Difference between revisions of "State Cure Crafting (Game Mechanics)"
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== State Cure Experimentation Mechanics == | == State Cure Experimentation Mechanics == | ||
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+ | Note that for these items, the following looted components may be used as replacement for their crafted counterparts. | ||
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+ | [[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 == | ||
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+ | 1. [[Blinded State Medpack - A (Schematic)|Blinded State Medpack - A]]<br> | ||
+ | 2. [[Dizzy State Stimpack - A (Schematic)|Dizzy State Stimpack - A]]<br> | ||
+ | 3. [[Intimidated State Stimpack - A (Schematic)|Intimidated State Stimpack - A]]<br> | ||
+ | 4. [[Stun State Stimpack - A (Schematic)|Stun State Stimpack - A]]<br> | ||
== Experimentation Lines == | == Experimentation Lines == | ||
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+ | These items have 2 lines of experimentation. | ||
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+ | '''1. Experimental Charges'''<br> | ||
+ | '''2. Experimental Ease of Use'''<br> | ||
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+ | The Experimental Charges line on these items depends on 33% OQ and 66% UT. Experimentation on this line increases the Uses Remaining attribute. | ||
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+ | The Experimental Ease of Use line depends on 66% OQ and 33% PE. Experimentation on this line decreases the Required Medicine Skill Use attribute. | ||
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+ | == 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)| | ||
+ | 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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+ | '''Uses Remaining''' | ||
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+ | 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. | ||
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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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+ | '''Condition Cured:''' | ||
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+ | This attribute appears on state cure items such as Cure Dizzy and Cure Stun medpacks etc. This attribute indicates which condition will be cured by using the item, be it stun, intimidated, etc. | ||
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+ | '''Required Medicine Use Skill:''' | ||
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+ | 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. | ||
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+ | == Transferred Component Attributes == | ||
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+ | These are the attributes that appear on the components that are used in the cure packs. Along with them is a description of how the passed on attributes from each component contributes to the final item. | ||
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+ | '''Charges''' | ||
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+ | 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 all versions of these items. | ||
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+ | For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for cure dizzy packs. | ||
== Item Attributes == | == Item Attributes == |
Latest revision as of 09:35, 14 April 2008
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Game Mechanics - Mechanics Category
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State Cure Experimentation MechanicsNote that for these items, the following looted components may be used as replacement for their crafted counterparts.
Items Affected1. Blinded State Medpack - A Experimentation LinesThese items have 2 lines of experimentation.
The Experimental Charges line on these items depends on 33% OQ and 66% UT. Experimentation on this line increases the Uses Remaining attribute.
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.
Condition Cured:
Transferred Component AttributesThese are the attributes that appear on the components that are used in the cure packs. 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, Advanced Biological Effect Controller components will directly increase the Uses Remaining attribute on all versions of these items. For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for cure dizzy packs. Item AttributesSource References
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