Difference between revisions of "Tailoring Armorsmith Components (Game Mechanics)"

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Tailors have one item that allows experimentation, Armor Padding.  These items are used in Kashyyykian Ceremonial, Black Mountain, and Hunting armors.  Each padding will contribute the listed base effectiveness to these types of armor only once, although they usually require several sets of these in the items. Tailor experimentation uses Clothing Experimentation points to affect the experimental lines in these items.
  
 
== Items Affected ==
 
== Items Affected ==

Latest revision as of 00:23, 18 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Tailoring Armorsmith Component Experimentation Mechanics

Tailors have one item that allows experimentation, Armor Padding. These items are used in Kashyyykian Ceremonial, Black Mountain, and Hunting armors. Each padding will contribute the listed base effectiveness to these types of armor only once, although they usually require several sets of these in the items. Tailor experimentation uses Clothing Experimentation points to affect the experimental lines in these items.

Items Affected

Armor Padding

Experimentation Lines

This item has two experimental lines available to it.


1. Experimental Durability
2. Experimental Quality


The Experimental Durability line has 4 experimental attributes. The first of these is Armor Action Encumberance. Armor Action Encumberance depends on 50% OQ and 50% UT. Experimentation on Experimental Durability will decrease the Action Encumberance attribute on the item. The second attribute is Armor Health Encumberance. Armor Health Encumberance depends on 100% OQ. Experimentation on Experimental Durability will decrease the Health Encumberance attribute on the item. The third attribute is Armor Integrity. Armor Integrity depends on 50% OQ and 50% SR. Armor Health Encumberance depends on 100% OQ. Experimentation on Experimental Durability will increase the Integrity attribute on the item. The Fourth attribute is Armor Mind Encumberance. Armor Mind Encumberance depends on 50% OQ and 50% SR. Experimentation on Experimental Durability will decrease the Mind Encumberance attribute on the item.


The Experimental Quality line depends on 50% OQ and 50% SR. Experimentation on this line will increase the Base Effectiveness attribute.



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



Base Effectiveness:

This attribute indicates the amount of resistance that will be added to the general resist attributes on the armor. Each armor has a certain number of resistances that are placed into the general effectiveness category. The value listed here will be added directly to each of the values on the resistances found under the armor's Effectiveness category. Resists found under this category can be augmented further by a smuggler slicing the armor.


Integrity:

This attribute indicates the amount of condition that will be added to the armor by this component. Each point here, represents 1 point of condition.


Health Encumberance:

This attribute indicates the amount of points that will be subtracted from the player's health pool secondaries if the item is placed inside the armor.


Action Encumberance:


This attribute indicates the amount of points that will be subtracted from the player's action pool secondaries if the item is placed inside the armor.

Mind Encumberance:


This attribute indicates the amount of points that will be subtracted from the player's mind pool secondaries if the item is placed inside the armor.

Source References

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