Difference between revisions of "Stimpack Crafting (Game Mechanics)"
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− | Adding in [[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]], | + | 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, Heal Action Damage attributes respectively, on type B through E versions of these items. | [[Advanced Chemical Release Duration Mechanism (Schematic)|Advanced Chemical Release Duration Mechanism]], components will directly increase the Heal Health Damage, Heal Action Damage attributes respectively, on type B through E versions of these items. | ||
Revision as of 06:11, 13 April 2008
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Game Mechanics - Mechanics Category
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Stimpack Experimentation MechanicsItems 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
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