Difference between revisions of "General Item Mechanics (Game Mechanics)"
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− | Some items are produced, or acquired, with the ability to be used multiple times. The amount of times the item can be used will be noted by a small value that is super imposed on the item's iconic graphic to the upper right. Most of the types of items have a limited use lifespan and will expire when the number reaches 0 and the item will then be removed from the player's inventory. Items that come as part of a stack are not allowed to be transferred into other stacks, even if they are of the same type of item. Stack sizes are limited to the maximum amount that the item can produce per its type. Different items have different stack sizes when produced. Stack counts should not be confused with item content counts used by containers, even though they use the same labeling system. Some items may appear to be stacks but are in fact, counting contents in a container. Any item that has a stack count, will have that count listed on the bazaar as well, in the label for its listing. This is done to notify the buyer of the amount of uses left in the item before purchasing it. | + | Some consumable items are produced, or acquired, with the ability to be used multiple times. The amount of times the item can be used will be noted by a small value that is super imposed on the item's iconic graphic to the upper right. Most of the types of items have a limited use lifespan and will expire when the number reaches 0 and the item will then be removed from the player's inventory. Items that come as part of a stack are not allowed to be transferred into other stacks, even if they are of the same type of item. Stack sizes are limited to the maximum amount that the item can produce per its type. Different items have different stack sizes when produced. Stack counts should not be confused with item content counts used by containers, even though they use the same labeling system. Some items may appear to be stacks but are in fact, counting contents in a container. Any item that has a stack count, will have that count listed on the bazaar as well, in the label for its listing. This is done to notify the buyer of the amount of uses left in the item before purchasing it. |
Revision as of 19:19, 12 June 2009
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Game Mechanics - Mechanics Category
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Item MechanicsItems are the objects in which a player may interact with in the game. Items take various forms from things ranging from being offered as loot, quest rewards, initiating quests, or as usable objects such as foods, buffs, stimpacks and so on. Items take up space within a player's inventory one block at a time per item.
1. Crafted Items
Items have sub mechanics that pertain to the following: 1. Decay Crafted Items & CustomizationCrafted items are objects created and distributed by players from the crafting process. Crafted items usually have a number of unique features and stats. Crafted consumable items are usually used by radial menu or by hot baring them. Other crafted items are used as components for other crafts or are decorative in nature. Some items, in particularly pets, come in the form of deeds and upon being used, will deposit the contents into the user's datapad or into the world such as the case with pets, vehicles, and player structures.
All crafted items come with an identification tag listing the name of the player that crafted the item. This tag is referred simply as the Object Creator. Another feature that distinguishes crafted items from non crafted ones is the use of serial numbers. All crafting related components, schematics and final products are given an 8 digit alphanumeric code upon creation. This makes each item or set of items unique. Looted items do not have serial numbers, with the exception of looted crafting components. In the case of looted crafting components, these inherit the Object Creator attribute but since no player created them, they do not have a name. Looted components are given serial numbers as well so as to prevent making mass production runs of similar components within factories.
When it comes to Looted items, this philosophy remains the same. At times certain objects are looted in which have been given special designations such as (exceptional) and (legendary). For example a player loots Advanced Sword Core (Exceptional). These indicate that the object are unique and has special modifiers or enhancements, however they are all still of the same Type of object. Examining this object will indicate the original Base that the item name derives from. These traits are replicated in other base item types as well such as for instance Rancor Tooth components which are their own item type, but of which may also have exceptional, and legendary counterparts. For more information on exceptional and legendary items, see Loot Components.
Another difference between looted and crafted items can be seen in wearable clothing and armors. Looted items do not contain sockets and therefore cannot accept Armor or clothing attachments. LootLoot comprises of a large general class of items that can be acquired by a player. Typically loot is designated as items acquired through the process of retrieval from a mob corpse. Loot may also be extended to include items acquired via rewards or from world containers. Looted items come in many shapes and forms including decorative pieces, consumables, themed items, along with weapons and armor. Some looted items have the option of becoming Exceptional or even Legendary.
Exceptional/legendary items may have up to 3 total stat modifiers per item up to a maximum of 25 skill per stat. Item attributes and stat modifiers are selected at random for the item. If any given item attribute is rolled to have exceptional/legendary range, then the entire item is flagged as such. The exception to this are the special Corsec loot weapons which have innate speed mods to them. These weapons can have up to 4 total skill mods.
Quest Mission ObjectsThese are objects given to the player in order to fulfill the requirements of some task or quest that has been given to them. These objects are often things that the player has to interact with and perform some action in order to continue on with the requested task. At other times, these objects are simply things that the player must offer up to an npc or have in their possession in order to proceed to the next task stage. These objects often have a brief description of their general purpose upon examination or usage on the radial. Quest RewardsThese are objects received when the player completes tasks or missions. Most of the time a player receives rewards from npcs, however other times they obtain rewards from other objects by interacting with them, such as the force shrines offering the player Jedi Robes upon completion of the Jedi Padawan Trials. Veteran RewardsSee Veteran Rewards for more information Decay and ConditionItem Condition
Repair When repairing an item, the outcome may be one of 4 possible repair types. In order from best to worst: • The item is repaired with only minor blemishes (MB, 5% max condition decay)
Item Decay Formulas
Item StacksSome consumable items are produced, or acquired, with the ability to be used multiple times. The amount of times the item can be used will be noted by a small value that is super imposed on the item's iconic graphic to the upper right. Most of the types of items have a limited use lifespan and will expire when the number reaches 0 and the item will then be removed from the player's inventory. Items that come as part of a stack are not allowed to be transferred into other stacks, even if they are of the same type of item. Stack sizes are limited to the maximum amount that the item can produce per its type. Different items have different stack sizes when produced. Stack counts should not be confused with item content counts used by containers, even though they use the same labeling system. Some items may appear to be stacks but are in fact, counting contents in a container. Any item that has a stack count, will have that count listed on the bazaar as well, in the label for its listing. This is done to notify the buyer of the amount of uses left in the item before purchasing it.
Source References
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