Difference between revisions of "Shield Limiter Crafting (Game Mechanics)"

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(Shield Intensifier Crafting Experimentation Mechanics)
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== Items Affected ==
 
== Items Affected ==
  
1. [[Shield Intensifier - Mark I (Schematic)|Shield Intensifier - Mark I]]<br>
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1. [[Shield Limiter - Mark I (Schematic)|Shield Limiter - Mark I]]<br>
2. [[Shield Intensifier - Mark II (Schematic)|Shield Intensifier - Mark II]]<br>
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2. [[Shield Limiter - Mark II (Schematic)|Shield Limiter - Mark II]]<br>
3. [[Shield Intensifier - Mark III (Schematic)|Shield Intensifier - Mark III]]<br>
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3. [[Shield Limiter - Mark III (Schematic)|Shield Limiter - Mark III]]<br>
4. [[Shield Intensifier - Mark IV (Schematic)|Shield Intensifier - Mark IV]]<br>
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4. [[Shield Limiter - Mark IV (Schematic)|Shield Limiter - Mark IV]]<br>
5. [[Shield Intensifier - Mark V (Schematic)|Shield Intensifier - Mark V]]<br>
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5. [[Shield Limiter - Mark V (Schematic)|Shield Limiter - Mark V]]<br>
 
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== Experimentation Lines ==
 
== Experimentation Lines ==
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'''1. Experimental Back Hitpoints'''<br>
 
'''1. Experimental Back Hitpoints'''<br>
'''2. Experimental Energy Maintenance'''<br>
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'''2. Experimental Front Hitpoints'''<br>
'''3. Experimental Front Hitpoints'''<br>
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'''3. Experimental Shield Recharge Rate'''<br>
  
  
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The Experimental Back Hitpoints line depends on 50% OQ and 50% UT. Experimentation on this line will decrease the Shield Maximum Back Hitpoints attribute on these items.
 
  
 
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The Experimental Back Hitpoints line depends on 50% OQ and 50% UT. Experimentation on this line will increase the Shield Maximum Back Hitpoints attribute on these items.
The Experimental Energy Maintenance line depends on 50% OQ and 50% UT. Experimentation on this line will decrease the Energy Maintenance attribute on these items.
+
  
  
 
The Experimental Front Hitpoints line depends on 50% OQ and 50% UT. Experimentation on this line will increase the Shield Maximum Front Hitpoints attribute on these items.
 
The Experimental Front Hitpoints line depends on 50% OQ and 50% UT. Experimentation on this line will increase the Shield Maximum Front Hitpoints attribute on these items.
 +
 +
 +
The Experimental Shield Recharge Rate line depends on 50% OQ and 50% UT. Experimentation on this line will increase the Shield Recharge Rate attribute on these items.
  
 
== Item Attributes ==
 
== Item Attributes ==
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'''Energy Maintenance:'''
 
  
  
* This attribute represents the amount added to the energy requirements of the starship if this component is added in.
 
  
 +
'''Shield Maximum Back Hitpoints:'''
  
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* This value represents the amount of damage that the component will take before damage is passed on to the ship armor plating.
  
  
'''Shield Maximum Back Hitpoints:'''
 
  
This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted.
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'''Shield Maximum Front Hitpoints:'''
  
 +
* This value represents the amount of damage that the component will take before damage is passed on to the ship armor plating.
  
  
'''Shield Maximum Front Hitpoints:'''
+
'''Shield Recharge Rate:'''
 +
 
  
This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted.
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* This attribute represents the amount of hit points that will be regenerated to the shield stats when they have been damage. Each point in this attribute represents a 1 point that will be regenerated per every second.
  
 
==Source References==
 
==Source References==

Latest revision as of 12:50, 10 May 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Shield Limiter Crafting Experimentation Mechanics

Items Affected

1. Shield Limiter - Mark I
2. Shield Limiter - Mark II
3. Shield Limiter - Mark III
4. Shield Limiter - Mark IV
5. Shield Limiter - Mark V

Experimentation Lines

These items have 3 lines of experimentation available.


1. Experimental Back Hitpoints
2. Experimental Front Hitpoints
3. Experimental Shield Recharge Rate




The Experimental Back Hitpoints line depends on 50% OQ and 50% UT. Experimentation on this line will increase the Shield Maximum Back Hitpoints attribute on these items.


The Experimental Front Hitpoints line depends on 50% OQ and 50% UT. Experimentation on this line will increase the Shield Maximum Front Hitpoints attribute on these items.


The Experimental Shield Recharge Rate line depends on 50% OQ and 50% UT. Experimentation on this line will increase the Shield Recharge Rate attribute 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


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




Shield Maximum Back Hitpoints:

  • This value represents the amount of damage that the component will take before damage is passed on to the ship armor plating.


Shield Maximum Front Hitpoints:

  • This value represents the amount of damage that the component will take before damage is passed on to the ship armor plating.


Shield Recharge Rate:


  • This attribute represents the amount of hit points that will be regenerated to the shield stats when they have been damage. Each point in this attribute represents a 1 point that will be regenerated per every second.

Source References

Source Source in Context