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

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== Area Poison and Disease Cure Experimentation Mechanics ==
 
== Area Poison and Disease Cure 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<br>
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[[Rancor Bile (Looted Item)|Rancor Bile]], Replacement for Dispersal Mechanisms<br>
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[[Modified Dispersal Mechanism (Quest Reward)|Modified Dispersal Mechanism]], Replacement for Dispersal Mechanisms
  
 
== Items Affected ==
 
== Items Affected ==
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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 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.
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The Experimental Range line depends on 33% Conductivity 66% OQ. Experimentation on this line increasse the value associated with the following attribute for these items: Area Effected.
  
 
== Item Attributes ==
 
== Item Attributes ==
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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.  Skill use on these items are not experimentable. Type A of these items have a medicine use of 70. Type B items have a medicine use of 80, and finally Type C items have a medicine use of 100.
 
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.  Skill use on these items are not experimentable. Type A of these items have a medicine use of 70. Type B items have a medicine use of 80, and finally Type C items have a medicine use of 100.
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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 woundpacks. Along with them is a description of how the passed on attributes from each component contributes to the final item.
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These are the attributes that appear on the components that are used in the cure packs. Along with them is a description of how the passed on attributes from each component contributes to the final item.
  
  

Latest revision as of 09:33, 14 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Area Poison and Disease Cure 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
Rancor Bile, Replacement for Dispersal Mechanisms
Modified Dispersal Mechanism, Replacement for Dispersal Mechanisms

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% Conductivity 66% OQ. 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 doctor that used the pack. The effect emanates from the doctor.


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. Skill use on these items are not experimentable. Type A of these items have a medicine use of 70. Type B items have a medicine use of 80, and finally Type C items have a medicine use of 100.



Transferred Component Attributes

These are the attributes that appear on the components that are used in the cure packs. 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, Dispersal Mechanism, Advanced Dispersal Mechanism components will directly increase the Uses Remaining attribute on all versions of these items.

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



Power


Adding in Biological Effect Controller, Advanced Biological Effect Controller, Liquid Suspension, Advanced Liquid Suspension Dispersal Mechanism, Advanced Dispersal Mechanism components will directly increase the Cure Effectiveness attributes on all versions of these items.

For example a 50 power Biological Effect Controller will add 50 to Cure Effectiveness attribute for cure poison packs.


Area Effected:

Adding in Dispersal Mechanism, Advanced Dispersal Mechanism components will directly increase the Area Effected attribute on all versions of these items.

Source References

Source Source in Context
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