Description
Template (Game Messages)
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Related Tags
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This document has been partially completed.
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Mechanics
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This document is about game mechanics.
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Tailor Clothing Experimentation Mechanics
Note On Crafter's Aprons:
The quality of the crafting tools which are ingredients for some of the aprons do count. You cannot use a crafting tool that has decayed - the schematic will not accept it. The functionality of these crafting tools doesn't matter at all.
Items Affected
Experimentation Lines
These items have no experimentation available.
Item Attributes
Variation Of:
This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.
For more information about the Variation Of attribute, see
General Item Mechanics
Condition:
This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. Items at 0 condition cannot be repaired.
Volumn:
Represents the current container contents of the Item.
For more information about volumn counts, see Inventory Mechanics
Skill Mods:
This attribute is found on any item in which skill modifiers and/or BE clothing tissue enhanced synthetic cloth/reinforced fiber panels have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment or Bio Engineer Tissue enhanced component to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Player Crafted wearables are allowed up to 6 different modifiers on items.
Attributes available to this category include:
Sockets available
This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total.
Object Creator:
This attribute appears only on crafted items or looted components. The crafter's name is listed here.
General Item Mechanics, and General Crafting Mechanics for more information about Serial numbers
Serial Number:
This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers
***Special Note***
This attribute appears when a player places an item within an anti decay kit.
Transferred Component Attributes
The following attributes are those that appear on the synthetic cloth and reinforced fiber panel material when the player places a bio engineer tissue component in them. Each Synthetic Cloth or Reinforced Fiberplast Panel can contain one matching tissue, therefore only one set of attributes can be passed on to each panel or cloth slot within clothing items. These items are then transferred into the clothing items that are able to accept synthetic cloth and reinforced fiber panels
The following attributes are those that are transferred into synthetic cloth and fiberplast panel by the bio engineer tissue components.
- Bleeding Defense (Reinforced Fiberplast Panel)
Adding in Constrictor Cloth and Coagulant Agents tissue components will carry over into the item as Bleed Resistance.
- Camouflage (Reinforced Fiberplast Panel)
Adding in Scent Camouflage and Scent Neutralization tissue components will increase the value on this attribute in reinforced fiberplast panels.
- Cover (Reinforced Fiberplast Panel)
Adding in Visual Camouflage and Mimetic Circuitry tissue components will increase the value on this attribute in reinforced fiberplast panels.
- Defense vs. Stun (Reinforced Fiberplast Panel)
Adding in Toughened Fibers and Tensile Resistance tissue components will increase the value on this attribute in reinforced fiberplast panels.
- Injury Treatment (Synthetic Cloth)
Adding in Passive Biosensors and Active Biosensors tissue components will increase the value on this attribute in synthetic cloth.
- Intimidation (Reinforced Fiberplast Panel)
Adding in Confidence Cloth and Fear Release tissue components will increase the value on this attribute in reinforced fiberplast panels.
- Mask Scent (Reinforced Fiberplast Panel)
Adding in Scent Camouflage and Scent Neutralization tissue components will increase the value on this attribute in reinforced fiberplast panels.
- Melee Defense (Reinforced Fiberplast Panel)
Adding in Toughened Fibers and Tensile Resistance tissue components will increase the value on this attribute in reinforced fiberplast panels.
- Taming Vicious Creatures (Synthetic Cloth)
Adding in Passive Tranquilizers and Active Tranquilizers tissue components will increase the value on this attribute in synthetic cloth.
- Taming Wild Creatures (Synthetic Cloth)
Adding in Passive Tranquilizers Active Tranquilizers tissue components will increase the value on this attribute in synthetic cloth.
- Warcry (Reinforced Fiberplast Panel)
Adding in Confidence Cloth and Fear Release tissue components will increase the value on this attribute in reinforced fiberplast panels.
- Wound Healing (Music) (Synthetic Cloth)
Adding in Myoflex Cloth Treatment and Enhanced Myoflex Treatment tissue components will increase the value on this attribute in synthetic cloth.
- Wound Healing (Dancing) (Synthetic Cloth)
Adding in Myoflex Cloth Treatment and Enhanced Myoflex Treatment tissue components will increase the value on this attribute in synthetic cloth.
- Wound Treatment (Synthetic Cloth)
Adding in Passive Biosensors and Active Biosensors tissue components will increase the value on this attribute in synthetic cloth.
Source References
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