Difference between revisions of "Melee Weapon Component Crafting (Game Mechanics)"
(→Game Mechanics) |
(→Item Attributes) |
||
Line 78: | Line 78: | ||
== Item Attributes == | == 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 (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]] | ||
+ | |||
+ | |||
+ | |||
+ | '''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 | ||
+ | |||
+ | |||
+ | |||
+ | '''Minimum:''' | ||
+ | |||
+ | |||
+ | This attribute represents the value that will be added to the weapon's minimum damage range. | ||
+ | |||
+ | |||
+ | '''Maximum:''' | ||
+ | |||
+ | |||
+ | This attribute represents the value that will be added to the weapon's maximum damage range. | ||
+ | |||
+ | |||
+ | '''Attack Speed:''' | ||
+ | |||
+ | |||
+ | This attribute represents the value that will be added, or subtracted from the weapon's Attack Speed value. | ||
+ | |||
+ | |||
+ | '''Wound:''' | ||
+ | |||
+ | This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%. | ||
+ | |||
+ | |||
+ | '''Ideal Range Mod:''' | ||
+ | |||
+ | |||
+ | This represents the bonus that is added to the attack hit chance on the Ideal rand mod for a given weapon. A higher value in this means that the weapon will have a higher accuracy of attack at a given range. | ||
+ | |||
+ | |||
+ | '''Special Move Health Cost:''' | ||
+ | |||
+ | This attribute represents the health point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. | ||
+ | |||
+ | |||
+ | '''Special Move Action Cost:''' | ||
+ | |||
+ | This attribute represents the action point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. | ||
+ | |||
+ | |||
+ | '''Special Move Mind Cost:''' | ||
+ | |||
+ | This attribute represents the mind point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack. | ||
+ | |||
+ | <br><br> | ||
== Transferred Component Attributes == | == Transferred Component Attributes == |
Revision as of 05:09, 21 April 2008
This article or section needs proper wiki formatting. |
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.
|
Melee Weapon Component Experimentation MechanicsItems Affected1. Advanced Reinforcement Core
Experimentation LinesItem AttributesVariation Of:
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
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.
Minimum:
This attribute represents a percentage increase in the chance to cause a bleeding effect on a target using a particular weapon. For example if a base chance to inflict a bleed was 10%, and a 150% Wound modified weapon was factored into this, then the new chance to inflict a bleed will be 25%.
This attribute represents the health point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
This attribute represents the action point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
This attribute represents the mind point cost that will be applied to the item when using a special attack. The special attack will use a multiplier against this value to determine the amount of ham will be expended upon using a special attack.
Transferred Component AttributesSource References
|