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

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== Experimentation Lines ==
 
== Experimentation Lines ==
  
Stimpacks have 3 lines of experimentation.
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Stimpacks have 2 lines of experimentation.
  
 
'''1. Experimental Charges'''<br>
 
'''1. Experimental Charges'''<br>
'''2. Experimental Ease of Use'''<br>
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'''2. Experimental Effectiveness'''<br>
'''3. Experimental Effectiveness'''<br>
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The Experimental Ease of Use line depends on 66% OQ and 33% PE and is available only to type C through E stimpacks. Experimentation on this line decreases the Required Medicine Skill Use attribute. Note that stimpacks type A and B have a default Skill use of 5 which is not experimentable.
 
  
  
The Experimental Effectiveness line depends on 66% OQ and 33% PE. Experimentation on this line increases the value associated with the following attributes for these items: Heal Health Damage, Heal Action Damage.
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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 attributes for these items: Heal Health Damage, Heal Action Damage, Heal Mind Damage.
  
 
== Item Attributes ==
 
== Item Attributes ==
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'''Required Medicine Use Skill'''
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'''Heal Mind Damage'''
 
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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.
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This attribute indicates the amount of mind damage that will be healed per each use of this item.
  
 
== Transferred Component Attributes ==
 
== Transferred Component Attributes ==

Latest revision as of 17:00, 2 May 2008




Game Mechanics - Mechanics Category

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

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. Pet Stimpack – A
2. Pet Stimpack – B
3. Pet Stimpack – C
4. Pet Stimpack – D

Experimentation Lines

Stimpacks have 2 lines of experimentation.

1. Experimental Charges
2. Experimental Effectiveness


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 attributes for these items: Heal Health Damage, Heal Action Damage, Heal Mind Damage.

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 indicates the amount of Health damage that will be healed per each use of this item.


Heal Action Damage:

This attribute indicates the amount of action damage that will be healed per each use of this item.


Heal Mind Damage

This attribute indicates the amount of mind damage that will be healed per each use of this item.

Transferred Component Attributes

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.


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, on type B through E versions of 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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