Difference between revisions of "Artisan Clothing Components (Game Mechanics)"

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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]]
 
 
 
The following attributes are those that appear on the synthetic cloth material when the player places a bio engineer tissue component in them.
 
 
* '''Bleeding Defense'''
 
* '''Camouflage'''
 
* '''Cover'''
 
* '''Defense vs. Stun'''
 
* '''Injury Treatment'''
 
* '''Intimidation '''
 
* '''Mask Scent'''
 
* '''Melee Defense'''
 
* '''Taming Vicious Creatures'''
 
* '''Taming Wild Creatures'''
 
* '''Warcry'''
 
* '''Wound Healing (Music)'''
 
* '''Wound Healing (Dancing)'''
 
* '''Wound Treatment'''
 
 
 
  
  
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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
 
== Transfered Component Attributes ==
 
 
 
 
The following attributes are those that are transferred into synthetic cloth and fiberplast panel by the bio engineer tissue components.<br><br>
 
 
 
 
* '''Bleeding Defense'''  (Reinforced Fiberplast Panel)
 
 
Adding in  [[Constrictor Cloth (Schematic)|Constrictor Cloth]] and [[Coagulant Agents (Schematic)|Coagulant Agents]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
 
 
 
 
* '''Camouflage''' (Reinforced Fiberplast Panel)
 
 
Adding in [[Scent Camouflage (Schematic)|Scent Camouflage]] and [[Scent Neutralization (Schematic)|Scent Neutralization]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
 
 
 
 
 
* '''Cover''' (Reinforced Fiberplast Panel)
 
 
Adding in [[Visual Camouflage (Schematic)|Visual Camouflage]] and [[Mimetic Circuitry (Schematic)|Mimetic Circuitry]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
 
 
 
 
 
* '''Defense vs. Stun''' (Reinforced Fiberplast Panel)
 
 
 
Adding in [[Toughened Fibers (Schematic)|Toughened Fibers]] and [[Tensile Resistance (Schematic)|Tensile Resistance]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
 
 
 
 
 
* '''Injury Treatment''' (Synthetic Cloth)
 
 
Adding in [[Passive Biosensors (Schematic)|Passive Biosensors]] and [[Active Biosensors (Schematic)|Active Biosensors]] tissue components will increase the value on this attribute in synthetic cloth.
 
 
 
 
 
 
* '''Intimidation ''' (Reinforced Fiberplast Panel)
 
 
 
Adding in [[Confidence Cloth (Schematic)|Confidence Cloth]] and [[Fear Release (Schematic)|Fear Release]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
 
 
 
 
 
* '''Mask Scent''' (Reinforced Fiberplast Panel)
 
 
 
Adding in [[Scent Camouflage (Schematic)|Scent Camouflage]] and [[Scent Neutralization (Schematic)|Scent Neutralization]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
 
 
 
 
 
* '''Melee Defense''' (Reinforced Fiberplast Panel)
 
 
 
Adding in [[Toughened Fibers (Schematic)|Toughened Fibers]] and [[Tensile Resistance (Schematic)|Tensile Resistance]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
 
 
 
 
 
* '''Taming Vicious Creatures''' (Synthetic Cloth)
 
 
 
Adding in [[Passive Tranquilizers (Schematic)|Passive Tranquilizers]] and [[Active Tranquilizers (Schematic)|Active Tranquilizers]] tissue components will increase the value on this attribute in synthetic cloth.
 
 
 
 
 
 
* '''Taming Wild Creatures''' (Synthetic Cloth)
 
 
 
Adding in [[Passive Tranquilizers (Schematic)|Passive Tranquilizers]] [[Active Tranquilizers (Schematic)|Active Tranquilizers]] tissue components will increase the value on this attribute in synthetic cloth.
 
 
 
 
 
* '''Warcry''' (Reinforced Fiberplast Panel)
 
 
Adding in [[Confidence Cloth (Schematic)|Confidence Cloth]] and [[Fear Release (Schematic)|Fear Release]] tissue components will increase the value on this attribute in reinforced fiberplast panels.
 
 
 
 
 
* '''Wound Healing (Music)''' (Synthetic Cloth)
 
 
 
Adding in [[Myoflex Cloth Treatment (Schematic)|Myoflex Cloth Treatment]] and [[Enhanced Myoflex Treatment (Schematic)|Enhanced Myoflex Treatment]] tissue components will increase the value on this attribute in synthetic cloth.
 
 
 
 
 
* '''Wound Healing (Dancing)''' (Synthetic Cloth)
 
 
 
 
Adding in [[Myoflex Cloth Treatment (Schematic)|Myoflex Cloth Treatment]] and [[Enhanced Myoflex Treatment (Schematic)|Enhanced Myoflex Treatment]] tissue components will increase the value on this attribute in synthetic cloth.
 
 
 
 
 
 
* '''Wound Treatment''' (Synthetic Cloth)
 
  
  
Adding in [[Passive Biosensors (Schematic)|Passive Biosensors]] and [[Active Biosensors (Schematic)|Active Biosensors]] tissue components will increase the value on this attribute in synthetic cloth.
 
  
 
==Source References==
 
==Source References==

Latest revision as of 02:18, 23 April 2008




Game Mechanics - Mechanics Category

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Description

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Artisan Clothing Component Experimentation Mechanics

Items Affected

1. Fiberplast Panel
2. Metal Fasteners

Experimentation Lines

No experimentation is available to these items.

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


Source References

Source Source in Context
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