Difference between revisions of "Combat Medic Component Crafting (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(Experimentation Lines)
(Item Attributes)
Line 96: Line 96:
  
  
 +
'''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 (Game Mechanics)|
 +
General Item Mechanics]]
 +
 +
 +
 +
'''Volumn:'''
 +
 +
Represents the current container contents of the Item.
 +
 +
For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|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 (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|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 (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
 +
 +
 +
'''Range:'''
 +
 +
 +
This attribute appears on all Combat Medic items and factors in the range at which the combat medic can throw the particular item.  The target must be within a certain range (calculated based on the pack range value along with CM heal range modifiers) in order for the CM to be able to use the item against it. A higher Range attribute means the further that the CM can throw the pack, however there is a hardcap of 64m for all throwing/attack options.
 +
 +
 +
 +
'''Area Effected:'''
 +
 +
This attribute appears on Combat Medic area area of effect items. Combat Medics have the ability to 'bounce' an Area of effect stim item off of a single valid target and then effecting everything within range of that target. The range in meter radius from the target that the item affects is the value listed by the area effected attribute.
  
 
==Source References==
 
==Source References==

Revision as of 07:21, 14 April 2008




Game Mechanics - Mechanics Category

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.


Navigation

Description

Template (Game Messages)

Related Tags

0% This document has not been started.

Mechanics This document is about game mechanics.

Combat Medic Component Experimentation Mechanics

Items Affected

1. Advanced Dispersal Mechanism
2. Advanced Infection Amplifier
3. Advanced Resilience Compound
4. Dispersal Mechanism
5. Infection Amplifier
6. Resilience Compound

Experimentation Lines

These items have 3 lines of experimentation available to them.


The Experimental Charges line has two properties. The first property is Charges. Charges depend on 66% OQ and 33% UT and is found only on Dispersal Mechanisms and Advanced Dispersal Mechanisms. Experimentation on this line will increase the Charges attribute for these items. The second property is Effective Range. Effective Range depends on 33% CD, and 66% OQ. Experimentation on Experimental Charges line will increase the Effective Range attribute for these items.


Experimental Ease of Use line depends on 66% OQ and 33% PE. Experimentation on this line increases the Potency attribute for Resilience Compounds and Advanced Resilience Compounds.


Experimental Effectiveness


1. Dispersal Mechanism and Advanced Dispersal Mechanism depend on 33% CD and 66% OQ. Experimentation on this line will increase the Area Effect attribute for these items.

2. Infection amplifier and Advanced Infection Amplifiers depend on 66% OQ 33% PE. Experimentation on this line will increase the Power attribute for these items.

3. Resilience Compound and Advanced Resilience Compounds depend on 60% DR and 40% OQ. Experimentation on this line will increase the Duration attribute for these items.

Item Attributes

Variation Of:


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


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


Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics


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


Range:


This attribute appears on all Combat Medic items and factors in the range at which the combat medic can throw the particular item. The target must be within a certain range (calculated based on the pack range value along with CM heal range modifiers) in order for the CM to be able to use the item against it. A higher Range attribute means the further that the CM can throw the pack, however there is a hardcap of 64m for all throwing/attack options.


Area Effected:

This attribute appears on Combat Medic area area of effect items. Combat Medics have the ability to 'bounce' an Area of effect stim item off of a single valid target and then effecting everything within range of that target. The range in meter radius from the target that the item affects is the value listed by the area effected attribute.

Source References

Source Source in Context
Bold text