Difference between revisions of "Stimpack Crafting (Game Mechanics)"
(→Items Affected) |
(→Items Affected) |
||
(9 intermediate revisions by the same user not shown) | |||
Line 50: | Line 50: | ||
{| align="center" | {| align="center" | ||
|- | |- | ||
− | ||{{ | + | ||{{D25%}} |
|- | |- | ||
||{{GameMechanics}} | ||{{GameMechanics}} | ||
Line 59: | Line 59: | ||
== Stimpack Experimentation Mechanics == | == Stimpack Experimentation Mechanics == | ||
+ | |||
+ | |||
+ | Note that for these items, the following looted components may be used as replacement for their crafted counterparts. | ||
+ | |||
+ | |||
+ | [[Janta Blood (Looted Item)|Janta Blood]], Replacement for Biological Effect Controllers<br> | ||
+ | [[Enhanced Liquid Suspension (Quest Reward)|Enhanced Liquid Suspension]], Replacement for Liquid Suspensions | ||
== Items Affected == | == Items Affected == | ||
− | 1. [[Small Stimpack - A (Schematic)|Small Stimpack - A]] | + | 1. [[Small Stimpack - A (Schematic)|Small Stimpack - A]]<br> |
− | 2. [[Small Stimpack - B (Schematic)|Small Stimpack - B]] | + | 2. [[Small Stimpack - B (Schematic)|Small Stimpack - B]]<br> |
− | 3. [[Small Stimpack - C (Schematic)|Small Stimpack - C]] | + | 3. [[Small Stimpack - C (Schematic)|Small Stimpack - C]]<br> |
− | 4. [[Small Stimpack - D (Schematic)|Small Stimpack - D]] | + | 4. [[Small Stimpack - D (Schematic)|Small Stimpack - D]]<br> |
− | 5. [[Small Stimpack - E (Schematic)|Small Stimpack - E]] | + | 5. [[Small Stimpack - E (Schematic)|Small Stimpack - E]]<br> |
+ | 6. [[Small Stimpack A+ (Schematic)|Small Stimpack - A+]] | ||
== Experimentation Lines == | == Experimentation Lines == | ||
+ | |||
+ | Stimpacks have 3 lines of experimentation. | ||
+ | |||
+ | '''1. Experimental Charges'''<br> | ||
+ | '''2. Experimental Ease of Use'''<br> | ||
+ | '''3. Experimental Effectiveness'''<br> | ||
+ | |||
+ | |||
+ | 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 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. | ||
== Item Attributes == | == 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 (Game Mechanics)| | ||
+ | General Item Mechanics]] | ||
+ | |||
+ | |||
+ | |||
+ | '''Volumn:''' | ||
+ | |||
+ | Represents the current container contents of the Item. | ||
+ | |||
+ | For more information about volumn counts, see [[Inventory Mechanics (Game Mechanics))|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 (Game Mechanics)|General Item Mechanics]], and [[General Crafting Mechanics (Game Mechanics)|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 (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 | ||
+ | |||
+ | |||
+ | |||
+ | '''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. | ||
+ | |||
+ | |||
+ | '''Required Medicine Use Skill''' | ||
+ | |||
+ | |||
+ | 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. | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | == 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 (Schematic)|Biological Effect Controller]], [[Advanced Biological Effect Controller (Schematic)|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 (Schematic)|Liquid Suspension]], [[Advanced Liquid Suspension (Schematic)|Advanced Liquid Suspension]], [[Biological Effect Controller (Schematic)|Biological Effect Controller]], [[Advanced Biological Effect Controller (Schematic)|Advanced Biological Effect Controller]], [[Chemical Release Duration Mechanism (Schematic)|Chemical Release Duration Mechanism]], | ||
+ | [[Advanced Chemical Release Duration Mechanism (Schematic)|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 References== |
Latest revision as of 09:38, 14 June 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
|
Stimpack Experimentation MechanicsNote that for these items, the following looted components may be used as replacement for their crafted counterparts.
Items Affected1. Small Stimpack - A Experimentation LinesStimpacks have 3 lines of experimentation. 1. Experimental Charges
Item AttributesVariation Of:
Volumn: Represents the current container contents of the Item. For more information about volumn counts, see Inventory Mechanics
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.
Heal Health Damage: This attribute indicates the amount of Health damage that will be healed per each use of this item.
This attribute indicates the amount of action damage that will be healed per each use of this item.
Transferred Component AttributesThese 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.
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.
For example a 50 power Biological Effect Controller will add 50 to Heal Action Damage attribute for Stimpacks. Source References
|
Bold text |