br /&gt;
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== permission ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entertainer]]&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=File:StationaryInstrumentPreMusicRadialMenu.jpg&amp;diff=63770</id>
		<title>File:StationaryInstrumentPreMusicRadialMenu.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=File:StationaryInstrumentPreMusicRadialMenu.jpg&amp;diff=63770"/>
				<updated>2009-09-23T07:33:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: {{PageHeader|Image|ImageName}}


== description ==
Image Description

== source ==


== author ==


== permission ==
{{Non-free game screenshot}}

Category:Entertainer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageHeader|Image|ImageName}}&lt;br /&gt;
&lt;br /&gt;
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Image Description&lt;br /&gt;
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== author ==&lt;br /&gt;
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== permission ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entertainer]]&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=File:StationaryInstrumentPlayingMusicRadialMenu.jpg&amp;diff=63769</id>
		<title>File:StationaryInstrumentPlayingMusicRadialMenu.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=File:StationaryInstrumentPlayingMusicRadialMenu.jpg&amp;diff=63769"/>
				<updated>2009-09-23T07:33:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: {{PageHeader|Image|ImageName}}


== description ==
Image Description

== source ==


== author ==


== permission ==
{{Non-free game screenshot}}

Category:Entertainer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageHeader|Image|ImageName}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== description ==&lt;br /&gt;
Image Description&lt;br /&gt;
&lt;br /&gt;
== source ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== author ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== permission ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entertainer]]&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=File:StationaryInstrumentInventory.jpg&amp;diff=63768</id>
		<title>File:StationaryInstrumentInventory.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=File:StationaryInstrumentInventory.jpg&amp;diff=63768"/>
				<updated>2009-09-23T07:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: {{PageHeader|Image|ImageName}}


== description ==
Image Description

== source ==


== author ==


== permission ==
{{Non-free game screenshot}}

Category:Entertainer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageHeader|Image|ImageName}}&lt;br /&gt;
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== author ==&lt;br /&gt;
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== permission ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entertainer]]&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63767</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63767"/>
				<updated>2009-09-23T07:26:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Using Instruments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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|-&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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Completion Guide -&lt;br /&gt;
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* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  &lt;br /&gt;
&lt;br /&gt;
In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and do one of three things:&lt;br /&gt;
&lt;br /&gt;
* Use the Play Instrument radial option on the spawned object. &lt;br /&gt;
* Use the Use radial menu on the object in the inventory&lt;br /&gt;
* Double click the spawned object.&lt;br /&gt;
&lt;br /&gt;
Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Furthermore, players cannot have an object equipped that would normally take up a musical instrument slot such as another instrument or weapon. The player's hands must be completely free in order to begin using stationary instruments. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the /stopmusic command automatically. After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
To remove a stationary instrument from the game world, the player must choose the Pick Up radial option. This will remove the world object and keep the inventory object in its current place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments produce two objects while they are being used. One object remains in inventory (and allows the player to summon and use instrument from there) where as the other object type spawns into the game world and allows the player to interact with it to play or remove the instrument from the game world.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63766</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63766"/>
				<updated>2009-09-23T07:26:17Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Using Instruments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  &lt;br /&gt;
&lt;br /&gt;
In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and do one of three things:&lt;br /&gt;
&lt;br /&gt;
Use the Play Instrument radial option on the spawned object. &lt;br /&gt;
Use the Use radial menu on the object in the inventory&lt;br /&gt;
Double click the spawned object.&lt;br /&gt;
&lt;br /&gt;
Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Furthermore, players cannot have an object equipped that would normally take up a musical instrument slot such as another instrument or weapon. The player's hands must be completely free in order to begin using stationary instruments. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the /stopmusic command automatically. After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
To remove a stationary instrument from the game world, the player must choose the Pick Up radial option. This will remove the world object and keep the inventory object in its current place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments produce two objects while they are being used. One object remains in inventory (and allows the player to summon and use instrument from there) where as the other object type spawns into the game world and allows the player to interact with it to play or remove the instrument from the game world.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63765</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63765"/>
				<updated>2009-09-23T07:16:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Using Instruments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  &lt;br /&gt;
&lt;br /&gt;
In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and issue the Play Instrument radial option. Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). The instrument may also start playing if the player double clicks it. Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Furthermore, players cannot have an object equipped that would normally take up a musical instrument slot such as another instrument or weapon. The player's hands must be completely free in order to begin using stationary instruments. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the /stopmusic command automatically. After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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| SourcePage20 = &lt;br /&gt;
| OriginalPageLink20 = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63764</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63764"/>
				<updated>2009-09-23T07:15:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After the command is sent, The player stops playing music once the current track cycle completes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  &lt;br /&gt;
&lt;br /&gt;
In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and issue the Play Instrument radial option. Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). The instrument may also start playing if the player double clicks it. Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Furthermore, players cannot have an object equipped that would normally take up a musical instrument slot such as another instrument or weapon. The player's hands must be completely free in order to begin using stationary instruments. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the song to prepare to stop playing. After another 7 seconds the player will stop playing music all together.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63763</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63763"/>
				<updated>2009-09-23T07:11:33Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Using Instruments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After a player stops performing, they have to wait 8 seconds before being able to begin performing again.&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  &lt;br /&gt;
&lt;br /&gt;
In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and issue the Play Instrument radial option. Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). The instrument may also start playing if the player double clicks it. Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Furthermore, players cannot have an object equipped that would normally take up a musical instrument slot such as another instrument or weapon. The player's hands must be completely free in order to begin using stationary instruments. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the song to prepare to stop playing. After another 7 seconds the player will stop playing music all together.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63762</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63762"/>
				<updated>2009-09-23T07:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Using Instruments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After a player stops performing, they have to wait 8 seconds before being able to begin performing again.&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  &lt;br /&gt;
&lt;br /&gt;
In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and issue the Play Instrument radial option. Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Furthermore, players cannot have an object equipped that would normally take up a musical instrument slot such as another instrument or weapon. The player's hands must be completely free in order to begin using stationary instruments. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the song to prepare to stop playing. After another 7 seconds the player will stop playing music all together.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63761</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63761"/>
				<updated>2009-09-23T07:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Using Instruments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After a player stops performing, they have to wait 8 seconds before being able to begin performing again.&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two kinds of instruments available to a player; A handheld instrument and a stationary instrument. Hand held instruments are those that the player can equip on their body and play. Stationary instruments are objects that are placed into the game world and cannot be moved except to retrieve. To use a handheld instrument a player must first left click the instrument in their inventory and select the Use radial option. When this is done, the instrument is equipped by the player. Any currently equipped item using that slot will be unequipped, and vice versa. The player is now allowed to issue startmusic and also be receptive to band commands.  In order to use a stationary instrument, the player must use the radial option on the instrument and select the Use option. This will spawn the object into the game world. Players do not need container permissions enabled to place instruments.  When the instrument is placed, the player must then select the instrument and issue the Play Instrument radial option. Stationary instruments can only be played if the player has the object targeted in their target reticle (not combat reticle). Instruments do not become targeted automatically if the player uses the Play Instrument radial menu therefore the player must actually click on the instrument. Once the instrument has been targeted, and Play Instrument radial has been used, the music selection SUI window will display. The player can then choose their music to play and may continue playing a song using this instrument provided that they keep it targeted. If they leave the instrument untargeted for 8 seconds, they will trigger the song to prepare to stop playing. After another 7 seconds the player will stop playing music all together.&lt;br /&gt;
&lt;br /&gt;
Note: Stationary Instruments can be used so long as they are in the game world and the player has permission to use that object such as an instrument dropped in a structure to which they have administrative rights to. The player does not actually have to own the object or have it in their inventory in order to play it.&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63760</id>
		<title>Music Fundementals (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Music_Fundementals_(Game_Mechanics)&amp;diff=63760"/>
				<updated>2009-09-23T06:42:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
* [[Playing Instrument (Game Messages)|Playing Instrument]]&lt;br /&gt;
&lt;br /&gt;
== SUI Prompts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Song Playlist (Game Messages)|Available Songs]]&lt;br /&gt;
&lt;br /&gt;
== Radial Menus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Music Radial Menu 1 (Example)|Listen]]&lt;br /&gt;
* [[Music Radial Menu 2 (Example)|Stop Listening]]&lt;br /&gt;
* [[Music Radial Menu 3 (Example)|Play Instrument]]&lt;br /&gt;
* [[Music Radial Menu 4 (Example)|Stop Playing]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 general commands available to players as they are playing instruments:&lt;br /&gt;
&lt;br /&gt;
* /startmusic&lt;br /&gt;
* /stopmusic&lt;br /&gt;
* /pausemusic&lt;br /&gt;
* /changemusic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/startmusic'''&lt;br /&gt;
&lt;br /&gt;
When you begin to play, your most basic command is '''[[Startmusic (DDD1E8F1)|/startmusic]]'''. This will bring up music playlist window that gives you a list of the songs you currently know. You must have your instrument equipped before you may begin playing music. To start a song without the window, type in '''[[Startmusic (DDD1E8F1)|/startmusic]]''' + the song name, for example: '''[[Startmusic (DDD1E8F1)|/startmusic starwars1]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/stopmusic'''&lt;br /&gt;
&lt;br /&gt;
To stop playing music the command is [[Stopmusic (4A0D52DD)|/stopmusic]]&lt;br /&gt;
After a player stops performing, they have to wait 8 seconds before being able to begin performing again.&lt;br /&gt;
&lt;br /&gt;
'''/pausemusic'''&lt;br /&gt;
&lt;br /&gt;
The pausemusic command will stop the sound of the player, but the player is able to still continue playing/gaining exp.If the player uses this while grouped it just means that their instrument is removed from the group track. If the entertainer is listened&lt;br /&gt;
to indvidually, the patron hears nothing, but can still watch/be healed and such. The command is queued as if it were a flourish so it only executes when it comes up in the queue. When it is executed the silence will last for 10 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''/changemusic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can switch from one song to another using the &amp;quot;/changemusic [song name]&amp;quot; command (when playing alone).  You can leave off the song name, and it will prompt you with a song list. Example : /changemusic starwars1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:Musicplaylist-NGE.jpg|200px|thumb|Music Playlist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Instruments ==&lt;br /&gt;
&lt;br /&gt;
== Flourishes ==&lt;br /&gt;
&lt;br /&gt;
After you begin playing, you will be able to flourish your avatar, causing him or her to do various moves in the performance as well as changing the song's sound. There are eight possible flourishes per song. You may flourish by using the command '''[[Flourish (C8998CE9)|/flourish]]''' and choosing a number of 1-8. (e.g. '''[[Flourish (C8998CE9)|/flourish 5]]''')  Flourishes use action points when executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action costs for music and dancing abilities varies according to the song or dance played and instrument used.  When playing music without using flourishes, a base amount of action points are used per tick. This base is affected by the player's action secondaries.  When doing a flourish with any music ability the action drain for this is  (base / 2).  Dancing also uses a base amount of action however its flourish costs are (basecost x 2) per flourish. &lt;br /&gt;
&lt;br /&gt;
You can stack flourishes and the action costs will be issued, but the flourishes wont execute until they finish animating in the queue. &lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||[[image:ExecutingSpecialEffect.JPG|200px|thumb|Executing a Flourish]]||[[image:ExecutingFlourish.JPG|200px|thumb|Spatial Log]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Queuing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Queuing in entertainer differs from combat queuing in that there is a preset limit to the amount of total commands that will be stored to execute.  For music, the server will store up to 5 flourishes for execution.  Any more flourishes performed by the player will simply use action but not be added to the queue.   &lt;br /&gt;
&lt;br /&gt;
For dancing, there is no possible queue. Dance flourishes are executed immediately. What this means however is that a dance flourish must fully execute and complete the duration before another flourish can be attempted.  Once executed the performance will go back to the base dance unless the player immediately performs another flourish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Audience Commands ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All patrons who listen, and, or watch performers will get their Battle Fatigue and mind wounds healed. &lt;br /&gt;
The following commands are available to players who wish to interact with performing entertainers:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* /listen  :Start listening to your current target&lt;br /&gt;
* /listen playerName  :Start listening to the designated player&lt;br /&gt;
* /stoplistening  :Stop listening to an entertainer&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* /watch  :Start watching your current target&lt;br /&gt;
* /watch playerName  :Start watching the designated player&lt;br /&gt;
* /stopwatching  :Stop watching an entertainer&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players may alternatively use the Listen, Stop Listen, Watch, and Stop Watch radial options that appear on the entertainer in order to begin watching the performance. Listening and watching actions and commands will work up to about 60 meters. After this the player will be forced to stop listening/watching. A player may use the radials for up to 32 meters.&lt;br /&gt;
&lt;br /&gt;
The NGE Allows players to watch and listen to players from different groups simultaneously. It is unknown currently how this worked during pre-cu. Presumably a way to handle this would be to make it so that when the player watches one group, the player is simply healed based on whatever rates that the group's healing mods work for. Both groups would heal the player simultaneously at their normal values until the player reaches 0 wounds/bf.&lt;br /&gt;
&lt;br /&gt;
Entertainers cannot listen/watch other entertainers while playing due to client command table restriction. However they can stop performing and listen/watch an entertainer in group, and then begin performing again (while remaining watching/listening). This does not seem to be a bug. This allows for entertainers to heal other entertainers in the same group.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Playing_Instrument_(Game_Messages)&amp;diff=63759</id>
		<title>Playing Instrument (Game Messages)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Playing_Instrument_(Game_Messages)&amp;diff=63759"/>
				<updated>2009-09-23T06:36:59Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* System Messages */&lt;/p&gt;
&lt;hr /&gt;
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{{PageHeader|Game Messages|Message Category}}&lt;br /&gt;
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|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{Game Messages}}&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
Completion Guide -&lt;br /&gt;
&lt;br /&gt;
* 0% - No substantive information available on game feature&lt;br /&gt;
* 25% - page has been started but not completed&lt;br /&gt;
* 50% - page is as complete as possible with the currently available information but probably needs more research done on the subject matter&lt;br /&gt;
* 75% - page is probably complete but needs to be reviewed for accuracy of the page content and to make sure that no information is missing about the game feature&lt;br /&gt;
* 100% - page has been reviewed and compared against enough sources to the extent that there is reasonable confidence that the game feature is completely documented.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== System Messages ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{| class=&amp;quot;anhsmalltable&amp;quot;&lt;br /&gt;
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|width=&amp;quot;100px&amp;quot;|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''||'''Notes'''||'''Examples'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|flourish_format&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|Format: /flourish &amp;amp;lt;number&amp;amp;gt;&lt;br /&gt;
|Message a player receives if they use the /flourish command without including proper parameters.&lt;br /&gt;
|[[Performance Messages 49 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|flourish_not_performing&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You must be playing music or dancing in order to perform a flourish.&lt;br /&gt;
|Message a player receives if they attempt to use a flourish while not performing.&lt;br /&gt;
|[[Performance Messages 51 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|flourish_too_tired&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You are too tired to perform a flourish.&lt;br /&gt;
|Message sent to the player when they attempt to execute a flourish but do no thave enough action points to succeed. &lt;br /&gt;
|[[Performance Messages 56 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_invalid_song&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|That is not a valid song name.&lt;br /&gt;
|Message a player receives if they enter incorrect parameter for song name when using the /changemusic or /startmusic commands.&lt;br /&gt;
|[[Performance Messages 61 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_lack_skill_instrument&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You do not have the skill to use the currently equiped instrument.&lt;br /&gt;
|Message an entertainer receives if they surrender skills while performing with a particular instrument. If they surrender the skills to use that instrument then they will be forced to stop playing and will have to unequip it.&lt;br /&gt;
|[[Performance Messages 65 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_lack_skill_song_self&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You do not have the skill to perform that song.&lt;br /&gt;
|Message an entertainer receives if they attempt to play a song that they do not have the skill requirement to play.&lt;br /&gt;
|[[Performance Messages 67 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_listen_not_playing&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|%TT is not playing a song.&lt;br /&gt;
|Message sent to a patron if they attempt to use the /watch command on a musician that is not performing.&lt;br /&gt;
|[[Performance Messages 68 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_listen_npc&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You can not /listen to NPCs.&lt;br /&gt;
|Message that a player receives if they attempt to use the /listen command on an npc.&lt;br /&gt;
|[[Performance Messages 69 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_listen_out_of_range&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You stop listening to %TT because %OT is too far away.&lt;br /&gt;
|Message that a player receives if they move too far away from the entertainer to continue listening. A player must be within 32 meters of an entertainer to begin to listen to the performance. A player must remain within 60 meters to continue listening.&lt;br /&gt;
|[[Performance Messages 70 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_listen_self&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You start listening to %TT.&lt;br /&gt;
|Message that a patron receives when they begin listening to a musician.&lt;br /&gt;
|[[Performance Messages 81 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_listen_stop_self&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You stop listening.&lt;br /&gt;
|Message that a patron receives when they click the stoplisten radial option or enter the command so that they will stop watching an musicnan performance.&lt;br /&gt;
|[[Performance Messages 82 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_must_be_performing_self&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You must be playing music before you can change the song.&lt;br /&gt;
|Notification sent to the entertainer if they attempt to use the /change song command when they are not actively performing.&lt;br /&gt;
|[[Performance Messages 83 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_must_unequip&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You must unequip your current instrument in order to play another.&lt;br /&gt;
|Notification sent to an entertainer if they attempt to use another instrument without unequipping their current one, such as attempting to use a nalargon while having a slitherhorn equipped.&lt;br /&gt;
|[[Performance Messages 85 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_no_instrument&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You must have an instrument equipped to play music.&lt;br /&gt;
|Message sent to an entertainer if they attempt to use the /startmusic or begin a song while no instrument is equipped.&lt;br /&gt;
|[[Performance Messages 86 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_not_musician&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|%TT is not a musician.&lt;br /&gt;
|Message sent to a player who attempts to use the /listen command on a player target that has no entertainer skills.&lt;br /&gt;
|[[Performance Messages 88 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_not_performing&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You are not currently playing a song.&lt;br /&gt;
|Message a player receives if they attempt to use the /stopmusic command when they are not currently playing music&lt;br /&gt;
|[[Performance Messages 89 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_stop_other&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|%TU stops playing.&lt;br /&gt;
|Message that a patron receives when a musician they are watching stops performing.  Patrons continue to watch/listen to entertainers even when they stop performing, so whenever they stop or start up again, a system message will be given to notify the patron. The patron must either click stoplisten/watch radial or manually enter the command to stop watching a player. This message is also given to members of an entertainer group if any of their group mates stop performing while within spatial chat range.&lt;br /&gt;
|[[Performance Messages 103 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_stop_self&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You stop playing.&lt;br /&gt;
|Message sent to the entertainer when they stop playing music either by using the /stopmusic command or through some interruption such as combat or movement.&lt;br /&gt;
|[[Performance Messages 104 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_too_tired&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You are too tired to continue playing music.&lt;br /&gt;
|Message sent to the entertainer when their performance is forced to stop due to running out of endurance. &lt;br /&gt;
|[[Performance Messages 105 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
|----&lt;br /&gt;
|music_prepare_stop_self&lt;br /&gt;
|/string/en/&lt;br /&gt;
|performance.stf&lt;br /&gt;
|internal_command_string &lt;br /&gt;
|You prepare to stop playing.&lt;br /&gt;
|Message sent to the entertainer when their performance is stopped either to them issuing the /stopmusic command, being sent a /stopband command or 8 seconds after they untarget a specialized instrument such as a nalargon or omnibox. &lt;br /&gt;
|[[Performance Messages 106 (Example)|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63758</id>
		<title>Combat Flag (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63758"/>
				<updated>2009-09-23T06:10:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Engaging In Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engaging In Combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fighting creatures, bandits, other players, or anyone that you consider an enemy is an integral part of adventuring. Players are considered to be in-combat so long both player and target have a line of sight to the other and any of the following are also occuring:&lt;br /&gt;
&lt;br /&gt;
* Are continually attacking a target&lt;br /&gt;
* Are being attacked by an npc, player or creature&lt;br /&gt;
* An npc/creature has activated aggression (in pursuit) towards the player.&lt;br /&gt;
* Player issues an /assist command on a player or friendly pet that is currently in combat with an npc, creature or player&lt;br /&gt;
&lt;br /&gt;
A player may engage in combat on a target by clicking on the target or tabbing and then selecting the radial menu for that target and hitting the Attack radial option or alternatively they may issue the /combatAttack command while maintaining the target or simply double click on the target while within weapon range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player has attacked an enemy or destructible object, the target's name highlights to red on the radar if it is a normally non aggressive entity. When a player disengages combat with a non aggressive entity or destructible object, the target will return to its normal state prior to the aggression after a period of 5 minutes and will no longer be highlighted as red and will return to its yellow coloration. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Objects , creatures and npcs have the following coloration behavior post publish 11'''&lt;br /&gt;
&lt;br /&gt;
NPCs/Creatures/Objects will remain Red after being attacked for up to 5 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A. Objects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Objects such as lairs turn red after the player begins attacking it or if the player starts to attack the creatures attached to a lair,regardless of how far away they are from the lair.&lt;br /&gt;
&lt;br /&gt;
* B. Non Aggressive NPCs &amp;amp; Creatures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::non-aggressive cretures and NPCS are yellow until they are hit by the player even if they aggro on a player as a part of social response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* C. Babies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::They start off as yellow even after spawned when the lair is in combat. The babies turn red when attacked and also turn red if the player attacks a friendly creature of their social group. Baby creatures can still be tamed even while in the red state.&lt;br /&gt;
&lt;br /&gt;
== Disengaging from combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Peace Command:&lt;br /&gt;
&lt;br /&gt;
Using the /peace command will clear all currently queued commands and the player will cease attacking. Players may also click on the hostile target that they are engaging and select the Peace radial option (replaces Attack radial while in combat with the target). Once issued the player will stop attacking although the target wont necessarily stop combat. Peace will essentially return the player to their state prior to entering combat and the player will respond to attacks made against them with using default attacks. The /peace command will not stop commands that are already in process of being executed however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players become disengaged from combat if the player has initiated the Peace command and the following conditions have met:&lt;br /&gt;
&lt;br /&gt;
* Npc/creature stops attacking player or switches to another target.&lt;br /&gt;
* Enemy player ceases attacking the player.&lt;br /&gt;
* Player ceases attacking an enemy target (uses peace or changes targets).&lt;br /&gt;
* Player is not under Berserk state&lt;br /&gt;
&lt;br /&gt;
Several examples will illustrate this.&lt;br /&gt;
&lt;br /&gt;
Example 1. &lt;br /&gt;
&lt;br /&gt;
Player attacks an npc then runs to escape from it. The player initiates the /peace command and stops attacking back. The npc remains in pursuit for a while longer and then halts the chase and returns back. The player is now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 2. &lt;br /&gt;
&lt;br /&gt;
Player attacks another player. The defending player doesn't respond back. The attacking player now initiates peace.  Both players are now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat may also be disengaged if any of the following events occur:&lt;br /&gt;
&lt;br /&gt;
* Player moves to 150 meters or further from the hostile creature/npc.&lt;br /&gt;
&lt;br /&gt;
* Combat ensues for a given period of time where neither the creature/npc or player attack one another (presumably after 60 seconds)&lt;br /&gt;
* Player or creature/npc moves to a position where a creature/npc has no chance of pathing through (impassible collidable objects in its path or pathing problems that prevent movement ) to reach and attack.&lt;br /&gt;
* Player or creature/npc moves to a position where the creature/npc loses direct line of sight with the target&lt;br /&gt;
* Player or Target becomes incapacitated&lt;br /&gt;
* Player or Target dies&lt;br /&gt;
* Creature or npc being pulled into a battlefield area will automatically disengage from the player(s) and become unattackable as well.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63757</id>
		<title>Combat Flag (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63757"/>
				<updated>2009-09-23T06:09:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Engaging In Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engaging In Combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fighting creatures, bandits, other players, or anyone that you consider an enemy is an integral part of adventuring. Players are considered to be in-combat so long both player and target have a line of sight to the other and any of the following are also occuring:&lt;br /&gt;
&lt;br /&gt;
* Are continually attacking a target&lt;br /&gt;
* Are being attacked by an npc, player or creature&lt;br /&gt;
* An npc/creature has activated aggression (in pursuit) towards the player.&lt;br /&gt;
* Player issues an /assist command on a player or friendly pet that is currently in combat with an npc, creature or player&lt;br /&gt;
&lt;br /&gt;
A player may engage in combat on a target by clicking on the target or tabbing and then selecting the radial menu for that target and hitting the Attack radial option or alternatively they may issue the /combatAttack command while maintaining the target or simply double click on the target while within weapon range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player has attacked an enemy or destructible object, the target's name highlights to red on the radar if it is a normally non aggressive entity. When a player disengages combat with a non aggressive entity or destructible object, the target will return to its normal state prior to the aggression after a period of 5 minutes and will no longer be highlighted as red and will return to its yellow coloration. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs , creatures and npcs have the following coloration behavior post publish 11'''&lt;br /&gt;
&lt;br /&gt;
NPCs/Creatures/Objects will remain Red after being attacked for up to 5 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A. Lairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Lairs turn red after the player begins attacking it or if the player starts to attack the creatures attached to that lair,regardless of how far away they are from the lair.&lt;br /&gt;
&lt;br /&gt;
* B. Non Aggressive NPCs &amp;amp; Creatures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::non-aggressive cretures and NPCS are yellow until they are hit by the player even if they aggro on a player as a part of social response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* C. Babies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::They start off as yellow even after spawned when the lair is in combat. The babies turn red when attacked and also turn red if the player attacks a friendly creature of their social group. Baby creatures can still be tamed even while in the red state.&lt;br /&gt;
&lt;br /&gt;
== Disengaging from combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Peace Command:&lt;br /&gt;
&lt;br /&gt;
Using the /peace command will clear all currently queued commands and the player will cease attacking. Players may also click on the hostile target that they are engaging and select the Peace radial option (replaces Attack radial while in combat with the target). Once issued the player will stop attacking although the target wont necessarily stop combat. Peace will essentially return the player to their state prior to entering combat and the player will respond to attacks made against them with using default attacks. The /peace command will not stop commands that are already in process of being executed however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players become disengaged from combat if the player has initiated the Peace command and the following conditions have met:&lt;br /&gt;
&lt;br /&gt;
* Npc/creature stops attacking player or switches to another target.&lt;br /&gt;
* Enemy player ceases attacking the player.&lt;br /&gt;
* Player ceases attacking an enemy target (uses peace or changes targets).&lt;br /&gt;
* Player is not under Berserk state&lt;br /&gt;
&lt;br /&gt;
Several examples will illustrate this.&lt;br /&gt;
&lt;br /&gt;
Example 1. &lt;br /&gt;
&lt;br /&gt;
Player attacks an npc then runs to escape from it. The player initiates the /peace command and stops attacking back. The npc remains in pursuit for a while longer and then halts the chase and returns back. The player is now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 2. &lt;br /&gt;
&lt;br /&gt;
Player attacks another player. The defending player doesn't respond back. The attacking player now initiates peace.  Both players are now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat may also be disengaged if any of the following events occur:&lt;br /&gt;
&lt;br /&gt;
* Player moves to 150 meters or further from the hostile creature/npc.&lt;br /&gt;
&lt;br /&gt;
* Combat ensues for a given period of time where neither the creature/npc or player attack one another (presumably after 60 seconds)&lt;br /&gt;
* Player or creature/npc moves to a position where a creature/npc has no chance of pathing through (impassible collidable objects in its path or pathing problems that prevent movement ) to reach and attack.&lt;br /&gt;
* Player or creature/npc moves to a position where the creature/npc loses direct line of sight with the target&lt;br /&gt;
* Player or Target becomes incapacitated&lt;br /&gt;
* Player or Target dies&lt;br /&gt;
* Creature or npc being pulled into a battlefield area will automatically disengage from the player(s) and become unattackable as well.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
| SourcePage02 = &lt;br /&gt;
| OriginalPageLink02 = &lt;br /&gt;
| SourcePage03 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63756</id>
		<title>Combat Flag (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63756"/>
				<updated>2009-09-23T06:07:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Engaging In Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
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=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engaging In Combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fighting creatures, bandits, other players, or anyone that you consider an enemy is an integral part of adventuring. Players are considered to be in-combat so long both player and target have a line of sight to the other and any of the following are also occuring:&lt;br /&gt;
&lt;br /&gt;
* Are continually attacking a target&lt;br /&gt;
* Are being attacked by an npc, player or creature&lt;br /&gt;
* An npc/creature has activated aggression (in pursuit) towards the player.&lt;br /&gt;
* Player issues an /assist command on a player or friendly pet that is currently in combat with an npc, creature or player&lt;br /&gt;
&lt;br /&gt;
A player may engage in combat on a target by clicking on the target or tabbing and then selecting the radial menu for that target and hitting the Attack radial option or alternatively they may issue the /combatAttack command while maintaining the target or simply double click on the target while within weapon range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player has attacked an enemy or destructible object, the target's name highlights to red on the radar if it is a normally non aggressive entity. When a player disengages combat with a non aggressive entity or destructible object, the target will return to its normal state prior to the aggression after a period of 5 minutes and will no longer be highlighted as red and will return to its yellow coloration. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs , creatures and npcs have the following coloration behavior post publish 11'''&lt;br /&gt;
&lt;br /&gt;
NPCs/Creatures and lairs will remain Red after being attacked for up to 5 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A. Lairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Lairs turn red after the player begins attacking it or if the player starts to attack the creatures attached to that lair,regardless of how far away they are from the lair.&lt;br /&gt;
&lt;br /&gt;
* B. Non Aggressive NPCs &amp;amp; Creatures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::non-aggressive cretures and NPCS are yellow until they are hit by the player even if they aggro on a player as a part of social response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* C. Babies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::They start off as yellow even after spawned when the lair is in combat. The babies turn red when attacked and also turn red if the player attacks a friendly creature of their social group. Baby creatures can still be tamed even while in the red state.&lt;br /&gt;
&lt;br /&gt;
== Disengaging from combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Peace Command:&lt;br /&gt;
&lt;br /&gt;
Using the /peace command will clear all currently queued commands and the player will cease attacking. Players may also click on the hostile target that they are engaging and select the Peace radial option (replaces Attack radial while in combat with the target). Once issued the player will stop attacking although the target wont necessarily stop combat. Peace will essentially return the player to their state prior to entering combat and the player will respond to attacks made against them with using default attacks. The /peace command will not stop commands that are already in process of being executed however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players become disengaged from combat if the player has initiated the Peace command and the following conditions have met:&lt;br /&gt;
&lt;br /&gt;
* Npc/creature stops attacking player or switches to another target.&lt;br /&gt;
* Enemy player ceases attacking the player.&lt;br /&gt;
* Player ceases attacking an enemy target (uses peace or changes targets).&lt;br /&gt;
* Player is not under Berserk state&lt;br /&gt;
&lt;br /&gt;
Several examples will illustrate this.&lt;br /&gt;
&lt;br /&gt;
Example 1. &lt;br /&gt;
&lt;br /&gt;
Player attacks an npc then runs to escape from it. The player initiates the /peace command and stops attacking back. The npc remains in pursuit for a while longer and then halts the chase and returns back. The player is now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 2. &lt;br /&gt;
&lt;br /&gt;
Player attacks another player. The defending player doesn't respond back. The attacking player now initiates peace.  Both players are now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat may also be disengaged if any of the following events occur:&lt;br /&gt;
&lt;br /&gt;
* Player moves to 150 meters or further from the hostile creature/npc.&lt;br /&gt;
&lt;br /&gt;
* Combat ensues for a given period of time where neither the creature/npc or player attack one another (presumably after 60 seconds)&lt;br /&gt;
* Player or creature/npc moves to a position where a creature/npc has no chance of pathing through (impassible collidable objects in its path or pathing problems that prevent movement ) to reach and attack.&lt;br /&gt;
* Player or creature/npc moves to a position where the creature/npc loses direct line of sight with the target&lt;br /&gt;
* Player or Target becomes incapacitated&lt;br /&gt;
* Player or Target dies&lt;br /&gt;
* Creature or npc being pulled into a battlefield area will automatically disengage from the player(s) and become unattackable as well.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
| SourcePage02 = &lt;br /&gt;
| OriginalPageLink02 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63755</id>
		<title>Combat Flag (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63755"/>
				<updated>2009-09-23T06:04:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Engaging In Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engaging In Combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fighting creatures, bandits, other players, or anyone that you consider an enemy is an integral part of adventuring. Players are considered to be in-combat so long both player and target have a line of sight to the other and any of the following are also occuring:&lt;br /&gt;
&lt;br /&gt;
* Are continually attacking a target&lt;br /&gt;
* Are being attacked by an npc, player or creature&lt;br /&gt;
* An npc/creature has activated aggression (in pursuit) towards the player.&lt;br /&gt;
* Player issues an /assist command on a player or friendly pet that is currently in combat with an npc, creature or player&lt;br /&gt;
&lt;br /&gt;
A player may engage in combat on a target by clicking on the target or tabbing and then selecting the radial menu for that target and hitting the Attack radial option or alternatively they may issue the /combatAttack command while maintaining the target or simply double click on the target while within weapon range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player has attacked an enemy or destructible object, the target's name highlights to red on the radar if it is a normally non aggressive entity. When a player disengages combat with a non aggressive entity or destructible object, the target will return to its normal state prior to the aggression after a period of 5 minutes and will no longer be highlighted as red and will return to its yellow coloration. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs , creatures and npcs have the following coloration behavior post publish 11'''&lt;br /&gt;
&lt;br /&gt;
NPCs/Creatures and lairs will remain Red after being attacked for up to 5 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A. Lairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Lairs turn red after the player begins attacking it or if the player starts to attack the creatures attached to that lair,regardless of how far away they are from the lair.&lt;br /&gt;
&lt;br /&gt;
* B. Non Aggressive NPCs &amp;amp; Creatures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::non-aggressive cretures and NPCS are yellow until they are hit by the player even if they aggro on a player as a part of social response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* C. Babies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::They do start off as yellow even after spawned when the lair turns red. The babies turn red when attacked and also turn red if the player attacks a friendly creature of their social group. Baby creatures can still be tamed even while in the red state.&lt;br /&gt;
&lt;br /&gt;
== Disengaging from combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Peace Command:&lt;br /&gt;
&lt;br /&gt;
Using the /peace command will clear all currently queued commands and the player will cease attacking. Players may also click on the hostile target that they are engaging and select the Peace radial option (replaces Attack radial while in combat with the target). Once issued the player will stop attacking although the target wont necessarily stop combat. Peace will essentially return the player to their state prior to entering combat and the player will respond to attacks made against them with using default attacks. The /peace command will not stop commands that are already in process of being executed however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players become disengaged from combat if the player has initiated the Peace command and the following conditions have met:&lt;br /&gt;
&lt;br /&gt;
* Npc/creature stops attacking player or switches to another target.&lt;br /&gt;
* Enemy player ceases attacking the player.&lt;br /&gt;
* Player ceases attacking an enemy target (uses peace or changes targets).&lt;br /&gt;
* Player is not under Berserk state&lt;br /&gt;
&lt;br /&gt;
Several examples will illustrate this.&lt;br /&gt;
&lt;br /&gt;
Example 1. &lt;br /&gt;
&lt;br /&gt;
Player attacks an npc then runs to escape from it. The player initiates the /peace command and stops attacking back. The npc remains in pursuit for a while longer and then halts the chase and returns back. The player is now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 2. &lt;br /&gt;
&lt;br /&gt;
Player attacks another player. The defending player doesn't respond back. The attacking player now initiates peace.  Both players are now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat may also be disengaged if any of the following events occur:&lt;br /&gt;
&lt;br /&gt;
* Player moves to 150 meters or further from the hostile creature/npc.&lt;br /&gt;
&lt;br /&gt;
* Combat ensues for a given period of time where neither the creature/npc or player attack one another (presumably after 60 seconds)&lt;br /&gt;
* Player or creature/npc moves to a position where a creature/npc has no chance of pathing through (impassible collidable objects in its path or pathing problems that prevent movement ) to reach and attack.&lt;br /&gt;
* Player or creature/npc moves to a position where the creature/npc loses direct line of sight with the target&lt;br /&gt;
* Player or Target becomes incapacitated&lt;br /&gt;
* Player or Target dies&lt;br /&gt;
* Creature or npc being pulled into a battlefield area will automatically disengage from the player(s) and become unattackable as well.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
| SourcePage02 = &lt;br /&gt;
| OriginalPageLink02 = &lt;br /&gt;
| SourcePage03 = &lt;br /&gt;
| OriginalPageLink03 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63720</id>
		<title>Combat Flag (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Combat_Flag_(Game_Mechanics)&amp;diff=63720"/>
				<updated>2009-09-20T09:41:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Related Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engaging In Combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fighting creatures, bandits, other players, or anyone that you consider an enemy is an integral part of adventuring. Players are considered to be in-combat so long both player and target have a line of sight to the other and any of the following are also occuring:&lt;br /&gt;
&lt;br /&gt;
* Are continually attacking a target&lt;br /&gt;
* Are being attacked by an npc, player or creature&lt;br /&gt;
* An npc/creature has activated aggression (in pursuit) towards the player.&lt;br /&gt;
* Player issues an /assist command on a player or friendly pet that is currently in combat with an npc, creature or player&lt;br /&gt;
&lt;br /&gt;
A player may engage in combat on a target by clicking on the target or tabbing and then selecting the radial menu for that target and hitting the Attack radial option or alternatively they may issue the /combatAttack command while maintaining the target or simply double click on the target while within weapon range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player is engaged with an enemy or destructible object, the target's name highlights to red on the radar if it is a normally non aggressive entity. When a player disengages combat with a non aggressive entity or destructible object, the target will return to its normal state prior to the aggression after a period of 5 minutes and will no longer be highlighted as red and will return to its yellow coloration. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lairs , creatures and npcs have the following coloration behavior post publish 11'''&lt;br /&gt;
&lt;br /&gt;
NPCs/Creatures and lairs will remain Red after being attacked for up to 5 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A. Lairs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Lairs turn red after the player begins attacking it or if the player starts to attack the creatures attached to that lair,regardless of how far away they are from the lair.&lt;br /&gt;
&lt;br /&gt;
* B. Non Aggressive NPCs &amp;amp; Creatures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::non-aggressive cretures and NPCS are yellow until they are hit by the player even if they aggro on a player as a part of social response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* C. Babies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::They do start off as yellow even after spawned when the lair turns red. The babies turn red when attacked and also turn red if the player attacks a friendly creature of their social group. Baby creatures can still be tamed even while in the red state.&lt;br /&gt;
&lt;br /&gt;
== Disengaging from combat ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Peace Command:&lt;br /&gt;
&lt;br /&gt;
Using the /peace command will clear all currently queued commands and the player will cease attacking. Players may also click on the hostile target that they are engaging and select the Peace radial option (replaces Attack radial while in combat with the target). Once issued the player will stop attacking although the target wont necessarily stop combat. Peace will essentially return the player to their state prior to entering combat and the player will respond to attacks made against them with using default attacks. The /peace command will not stop commands that are already in process of being executed however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players become disengaged from combat if the player has initiated the Peace command and the following conditions have met:&lt;br /&gt;
&lt;br /&gt;
* Npc/creature stops attacking player or switches to another target.&lt;br /&gt;
* Enemy player ceases attacking the player.&lt;br /&gt;
* Player ceases attacking an enemy target (uses peace or changes targets).&lt;br /&gt;
* Player is not under Berserk state&lt;br /&gt;
&lt;br /&gt;
Several examples will illustrate this.&lt;br /&gt;
&lt;br /&gt;
Example 1. &lt;br /&gt;
&lt;br /&gt;
Player attacks an npc then runs to escape from it. The player initiates the /peace command and stops attacking back. The npc remains in pursuit for a while longer and then halts the chase and returns back. The player is now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 2. &lt;br /&gt;
&lt;br /&gt;
Player attacks another player. The defending player doesn't respond back. The attacking player now initiates peace.  Both players are now out of combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat may also be disengaged if any of the following events occur:&lt;br /&gt;
&lt;br /&gt;
* Player moves to 150 meters or further from the hostile creature/npc.&lt;br /&gt;
&lt;br /&gt;
* Combat ensues for a given period of time where neither the creature/npc or player attack one another (presumably after 60 seconds)&lt;br /&gt;
* Player or creature/npc moves to a position where a creature/npc has no chance of pathing through (impassible collidable objects in its path or pathing problems that prevent movement ) to reach and attack.&lt;br /&gt;
* Player or creature/npc moves to a position where the creature/npc loses direct line of sight with the target&lt;br /&gt;
* Player or Target becomes incapacitated&lt;br /&gt;
* Player or Target dies&lt;br /&gt;
* Creature or npc being pulled into a battlefield area will automatically disengage from the player(s) and become unattackable as well.&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63719</id>
		<title>Hate List (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63719"/>
				<updated>2009-09-20T09:29:07Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Hate Generating Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a creature or npc has been engaged initially, it's target will be whatever engaged it. After a creature or npc has been engaged, a hate list is created to determine which target the creature will attack that is based on a number of factors including:&lt;br /&gt;
&lt;br /&gt;
* Which attacker did the most damage during the previous round of combat. &lt;br /&gt;
&lt;br /&gt;
* The distance of the attacker; being closer means the target will generate more aggression than a target attacking from further out&lt;br /&gt;
&lt;br /&gt;
* The challenge level of the attacker; a lower CL attacker is a higher priority target&lt;br /&gt;
&lt;br /&gt;
For example if a player gets within aggression range of a creature/npc and the mob is coming to it and another player attacks the creature before it reaches them, then the creature will stop aggro on the player and begin attacking the player that attacked it since the original player target has not done any damage to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: We can probably tinker with this a bit and include a more extensive hate list mechanic if need be such as adding in healing aggression generation and other checks such as damage over time threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: I propose that we have a hate list cycle of 10 or 30 seconds where at each cycle, the actions taken by players during that period are reviewed and the creature will react based on the player that has taken the greatest amount of hate generating actions overall.&lt;br /&gt;
&lt;br /&gt;
== Hate Generation Factors ==&lt;br /&gt;
&lt;br /&gt;
These are some variables that we could potentially use to generate aggression from a creature:&lt;br /&gt;
&lt;br /&gt;
* Healing Damage&lt;br /&gt;
* Healing Wounds&lt;br /&gt;
* Curing States&lt;br /&gt;
* Curing Disease&lt;br /&gt;
* Curing Poison&lt;br /&gt;
* Resurrecting Players&lt;br /&gt;
* Inflicting Damage&lt;br /&gt;
* Inflicting States&lt;br /&gt;
* Issuing Taunts&lt;br /&gt;
* Distance of attacker from the mob&lt;br /&gt;
* Challenge level of the attacker&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63718</id>
		<title>Hate List (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63718"/>
				<updated>2009-09-20T09:28:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Hate Generating Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a creature or npc has been engaged initially, it's target will be whatever engaged it. After a creature or npc has been engaged, a hate list is created to determine which target the creature will attack that is based on a number of factors including:&lt;br /&gt;
&lt;br /&gt;
* Which attacker did the most damage during the previous round of combat. &lt;br /&gt;
&lt;br /&gt;
* The distance of the attacker; being closer means the target will generate more aggression than a target attacking from further out&lt;br /&gt;
&lt;br /&gt;
* The challenge level of the attacker; a lower CL attacker is a higher priority target&lt;br /&gt;
&lt;br /&gt;
For example if a player gets within aggression range of a creature/npc and the mob is coming to it and another player attacks the creature before it reaches them, then the creature will stop aggro on the player and begin attacking the player that attacked it since the original player target has not done any damage to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: We can probably tinker with this a bit and include a more extensive hate list mechanic if need be such as adding in healing aggression generation and other checks such as damage over time threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: I propose that we have a hate list cycle of 10 or 30 seconds where at each cycle, the actions taken by players during that period are reviewed and the creature will react based on the player that has taken the greatest amount of hate generating actions overall.&lt;br /&gt;
&lt;br /&gt;
== Hate Generating Variables ==&lt;br /&gt;
&lt;br /&gt;
These are some variables that we could potentially use to generate aggression from a creature:&lt;br /&gt;
&lt;br /&gt;
* Healing Damage&lt;br /&gt;
* Healing Wounds&lt;br /&gt;
* Curing States&lt;br /&gt;
* Curing Disease&lt;br /&gt;
* Curing Poison&lt;br /&gt;
* Resurrecting Players&lt;br /&gt;
* Inflicting Damage&lt;br /&gt;
* Inflicting States&lt;br /&gt;
* Issuing Taunts&lt;br /&gt;
* Distance of attacker from the mob&lt;br /&gt;
* Challenge level of the attacker&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63717</id>
		<title>Hate List (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63717"/>
				<updated>2009-09-20T09:28:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Hate List Events */&lt;/p&gt;
&lt;hr /&gt;
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{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
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{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
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== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
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||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a creature or npc has been engaged initially, it's target will be whatever engaged it. After a creature or npc has been engaged, a hate list is created to determine which target the creature will attack that is based on a number of factors including:&lt;br /&gt;
&lt;br /&gt;
* Which attacker did the most damage during the previous round of combat. &lt;br /&gt;
&lt;br /&gt;
* The distance of the attacker; being closer means the target will generate more aggression than a target attacking from further out&lt;br /&gt;
&lt;br /&gt;
* The challenge level of the attacker; a lower CL attacker is a higher priority target&lt;br /&gt;
&lt;br /&gt;
For example if a player gets within aggression range of a creature/npc and the mob is coming to it and another player attacks the creature before it reaches them, then the creature will stop aggro on the player and begin attacking the player that attacked it since the original player target has not done any damage to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: We can probably tinker with this a bit and include a more extensive hate list mechanic if need be such as adding in healing aggression generation and other checks such as damage over time threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: I propose that we have a hate list cycle of 10 or 30 seconds where at each cycle, the actions taken by players during that period are reviewed and the creature will react based on the player that has taken the greatest amount of hate generating actions overall.&lt;br /&gt;
&lt;br /&gt;
== Hate Generating Events ==&lt;br /&gt;
&lt;br /&gt;
These are some variables that we could potentially use to generate aggression from a creature:&lt;br /&gt;
&lt;br /&gt;
* Healing Damage&lt;br /&gt;
* Healing Wounds&lt;br /&gt;
* Curing States&lt;br /&gt;
* Curing Disease&lt;br /&gt;
* Curing Poison&lt;br /&gt;
* Resurrecting Players&lt;br /&gt;
* Inflicting Damage&lt;br /&gt;
* Inflicting States&lt;br /&gt;
* Issuing Taunts&lt;br /&gt;
* Distance of attacker from the mob&lt;br /&gt;
* Challenge level of the attacker&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63716</id>
		<title>Hate List (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63716"/>
				<updated>2009-09-20T09:27:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Hate List Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
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|valign=top|&lt;br /&gt;
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{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a creature or npc has been engaged initially, it's target will be whatever engaged it. After a creature or npc has been engaged, a hate list is created to determine which target the creature will attack that is based on a number of factors including:&lt;br /&gt;
&lt;br /&gt;
* Which attacker did the most damage during the previous round of combat. &lt;br /&gt;
&lt;br /&gt;
* The distance of the attacker; being closer means the target will generate more aggression than a target attacking from further out&lt;br /&gt;
&lt;br /&gt;
* The challenge level of the attacker; a lower CL attacker is a higher priority target&lt;br /&gt;
&lt;br /&gt;
For example if a player gets within aggression range of a creature/npc and the mob is coming to it and another player attacks the creature before it reaches them, then the creature will stop aggro on the player and begin attacking the player that attacked it since the original player target has not done any damage to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: We can probably tinker with this a bit and include a more extensive hate list mechanic if need be such as adding in healing aggression generation and other checks such as damage over time threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: I propose that we have a hate list cycle of 10 or 30 seconds where at each cycle, the actions taken by players during that period are reviewed and the creature will react based on the player that has taken the greatest amount of hate generating actions overall.&lt;br /&gt;
&lt;br /&gt;
== Hate List Events ==&lt;br /&gt;
&lt;br /&gt;
These are some variables that we could potentially use to generate aggression from a creature:&lt;br /&gt;
&lt;br /&gt;
* Healing Damage&lt;br /&gt;
* Healing Wounds&lt;br /&gt;
* Curing States&lt;br /&gt;
* Curing Disease&lt;br /&gt;
* Curing Poison&lt;br /&gt;
* Resurrecting Players&lt;br /&gt;
* Inflicting Damage&lt;br /&gt;
* Inflicting States&lt;br /&gt;
* Issuing Taunts&lt;br /&gt;
* Distance of attacker from the mob&lt;br /&gt;
* Challenge level of the attacker&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
| SourcePage02 = &lt;br /&gt;
| OriginalPageLink02 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	<entry>
		<id>https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63715</id>
		<title>Hate List (Game Mechanics)</title>
		<link rel="alternate" type="text/html" href="https://wiki.swganh.org/index.php?title=Hate_List_(Game_Mechanics)&amp;diff=63715"/>
				<updated>2009-09-20T09:27:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ready: /* Game Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageCleanup}}&lt;br /&gt;
{{PageHeader|Game Mechanics|Mechanics Category}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
=Navigation=&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;280px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||&lt;br /&gt;
{{Auction (Mess)}}&lt;br /&gt;
{{Banking (Mess)}}&lt;br /&gt;
{{Combat (Mess)}}&lt;br /&gt;
{{Crafting (Mess)}}&lt;br /&gt;
{{Creatures / Pets / Mounts (Mess)}}&lt;br /&gt;
{{General Shared Messages (Mess)}}&lt;br /&gt;
{{Dungeons (Mess)}}&lt;br /&gt;
{{GCW (Mess)}}&lt;br /&gt;
{{Games (Mess)}}&lt;br /&gt;
{{Healing (Mess)}}&lt;br /&gt;
{{JTL (Mess)}}&lt;br /&gt;
{{Logout Event (Mess)}}&lt;br /&gt;
{{Items and Objects (Mess)}}&lt;br /&gt;
{{Force Sensitive / Jedi (Mess)}}&lt;br /&gt;
{{Player Interactions (Mess)}}&lt;br /&gt;
{{Player Structures (Mess)}}&lt;br /&gt;
{{Player Cities (Mess)}}&lt;br /&gt;
{{Quests / Missions (Mess)}}&lt;br /&gt;
{{Resources (Mess)}}&lt;br /&gt;
{{Skills (Mess)}}&lt;br /&gt;
{{Stat Migration (Mess)}}&lt;br /&gt;
{{Travel (Mess)}}&lt;br /&gt;
{{Tutorials (Mess)}}&lt;br /&gt;
{{Unknown (Mess)}}&lt;br /&gt;
{{Using Innate Species Ability (Mess)}}&lt;br /&gt;
{{Waypoint / Datapad (Mess)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=6&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
== Description ==&lt;br /&gt;
Template (Game Messages)&lt;br /&gt;
|valign=top|&lt;br /&gt;
&lt;br /&gt;
== Related Tags ==&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
||{{D25%}}&lt;br /&gt;
|-&lt;br /&gt;
||{{GameMechanics}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a creature or npc has been engaged initially, it's target will be whatever engaged it. After a creature or npc has been engaged, a hate list is created to determine which target the creature will attack that is based on a number of factors including:&lt;br /&gt;
&lt;br /&gt;
* Which attacker did the most damage during the previous round of combat. &lt;br /&gt;
&lt;br /&gt;
* The distance of the attacker; being closer means the target will generate more aggression than a target attacking from further out&lt;br /&gt;
&lt;br /&gt;
* The challenge level of the attacker; a lower CL attacker is a higher priority target&lt;br /&gt;
&lt;br /&gt;
For example if a player gets within aggression range of a creature/npc and the mob is coming to it and another player attacks the creature before it reaches them, then the creature will stop aggro on the player and begin attacking the player that attacked it since the original player target has not done any damage to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: We can probably tinker with this a bit and include a more extensive hate list mechanic if need be such as adding in healing aggression generation and other checks such as damage over time threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: I propose that we have a hate list cycle of 10 or 30 seconds where at each cycle, the actions taken by players during that period are reviewed and the creature will react based on the player that has taken the greatest amount of hate generating actions overall.&lt;br /&gt;
&lt;br /&gt;
== Hate List Events ==&lt;br /&gt;
&lt;br /&gt;
These are some variables that we could potentially use to generate aggression from a creature:&lt;br /&gt;
&lt;br /&gt;
* Healing Damage&lt;br /&gt;
* Healing Wounds&lt;br /&gt;
* Curing States&lt;br /&gt;
* Curing Disease&lt;br /&gt;
* Curing Poison&lt;br /&gt;
* Resurrecting Players&lt;br /&gt;
* Inflicting Damage&lt;br /&gt;
* Inflicting States&lt;br /&gt;
* Issuing Taunts&lt;br /&gt;
* Distance of attacker from the mob&lt;br /&gt;
&lt;br /&gt;
==Source References==&lt;br /&gt;
&lt;br /&gt;
{{SourceReferences&lt;br /&gt;
| SourcePage01 = &lt;br /&gt;
| OriginalPageLink01 = &lt;br /&gt;
| SourcePage02 = &lt;br /&gt;
| OriginalPageLink02 = &lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

	</feed>