Difference between revisions of "Area Poison and Disease Cure Crafting (Game Mechanics)"

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(Item Attributes)
(Item Attributes)
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This attribute appears on poison and disease cure packs and is the amount that will be directly subtracted from the poison/disease strength currently on the target. Increasing this value will increase the amount that is removed from poison and diseased targets.
 
This attribute appears on poison and disease cure packs and is the amount that will be directly subtracted from the poison/disease strength currently on the target. Increasing this value will increase the amount that is removed from poison and diseased targets.
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'''Area Effected:'''
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This attribute appears on all area effect poison and disease cure packs and is the radius in which the poison/disease cure will affect around the targeted player when the item is used.
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Revision as of 07:52, 13 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Area Poison and Disease Cure Experimentation Mechanics

Items Affected

1. Cure Disease Medpack Area - A
2. Cure Disease Medpack Area - B
3. Cure Disease Medpack Area - C
4. Cure Poison Medpack Area - A
5. Cure Poison Medpack Area - B
6. Cure Poison Medpack Area - C

Experimentation Lines

These items have 3 lines of experimentation.


1. Experimental Charges
2. Experimental Effectiveness
3. Experimental Range


The Experimental Charges line on these items depends on 66% OQ and 33% UT. Experimentation on this line increases the Uses Remaining attribute.


The Experimental Effectiveness line depends on 66% OQ and 33% PE. Experimentation on this line increases the value associated with the following attribute for these items: Cure Effectiveness.

The Experimental Range line depends on 33% OQ 66% PE. Experimentation on this line increasse the value associated with the following attribute for these items: Area Effected.

Item Attributes

Variation Of:


This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.


For more information about the Variation Of attribute, see General Item Mechanics


Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics


Uses Remaining


This attribute appears on all medical items and represents the amount of times that the item can be used before it expires and is removed from the player's inventory.


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


Condition Cured:


This attribute appears on state cure items such as Cure Disease and Cure Poison medpacks. This attribute indicates which condition will be cured by using the item, be it Poison or Disease.


Cure Effectiveness:

This attribute appears on poison and disease cure packs and is the amount that will be directly subtracted from the poison/disease strength currently on the target. Increasing this value will increase the amount that is removed from poison and diseased targets.


Area Effected:


This attribute appears on all area effect poison and disease cure packs and is the radius in which the poison/disease cure will affect around the targeted player when the item is used.


Required Medicine Use Skill:


This attribute appears on all medical items and represents the level of medicine use skill mod that a player requires to use a particular item. The player must at least match the value listed on the item to be able to use it.

Transferred Component Attributes

Source References

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