Difference between revisions of "Shield Limiter Crafting (Game Mechanics)"
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This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted. | This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted. | ||
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+ | '''Shield Recharge Rate:''' | ||
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+ | This attribute represents the amount of hit points that will be regenerated to the shield stats when they have been damage. Each point in this attribute represents a 1 point that will be regenerated per every second. | ||
==Source References== | ==Source References== |
Revision as of 12:31, 10 May 2008
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Game Mechanics - Mechanics Category
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Shield Limiter Crafting Experimentation MechanicsItems Affected1. Shield Limiter - Mark I Experimentation LinesThese items have 3 lines of experimentation available.
The Experimental Back Hitpoints line depends on 50% OQ and 50% UT. Experimentation on this line will decrease the Shield Maximum Back Hitpoints attribute on these items.
Item AttributesVariation Of:
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.
Shield Maximum Back Hitpoints: This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted.
Shield Maximum Front Hitpoints: This value represents the amount of damage that the component will take before being disabled and ceasing to function. The Hitpoints on these components are not affected until the value in the Armor attribute has been depleted.
Shield Recharge Rate:
Source References
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