Difference between revisions of "Phase I Item Crafting (Game Mechanics)"

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(Phase I Item Experimentation Mechanics)
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To create the required cures you will need to control the medicine through experimentation and use various qualities of resources. Each cure requires 10 Metal and 5 Flora, with Overall Quality (OQ) weighing 66% and Potential Energy (PE) weighing 33% for experimentation. It's best to bring both high and low quality resources so you can hit all the various experimental ranges.
 
To create the required cures you will need to control the medicine through experimentation and use various qualities of resources. Each cure requires 10 Metal and 5 Flora, with Overall Quality (OQ) weighing 66% and Potential Energy (PE) weighing 33% for experimentation. It's best to bring both high and low quality resources so you can hit all the various experimental ranges.
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Through multiple applications of the different medications you'll be able to cure the symptoms of the sick. The medical droids will help you administer the cures to the patients.
 
Through multiple applications of the different medications you'll be able to cure the symptoms of the sick. The medical droids will help you administer the cures to the patients.
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Note: Cures always have a primary attribute however (similar to powerups) secondary attributes can spawn on these items randomly.  With each item's creation a secondary benificiary attribute or detrimental attribute (such as adding in ailments to the cure) can spawn on the item. Once the item has been flagged to have an additional attribute, the player is then able to experiment on the item to increase that particular attribute's value.
  
 
Symptoms and the required experimentation for cures (overlap is due to decimals):
 
Symptoms and the required experimentation for cures (overlap is due to decimals):
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* internal bleeding = 91-100% experimentation
 
* internal bleeding = 91-100% experimentation
  
After curing the initial 5 villagers you will unlock the FS branch. You can then cure an additional 5 villagers (extended) for a reward, and even another 5 villagers after that (extra cures) for a very unique reward!
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== Items Affected ==
  
Note: It's important that you talk to Sivarra every time you cure 5 villagers! There's no indication when you have completed each set so you must request the reward yourself from her (and ask to help with more so you can get the further rewards).
 
  
Reward: Cure 5 villagers to unlock the FS branch, cure 5 more villagers (10 in total) to unlock an Ice Pendant necklace with Combat Medicine Experimentation +5, and finally cure 5 more villagers (15 in total) to unlock an Aurilian Plant for your house that needs Watering and Nutrients. If properly taken care of the plant can grow large and bear special vitalizing fruit (a Force Melon) that you can pick and use (heals Health/Action/Mind +1000, 10 food filling, single use)! However, if you neglect the plant there is a chance that it could die...
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1. [[Experimental Biological Counteragent (Schematic)|Experimental Biological Counteragent]]
  
== Items Affected ==
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== Experimentation Lines ==
  
  
== Experimentation Lines ==
 
  
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These items have 3 lines of experimentation available.
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'''1. Experimental Primary Agent'''<br>
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'''2. Experimental Residual'''<br>
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'''3. Experimental Secondary Agent'''<br>
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The Experimental Primary Agent line depends on 66% OQ and 33% PE. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Primary Curative Agent attribute.
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The Experimental Residual line depends on 66% OQ and 33% UT. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Residual Chemical Effect attribute.
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The Experimental Secondary Agent line depends on 66% OQ and 33% PE. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Secondary Curative Agent attribute.
  
 
== Item Attributes ==
 
== Item Attributes ==
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'''Variation Of:'''
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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.
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For more information about the Variation Of attribute, see [[General Item Mechanics (Game Mechanics)|
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General Item Mechanics]]
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'''Volumn:'''
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Represents the current container contents of the Item.
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For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]]
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'''Object Creator:'''
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This attribute appears only on crafted items or looted components. The crafter's name is listed here.
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[[General Item Mechanics (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|General Crafting Mechanics]] for more information about Serial numbers
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'''Serial Number:'''
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This attribute only appears on crafted items. This represents the alphanumeric code given to the item.
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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
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'''Primary Curative Agent:'''
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This attribute represents the status effect that will be cured from one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailment cures are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.
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'''Secondary Curative Agent:'''
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This attribute represents the status effect that will be cured from one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailment cures are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.
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'''Residual Chemical Effect:'''
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This attribute represents the status effect that will be added  to one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailments are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.
  
 
==Source References==
 
==Source References==

Latest revision as of 12:36, 11 May 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Phase I Item Experimentation Mechanics

Quest: Cure the Sick

Schematic obtained from: Sivarra Mecheaux (5391,-4075)


FS Branch Unlocked: Heightened Senses: Persuasion



Description:

You are asked to create medicines with which to treat injured and sick villagers.

You will need a Doctor with Master Doctor's Medicine Crafting (Doc:0004) in order to craft the cures. You'll also need a droid with a private food & chemical crafting station built in to allow experimentation.

To create the required cures you will need to control the medicine through experimentation and use various qualities of resources. Each cure requires 10 Metal and 5 Flora, with Overall Quality (OQ) weighing 66% and Potential Energy (PE) weighing 33% for experimentation. It's best to bring both high and low quality resources so you can hit all the various experimental ranges.



Through multiple applications of the different medications you'll be able to cure the symptoms of the sick. The medical droids will help you administer the cures to the patients.


Note: Cures always have a primary attribute however (similar to powerups) secondary attributes can spawn on these items randomly. With each item's creation a secondary benificiary attribute or detrimental attribute (such as adding in ailments to the cure) can spawn on the item. Once the item has been flagged to have an additional attribute, the player is then able to experiment on the item to increase that particular attribute's value.

Symptoms and the required experimentation for cures (overlap is due to decimals):

  • fever = 0-8% experimentation
  • vomiting = 8-16% experimentation
  • open sores = 16-25% experimentation
  • puss filled lesions = 25-33% experimentation
  • erratic heart rate = 33-41% experimentation
  • respiratory failure = 41-50% experimentation
  • lost vision = 50-58% experimentation
  • partial paralysis = 58-66% experimentation
  • violent spasms = 66-75% experimentation
  • bloody cough = 75-83% experimentation
  • swelling = 83-91% experimentation
  • internal bleeding = 91-100% experimentation

Items Affected

1. Experimental Biological Counteragent

Experimentation Lines

These items have 3 lines of experimentation available.


1. Experimental Primary Agent
2. Experimental Residual
3. Experimental Secondary Agent


The Experimental Primary Agent line depends on 66% OQ and 33% PE. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Primary Curative Agent attribute.


The Experimental Residual line depends on 66% OQ and 33% UT. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Residual Chemical Effect attribute.


The Experimental Secondary Agent line depends on 66% OQ and 33% PE. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Secondary Curative Agent attribute.

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


Primary Curative Agent:

This attribute represents the status effect that will be cured from one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailment cures are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.


Secondary Curative Agent:


This attribute represents the status effect that will be cured from one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailment cures are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.



Residual Chemical Effect:


This attribute represents the status effect that will be added to one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailments are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.

Source References

Source Source in Context