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> | ||
+ | [[Enhanced Liquid Suspension (Quest Reward)|Enhanced Liquid Suspension]], Replacement for Liquid Suspensions | ||
== Items Affected == | == Items Affected == | ||
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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. | 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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== 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]], | ||
+ | [[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
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Game Mechanics - Mechanics Category
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Area Stimpack Experimentation MechanicsNote that for these items, the following looted components may be used as replacement for their crafted counterparts.
Items Affected1. Area Stimpack - A Experimentation LinesThese items have 3 lines of experimentation.
Item AttributesVariation Of:
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
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.
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.
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 AttributesThese 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.
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.
For example a 50 power Biological Effect Controller will add 50 to Heal Action Damage attribute for Stimpacks. Source References
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