Difference between revisions of "Area Stimpack Crafting (Game Mechanics)"

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== Area Stimpack Experimentation Mechanics ==
 
== Area Stimpack Experimentation Mechanics ==
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Note that for these items, the following looted components may be used as replacement for their crafted counterparts.
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[[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br>
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[[Enhanced Liquid Suspension (Quest Reward)|Enhanced Liquid Suspension]], Replacement for Liquid Suspensions
  
 
== Items Affected ==
 
== Items Affected ==
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1. [[Area Stimpack - A (Schematic)|Area Stimpack - A]]<br>
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2. [[Area Stimpack - B (Schematic)|Area Stimpack - B]]<br>
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3. [[Area Stimpack - C (Schematic)|Area Stimpack - C]]<br>
  
 
== Experimentation Lines ==
 
== Experimentation Lines ==
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These items have 3 lines of experimentation.
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'''1. Experimental Charges'''<br>
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'''2. Experimental Ease of Use'''<br>
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'''3. Experimental Effectiveness'''<br>
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The Experimental Charges line has two experimental properties. The first of these is Charges. Charges depend on 66% OQ and 33% UT. Experimentation on this line increases the Uses Remaining attribute. The second experimental property on this line is Effective Range. Effective Range depends on 33% CD and 66% OQ. Experimenting on the Experimental Charges line will increase the Range attribute on these items.
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The Experimental Ease of Use line depends on 66% OQ and 33% PE. Experimenting on Experimental Ease of Use decreases the Required Combat Medicine Use Skill attribute.
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The Experimental Effectiveness line has two experimental properties. The first of these properties is Area Effect. Area Effect 33% CD and 66% OQ. Experimenting on this line increases the Area Effected attribute on these items. The second experimental property on this line is Power. Power depends on 66% PQ and 33% PE. Experimentation on Experimental Effectiveness line increases the Heal Health Damage and Heal Action Damage attributes on these items.
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<br><br>
  
 
== Item Attributes ==
 
== Item Attributes ==
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'''Variation Of:'''
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This attribute spawns on any item that has had its base type name changed. For player crafted items this type change occurs when the player renames the item from the default given one. The name change can occur automatically as the player chooses a particular style for the item during the customization process or by manually renaming the item in the name field. After changing the name the item now indicates that it is a variation of the specific type that it originated as.
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For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|
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General Item Mechanics]]
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'''Volumn:'''
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Represents the current container contents of the Item.
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For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]]
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'''Uses Remaining'''
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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.
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'''Object Creator:'''
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This attribute appears only on crafted items or looted components. The crafter's name is listed here.
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[[General Item Mechanics (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
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'''Serial Number:'''
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This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
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See [[General Item Mechanics (Game Mechanics)|General Item Mechanics]], [[Using Schematics (Game Mechanics)|Using Schematics]] and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
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'''Heal Health Damage'''
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This attribute appears on Combad Medic Stimpacks and indicates the amount of health damage that will be healed on the target when this item is used.
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'''Heal Action Damage'''
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This attribute appears on Combad Medic Stimpacks and indicates the amount of action damage that will be healed on the target when this item is used.
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'''Range:'''
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This attribute appears on Combat Medic stimpacks 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.
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'''Area Effected:'''
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This attribute appears on Combat Medic area stims. 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 healing area affects is the value listed by the area effected attribute.
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'''Required Combat Medicine Use Skill:'''
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This attribute appears on all combat medic items and represents the level of Combat 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 ==
 
== Transferred Component Attributes ==
  
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These are the attributes that appear on the components that are used in the stimpacks. Along with them is a description of how the passed on attributes from each component contributes to the final item.
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'''Charges'''
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Adding in [[Biological Effect Controller (Schematic)|Biological Effect Controller]], [[Advanced Biological Effect Controller (Schematic)|Advanced Biological Effect Controller]] components will directly increase the Uses Remaining attribute on type B through E versions of these items.
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For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for Stimpacks.
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'''Power'''
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Adding in [[Liquid Suspension (Schematic)|Liquid Suspension]], [[Advanced Liquid Suspension (Schematic)|Advanced Liquid Suspension]], [[Biological Effect Controller (Schematic)|Biological Effect Controller]], [[Advanced Biological Effect Controller (Schematic)|Advanced Biological Effect Controller]],  [[Chemical Release Duration Mechanism (Schematic)|Chemical Release Duration Mechanism]],
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[[Advanced Chemical Release Duration Mechanism (Schematic)|Advanced Chemical Release Duration Mechanism]], components will directly increase the Heal Health Damage, and Heal Action Damage attributes respectively these items.
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For example a 50 power Biological Effect Controller will add 50 to Heal Action Damage attribute for Stimpacks.
  
 
==Source References==
 
==Source References==

Latest revision as of 09:15, 14 April 2008




Game Mechanics - Mechanics Category

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Area Stimpack Experimentation Mechanics

Note that for these items, the following looted components may be used as replacement for their crafted counterparts.


Janta Blood, Replacement for Biological Effect Controllers
Enhanced Liquid Suspension, Replacement for Liquid Suspensions

Items Affected

1. Area Stimpack - A
2. Area Stimpack - B
3. Area Stimpack - C

Experimentation Lines

These items have 3 lines of experimentation.


1. Experimental Charges
2. Experimental Ease of Use
3. Experimental Effectiveness


The Experimental Charges line has two experimental properties. The first of these is Charges. Charges depend on 66% OQ and 33% UT. Experimentation on this line increases the Uses Remaining attribute. The second experimental property on this line is Effective Range. Effective Range depends on 33% CD and 66% OQ. Experimenting on the Experimental Charges line will increase the Range attribute on these items.


The Experimental Ease of Use line depends on 66% OQ and 33% PE. Experimenting on Experimental Ease of Use decreases the Required Combat Medicine Use Skill attribute.


The Experimental Effectiveness line has two experimental properties. The first of these properties is Area Effect. Area Effect 33% CD and 66% OQ. Experimenting on this line increases the Area Effected attribute on these items. The second experimental property on this line is Power. Power depends on 66% PQ and 33% PE. Experimentation on Experimental Effectiveness line increases the Heal Health Damage and Heal Action Damage attributes on 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


Heal Health Damage

This attribute appears on Combad Medic Stimpacks and indicates the amount of health damage that will be healed on the target when this item is used.


Heal Action Damage


This attribute appears on Combad Medic Stimpacks and indicates the amount of action damage that will be healed on the target when this item is used.


Range:


This attribute appears on Combat Medic stimpacks 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 stims. 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 healing area affects is the value listed by the area effected attribute.


Required Combat Medicine Use Skill:


This attribute appears on all combat medic items and represents the level of Combat 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

These are the attributes that appear on the components that are used in the stimpacks. Along with them is a description of how the passed on attributes from each component contributes to the final item.


Charges

Adding in Biological Effect Controller, Advanced Biological Effect Controller components will directly increase the Uses Remaining attribute on type B through E versions of these items.

For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for Stimpacks.



Power


Adding in Liquid Suspension, Advanced Liquid Suspension, Biological Effect Controller, Advanced Biological Effect Controller, Chemical Release Duration Mechanism, Advanced Chemical Release Duration Mechanism, components will directly increase the Heal Health Damage, and Heal Action Damage attributes respectively these items.

For example a 50 power Biological Effect Controller will add 50 to Heal Action Damage attribute for Stimpacks.

Source References

Source Source in Context
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