Difference between revisions of "Food and skill buff Effects (Game Mechanics)"
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Revision as of 00:11, 27 March 2008
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Game Mechanics - Food & Skill Buff Effects
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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Food & Skill Buff MechanicsPlayers within SWG may acquire items that enhance their statistics, skill modifiers or offer a variety of special effects. Among these items are Foods, Spices, Drinks, and Skill Buffing stims. These items can be used by the player either through the tool bar or by radial options such as Use for stims and Drink/Eat for foods, depending on which item is chosen to be consumed. Foods, Certain Spices, Drinks and skill buff items can be obtained from crafting, as loot, foraging, as rewards from npcs, or purchased from certain npc bartenders in cantinas.
Examining a food item shows how much that food/drink adds to the appropriate fill bar on the character sheet by the value of the "Filling" property. This number is a percentage, so you can eat two 40 Filling foods and a 20 Filling food before becoming completely full. In addition to that, you can drink four 25 Filling drinks, and then be full in both the food and drink bars. A full stomach (either food or drink) empties completely in 30 minutes. This is a continuous process that begins as soon as you've eaten an item, and has no connection to the buff duration. So if you start with an empty stomach and eat only a 20 Filling food, your food bar will show about 1/5th full, and will be completely empty again in 30 * 0.20 = 6 minutes. In general, you digest 3.3 points of filling per minute.
Note: You cannot stack two foods that improve the same skill or have the same type of effect, even if you're trying to eat different types of food (Air Cake and Pikatta for +dodge, for example). If you try, you will get the message "You are already under the effect of this food".
For more information about Spice, see Using Spice For more information about Skill Buff items see Skill Buff Items For a listing of Foods, Drinks and Spices, see Food Listing Food, Drink, and Spice Buffs
Stat buffsOne thing that Food, Drinks, and spices all have in common is that they all share items which offer bonuses to statistics. With spices, in some cases the items will actually take away from the player's total stat pool when used. Generally speaking stat buffs offered by items will enhance the player's current and maximum statistic. Using stat buffs normally offers an immediate bonus to the current stat pool. For example a player with a current ham pool of 300/400 health eats a food that offers 1000 to health. The player now has a health bar of 1300/1400. When the stat buff wears off, the effect is to lower the max amounts and not the current and max. Using the previous example this would produce a result of 300/400 if the buff wore off. Spices add to stats in the same way, however where they differ is in the effect on the player after the buff wears off. If a player with 400/400 ham uses a spice that buffs their stat by 400/400 they will again have 800/800 ham as with using the food example. However when the spice wears off, they will also lose the spice buff amount from their Current ham pool in addition to losing the max amount, therefore their stat would in effect now be 0/400. In this case the player would be incapacitated by the spice buff when it left. Foods and drinks offer the player the ability to enhance their skills as well as receive special effects. Stat buffing items will be discussed first.
Statistic buffing Items include the following: Spices 1. Booster Blue
Food
Stat Buff Item Attributes Note: Unless otherwise specified, these attributes apply to spices as well.
This attribute spawns on any item that has had its base type name changed. For player crafted foods/spicesdrinks 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 looted items, this attribute occurs only on items that have been given the exceptional or legendary tags. 2. Condition This attribute is only present on foods and drinks and indicates the current hitpoints remaining on the item.The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. Foods have an innate condition of 1000. Food, and drinks do not decay upon death therefore condition values on them really serve no purpose. 3. Volumn Represents the current container contents of the item. 4. Uses Remaining
5. Object Creator This attribute appears only on crafted items. The crafter's name is listed here. 6. Serial Number This attribute only appears on crafted items. This represents the alphanumeric code given to the item. 7. Quantity This attribute only appears on food and drinks. This indicates the remaining number of times that the particular food can be used before it will be removed from the inventory. Note: For foods, uses remaining seems to be redundant as it displays the same thing as Quantity. 8. Stomach Filling (Drink) This attribute only appears for drinks. This indicates to the player which stomach type (drink or food) that the object will fill up once consumed as well as the amount to which the item will fill the stomach by.
This attribute only appears for foods. This indicates to the player which stomach type (drink or food) that the object will fill up once consumed as well as the amount to which the item will fill the stomach by. 10. Attribute Modifiers This attribute only appears on items that offer bonuses to statistics. The attribute modifier will list the total number of statistics that the item is offering buffs for. 11. Health Attribute that appears when an item adds a Health buff. 12. Strength Attribute that appears when an item adds a strength buff. 13. Constitution Attribute that appears when an item adds a constitution buff. 14. Action Attribute that appears when an item adds a action buff. 15. Quickness Attribute that appears when an item adds a quickness buff. 16. Stamina Attribute that appears when an item adds a stamina buff. 17. Mind Attribute that appears when an item adds a mind buff. 18. Focus Attribute that appears when an item adds a focus buff. 19. Willpower Attribute that appears when an item adds a willpower buff.
Food and Drink Skill buffsOther additions to the chef menu are foods that give you an increase to a skill. These foods, and drinks allow characters characters access to skills they may not have from their profession (+dodge, +defense vs. knockdown) or to offer characters with these professions additional bonuses on top of their modifiers. Skill buffs from foods and drinks stack with clothing attachment bonuses on top of the default stat modifier caps. For example, while normally melee defense is capped at 125, a clothing attachment or article of clothing can bring this value up to 150. Food / drinks can further enhance this value. If a skill requires using a command (/survey, /harvest), getting a bonus to that skill only benefits your character if you have already learned that command. Chandad's +survey won't allow a non-artisan to use a survey tool since they don't have the /survey command. Veghash's +creature harvesting won't allow a non-scout to harvest bone/hide/meat from an animal they killed. Jawa Beer's +Mask Scent won't help you unless you already have Exploration II. If a skill does not require using a command (terrain negotiation, Defense vs. X) then you do gain the benefit of the bonus even if your character did not have that skill. So a non-scout eating Travel Biscuits (+terrain negotiation) will travel faster when going up hills.
Food: 1. Almond-Kwevvu Crisp Munchies
Drink
Skill Buff Attributes 1. Skill This attribute appears on all items that offer skill modifications. Its purpose is to inform the player which skill modifier will be given to them if they consume this item. 2. Modifier This attribute appears on all items that offer skill modifications. It displays the amount of skill modification enhancement that is added to the player. The amount displayed is truncated after 6 decimal places. 3. Duration This attribute appears on all items that offer skill modifications. It displays the length of time remaining for the effect to remain active on the player.
Special Effect FoodsDamage reduction, crafting bonuses, xp bonuses are All benefits you can get from food. Some of these come as "triggered" effects, which don't activate until a certain action occurs. Synthsteak, for example, reduces the damage done to you for the next 25-50 attacks. You can eat one, wander around for thirty minutes, and still get the benefit when you're attacked. Once consumed, a player has 60 minutes to use the triggered effect before it will be removed from their character. This timer isn't effected by any Flavor experimentation the chef does. Another class of "Special Effect" foods give you built-in resistances to certain special attacks. Trimpian makes you resistant to Fire, Blood Chowder gives you resistance against bleed attacks. Special effect foods have the same un-stackability as skill buffs. You can't take two synthsteaks or a synthsteak and exo-protein wafer.
Food and Drink Special EffectsFood and Drink Special Effect Attributes
Jaar, Parwann Nutricake, Dustcrepe
3. Duration Effect Trimpian,Pikatta Pie,Citros Snow Cake
Accuracy Increase Citros Snow Cake
% Reduction Smugglers Delight, Gornarr % Resistance Trimpian,
Species Restriction Jaar
These foods grant increasing defensive bonuses. While the description may imply that this is a bonus to the Fencer/Pistoleer "Dodge" skill, it is completely separate. - Air Cake and Pikatta and Deneelian Fizz operate entirely independently of ALL OTHER MODS. They do not affect your dodge mod, ranged or melee defense, or any other skill mod you have from any combat profession or skill tape. These foods give a defensive benefit to any player, regardless of template, increasing the number of "swings/shoots at you but misses" messages in your combat spam. You will not see any more "swings/shoots at you but you evade", the message written to combat spam when the Fencer/Pistoleer Dodge skill triggers.The do not stack, and Intimidate, stun, dizzy, bleeds, BF, Poisons, Diseases, or any other states have no measurable affect on their performance. The "##% Dodge bonus" of these foods is a little fuzzy. This may be the chance an attack misses you completely prior to any checks of your ranged/melee defense or It may be a percentage increase of your ranged/melee defense skill (making this more beneficial to players with a high defense). All of these foods have a certain amount of time before they expire.
Improves assembly Assembly Rolls on the next crafting attempt. This is a one use delayed effect and once it has been used, the player must consume another use of the food to obtain another. The bonus given acts by adding on to the assembly modifier.
Drink Bespin Port Improves your Experimentation Roll. This will NOT give you an extra point to experiment with, but it will improve your chance at getting an Amazing Success experimentation. This is a one use delayed effect and once it has been used, the player must consume another use of the food to obtain another. The bonus given acts by adding on to the experimentation modifier.
Food Gorrnar Reduces the wounds incurred while cloning. This food works in space as well as You can't save your clone data in space, so you always recieve wounds when you die. This will reduce the wounds you take. This is a delayed effect and the food effect only occurs when the cloning is activated.
Food Ormachek Increase experience earned by a small percent. (Will not work for any kind of Crafting xp). This food is a delayed effect meaning its effect will only occur when the listed trigger occurs meaning some action of earning experience. This effect will last for a limited number of experience gains when the player earns something for killing a creature or earning experience by other means.
Reduces DOT duration. You don't have to have it before the poison or disease is applied to you. If you eat it after, it will reduce the remaining duration of the DOT by the % that the food lists. (DOT = Damage Over Time. This would work for Bleeding, Poison, and Disease attacks. This is an instant effect food meaning that it can work immediately and does not require any other action to occur before it performs its effect.
Reduces the Downer Period for those Spice Junkies. Makes waiting out those Pixie and Muon downers a bit faster. This is a delayed effect food and in order for its effect to be used, a spice has to be used after the food has been consumed.
Reduces Incapacitation recovery time.
Increases Defenses. Vs. Fire. This food reduces the initial fire damage from a heat based attack as well as the damage from heat based dots by the given percentage.
Increases Def. Vs. Bleeding Attacks. This will reduce the chance of a bleed effect being applied to the player by the given percentage.
Increases Def. Vs. Poison and Disease Attacks. This will reduce the chance of a poison and disease effect being applied to the player by the given percentage.
This drink is an instant use item and its effect is immediate. This will heal the players mind pool by the listed amount.
Foods: 1. Air Cake
Food AttributesSource References
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