Difference between revisions of "Exquisite Dancer's Leotard Crafting (Game Mechanics)"
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− | == | + | == Exquisite Dancer's Leotard Crafting == |
− | These items are available to artisans by way of using looted or quest schematics. All of these items are limited use items and may only be used once to create | + | These items are available to artisans by way of using looted or quest schematics. All of these items are limited use items and may only be used once to create 3 items. Manufacturing schematics are allowed to be created. These items each have a specific skill requirement before the draft schematic can be learned. The pre-requisite is listed in the examination of the schematic object. |
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== Items Affected == | == Items Affected == | ||
− | * [[ | + | * [[Exquisite Dancer's Leotard (Schematic)|Exquisite Dancer's Leotard]] |
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== Experimentation Lines == | == Experimentation Lines == | ||
− | These items have | + | These items have no experimentation available. |
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== Item Attributes == | == Item Attributes == | ||
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'''Variation Of:''' | '''Variation Of:''' | ||
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General Item Mechanics]] | General Item Mechanics]] | ||
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+ | '''Condition:''' | ||
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+ | This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. Items at 0 condition cannot be repaired. | ||
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For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]] | For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|Inventory Mechanics]] | ||
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+ | '''Skill Mods:''' | ||
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+ | This attribute is found on any item in which skill modifiers and/or BE clothing tissue enhanced synthetic cloth/reinforced fiber panels have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment or Bio Engineer Tissue enhanced component to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Player Crafted wearables are allowed up to 6 different modifiers on items. | ||
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+ | Attributes available to this category include: | ||
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+ | {| border="0" width="100%" cellpadding=6 | ||
+ | |- | ||
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+ | * '''[[Alertness (Skill Modifier)|Alertness]]''' | ||
+ | * '''[[Armor Assembly (Skill Modifier)|Armor Assembly]]''' | ||
+ | * '''[[Armor Experimentation (Skill Modifier)|Armor Experimentation]]''' | ||
+ | * '''[[Armor Repair (Skill Modifier)|Armor Repair]]''' | ||
+ | * '''[[Artisan Assembly (Skill Modifier)|Artisan Assembly]]''' | ||
+ | * '''[[Artisan Experimentation (Skill Modifier)|Artisan Experimentation]]''' | ||
+ | * '''[[Battle Fatigue Healing (Dancing) (Skill Modifier)|Battle Fatigue Healing (Dancing)]] | ||
+ | * '''[[Battle Fatigue Healing (Music) (Skill Modifier)|Battle Fatigue Healing (Music)]] | ||
+ | * '''[[Berserk (Skill Modifier)|Berserk]]''' | ||
+ | * '''[[Bleeding Resistance (Skill Modifier)|Bleeding Resistance]]''' | ||
+ | * '''[[Camouflage (Skill Modifier)|Camouflage]]''' | ||
+ | * '''[[Carbine Accuracy (Skill Modifier)|Carbine Accuracy]]''' | ||
+ | * '''[[Carbine Accuracy While Moving (Skill Modifier)|Carbine Accuracy While Moving]]''' | ||
+ | * '''[[Carbine Aiming (Skill Modifier)|Carbine Aiming]]''' | ||
+ | * '''[[Carbine Speed (Skill Modifier)|Carbine Speed]]''' | ||
+ | * '''[[Clothing Assembly (Skill Modifier)|Clothing Assembly]]''' | ||
+ | * '''[[Clothing Experimentation (Skill Modifier)|Clothing Experimentation]]''' | ||
+ | * '''[[Clothing Repair (Skill Modifier)|Clothing Repair]]''' | ||
+ | * '''[[Combat Bleeding Defense (Skill Modifier)|Combat Bleeding Defense]]''' | ||
+ | * '''[[Combat Medicine Assembly (Skill Modifier)|Combat Medicine Assembly]]''' | ||
+ | * '''[[Combat Medicine Effectiveness (Skill Modifier)|Combat Medicine Effectiveness]]''' | ||
+ | * '''[[Combat Medicine Experimentation (Skill Modifier)|Combat Medicine Experimentation]]''' | ||
+ | * '''[[Combat Medicine Use (Skill Modifier)|Combat Medicine Use]]''' | ||
+ | * '''[[Cover (Skill Modifier)|Cover]]''' | ||
+ | * '''[[Creature Taming Bonus (Skill Modifier)|Creature Taming Bonus]]''' | ||
+ | * '''[[Dancing Mind Enhancement (Skill Modifier)|Dancing Mind Enhancement]] | ||
+ | * '''[[Defense vs. Blind (Skill Modifier)|Defense vs. Blind]]''' | ||
+ | * '''[[Defense vs. Dizzy (Skill Modifier)|Defense vs. Dizzy]]''' | ||
+ | * '''[[Defense vs. Intimidate (Skill Modifier)|Defense vs. Intimidate]]''' | ||
+ | * '''[[Defense vs. Knockdown (Skill Modifier)|Defense vs. Knockdown]]''' | ||
+ | * '''[[Defense vs. Posture Change (Down) (Skill Modifier)|Defense vs. Posture Change (Down)]]''' | ||
+ | * '''[[Defense vs. Posture Change (Up) (Skill Modifier)|Defense vs. Posture Change (Up)]]''' | ||
+ | * '''[[Defense vs. Stun (Skill Modifier)|Defense vs. Stun]]''' | ||
+ | * '''[[Disease Resistance (Skill Modifier)|Disease Resistance]]''' | ||
+ | * '''[[Droid Assembly (Skill Modifier)|Droid Assembly]]''' | ||
+ | * '''[[Droid Complexity (Skill Modifier)|Droid Complexity]]''' | ||
+ | * '''[[Droid Customization (Skill Modifier)|Droid Customization]]''' | ||
+ | * '''[[Droid Experimentation (Skill Modifier)|Droid Experimentation]]''' | ||
+ | * '''[[Droid Precision (Skill Modifier)|Droid Precision]]''' | ||
+ | * '''[[Droid Speed (Skill Modifier)|Droid Speed]]''' | ||
+ | * '''[[Fire Resistance (Skill Modifier)|Fire Resistance]]''' | ||
+ | * '''[[Food Assembly (Skill Modifier)|Food Assembly]]''' | ||
+ | * '''[[Food Experimentation (Skill Modifier)|Food Experimentation]]''' | ||
+ | * '''[[Foraging (Skill Modifier)|Foraging]]''' | ||
+ | * '''[[General Ranged Aiming (Skill Modifier)|General Ranged Aiming]]''' | ||
+ | * '''[[Group Terrain Negotiation (Skill Modifier)|Group Terrain Negotiation]]''' | ||
+ | * '''[[Healing Range (Skill Modifier)|Healing Range]]''' | ||
+ | * '''[[Heavy Weapon Speed (Skill Modifier)|Heavy Weapon Speed]]''' | ||
+ | * '''[[Heavy Weapon Accuracy (Skill Modifier)|Heavy Weapon Accuracy]]''' | ||
+ | * '''[[Injury Treatment (Skill Modifier)|Injury Treatment]]''' | ||
+ | * '''[[Injury Treatment Speed (Skill Modifier)|Injury Treatment Speed]]''' | ||
+ | * '''[[Intimidation (Skill Modifier)|Intimidation]]''' | ||
+ | * '''[[Instrument Assembly (Skill Modifier)|Instrument Assembly]] | ||
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+ | * '''[[Medical Foraging (Skill Modifier)|Medical Foraging]]''' | ||
+ | * '''[[Medicine Assembly (Skill Modifier)|Medicine Assembly]]''' | ||
+ | * '''[[Medicine Experimentation (Skill Modifier)|Medicine Experimentation]]''' | ||
+ | * '''[[Melee Defense (Skill Modifier)|Melee Defense]]''' | ||
+ | * '''[[One Handed Weapon Accuracy (Skill Modifier)|One Handed Weapon Accuracy]]''' | ||
+ | * '''[[One Handed Melee Damage (Skill Modifier)|One Handed Melee Damage]]''' | ||
+ | * '''[[One Handed Weapon Speed (Skill Modifier)|One Handed Weapon Speed]]''' | ||
+ | * '''[[Pistol Accuracy (Skill Modifier)|Pistol Accuracy]]''' | ||
+ | * '''[[Pistol Accuracy While Moving (Skill Modifier)|Pistol Accuracy While Moving]]''' | ||
+ | * '''[[Pistol Accuracy While Standing (Skill Modifier)|Pistol Accuracy While Standing]]''' | ||
+ | * '''[[Pistol Aiming (Skill Modifier)|Pistol Aiming]]''' | ||
+ | * '''[[Pistol Speed (Skill Modifier)|Pistol Speed]]''' | ||
+ | * '''[[Poison Resistance (Skill Modifier)|Poison Resistance]]''' | ||
+ | * '''[[Polearm Accuracy (Skill Modifier)|Polearm Accuracy]]''' | ||
+ | * '''[[Polearm Damage (Skill Modifier)|Polearm Damage]]''' | ||
+ | * '''[[Polearm Speed (Skill Modifier)|Polearm Speed]]''' | ||
+ | * '''[[Ranged Defense (Skill Modifier)|Ranged Defense]]''' | ||
+ | * '''[[Ranged Injury Treatment Speed (Skill Modifier)|Ranged Injury Treatment Speed]]''' | ||
+ | * '''[[Rescue (Skill Modifier)|Rescue]]''' | ||
+ | * '''[[Rifle Accuracy (Skill Modifier)|Rifle Accuracy]]''' | ||
+ | * '''[[Rifle Accuracy While Moving (Skill Modifier)|Rifle Accuracy While Moving]]''' | ||
+ | * '''[[Rifle Aiming (Skill Modifier)|Rifle Aiming]]''' | ||
+ | * '''[[Rifle Speed (Skill Modifier)|Rifle Speed]]''' | ||
+ | * '''[[Steady Aim Bonus (Skill Modifier)|Steady Aim Bonus]]''' | ||
+ | * '''[[Structure Assembly (Skill Modifier)|Structure Assembly]]''' | ||
+ | * '''[[Structure Complexity (Skill Modifier)|Structure Complexity]]''' | ||
+ | * '''[[Structure Experimentation (Skill Modifier)|Structure Experimentation]]''' | ||
+ | * '''[[Surveying (Skill Modifier)|Surveying]]''' | ||
+ | * '''[[Terrain Negotiation (Skill Modifier)|Terrain Negotiation]]''' | ||
+ | * '''[[Thrown Weapon Accuracy (Skill Modifier)|Thrown Weapon Accuracy]]''' | ||
+ | * '''[[Tracking Droid Effectiveness (Skill Modifier)|Tracking Droid Effectiveness]]''' | ||
+ | * '''[[Tracking Droids (Skill Modifier)|Tracking Droids]]''' | ||
+ | * '''[[Two Handed Melee Accuracy (Skill Modifier)|Two Handed Melee Accuracy]]''' | ||
+ | * '''[[Two Handed Melee Damage (Skill Modifier)|Two Handed Melee Damage]]''' | ||
+ | * '''[[Two Handed Melee Speed (Skill Modifier)|Two Handed Melee Speed]]''' | ||
+ | * '''[[Unarmed Accuracy (Skill Modifier)|Unarmed Accuracy]]''' | ||
+ | * '''[[Unarmed Damage (Skill Modifier)|Unarmed Damage]]''' | ||
+ | * '''[[Unarmed Speed (Skill Modifier)|Unarmed Speed]]''' | ||
+ | * '''[[Volley Fire Bonus (Skill Modifier)|Volley Fire Bonus]]''' | ||
+ | * '''[[Warcry (Skill Modifier)|Warcry]]''' | ||
+ | * '''[[Weapon Assembly (Skill Modifier)|Weapon Assembly]]''' | ||
+ | * '''[[Weapon Experimentation (Skill Modifier)|Weapon Experimentation]]''' | ||
+ | * '''[[Weapon Repair (Skill Modifier)|Weapon Repair]]''' | ||
+ | * '''[[Wound Healing (Dancing) (Skill Modifier)|Wound Healing (Dancing)]]''' | ||
+ | * '''[[Wound Healing (Music) (Skill Modifier)|Wound Healing (Music)]]''' | ||
+ | * '''[[Wound Treatment (Skill Modifier)|Wound Treatment]]''' | ||
+ | * '''[[Wound Treatment Speed (Skill Modifier)|Wound Treatment Speed]]''' | ||
+ | |} | ||
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+ | These items come with the following in herent skill modifier attributes:<br><br> | ||
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+ | '''Dancing Mind Enhancement: 5'''<br> | ||
+ | '''Battle Fatigue Healing (Dancing): 5'''<br> | ||
+ | '''Wound Healing (Dancing): 5'''<br> | ||
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+ | '''Sockets available''' | ||
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+ | This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total. | ||
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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 | 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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+ | '''***Special Note***''' | ||
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+ | This attribute appears when a player places an item within an anti decay kit. | ||
==Source References== | ==Source References== |
Latest revision as of 13:33, 31 May 2008
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Game Mechanics - Mechanics Category
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Exquisite Dancer's Leotard CraftingThese items are available to artisans by way of using looted or quest schematics. All of these items are limited use items and may only be used once to create 3 items. Manufacturing schematics are allowed to be created. These items each have a specific skill requirement before the draft schematic can be learned. The pre-requisite is listed in the examination of the schematic object. Items AffectedExperimentation LinesThese items have no experimentation available. Item AttributesVariation Of:
Condition: This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. Items at 0 condition cannot be repaired.
Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
This attribute is found on any item in which skill modifiers and/or BE clothing tissue enhanced synthetic cloth/reinforced fiber panels have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment or Bio Engineer Tissue enhanced component to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Player Crafted wearables are allowed up to 6 different modifiers on items.
Dancing Mind Enhancement: 5
Sockets available This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total.
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.
This attribute appears when a player places an item within an anti decay kit. Source References
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