Difference between revisions of "Clothing Crafting (Game Mechanics)"
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− | Crafting clothing involves 3 unique processes: | + | Crafting clothing involves 3 unique processes which will be covered through out the categories below: |
1. Socket Crafting<br> | 1. Socket Crafting<br> | ||
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Sockets are slots where any player, tailor or not, can drop skill attachment tapes (which are looted) into a piece of clothing. All wearable items with the exception of jewelry could have sockets spawned into them. Clothing can have up to 4 sockets. Generally it's random, but you have a higher probability of making a higher-socketed item as you go up the "tailoring" line. For Domestic Arts items, however, the number of sockets is governed by the level in the Engineering line of Artisan. Artisans with the highest artisan assembly modifiers can create items with up to 4 sockets. Many times people want to use skill tapes as they have bonuses which cannot be obtained by buying bioengineered items. | Sockets are slots where any player, tailor or not, can drop skill attachment tapes (which are looted) into a piece of clothing. All wearable items with the exception of jewelry could have sockets spawned into them. Clothing can have up to 4 sockets. Generally it's random, but you have a higher probability of making a higher-socketed item as you go up the "tailoring" line. For Domestic Arts items, however, the number of sockets is governed by the level in the Engineering line of Artisan. Artisans with the highest artisan assembly modifiers can create items with up to 4 sockets. Many times people want to use skill tapes as they have bonuses which cannot be obtained by buying bioengineered items. | ||
− | There | + | There was a change to socketing which makes it more unlikely to get 4-socketed items, and most master tailors averaged 2 sockets per item. Tailoring items may not contain sockets until the player has achieved Tailoring 3. The amount of sockets seems to be capped depending on what level of assembly the tailor/artisan has. To learn more about skill attachments see [[Using Skill Attachments (Game Mechanics)|Using Skill Attachments]] |
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− | Components made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and Reinforced Fiber Panels as enhancement slot items. Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll. When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into. The following is a listing of tissues and the component to which they are paired with. | + | Components tissues made by Bio-Engineers are used to add skill modifiers to clothing items. You use them in Synthetic Cloths and Reinforced Fiber Panels as enhancement slot items. Once the clothing component has been created using a Bio Engineered tissue item, the modifiers are transferred into the component and when the component is used to create a piece of clothing, the modifiers are transferred into this as welll. When the clothing is equipped you gain the modifiers. Any item that can accept a Reinforced Fiber Plast Panel or a Synthethic Cloth can have mods added into it. Modifiers added in via multiple (different slot) components stack. Meaning if a clothing item has 2 seperate slots for placing in enhanced subcomponents, then has has two enhanced subcomponents with similar mods placed; it will cause the modifiers to stack in effect up to the cap of 25 per stat. Tissues are restricted by which component they are allowed to go into. The following is a listing of tissues and the component to which they are paired with. |
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− | 1. Constrictor Cloth ( | + | 1. Constrictor Cloth (Bleeding Defense) |
2. Myoflex Cloth Treatment (gives Wound Healing (Dancing), Wound Healing (Music)) | 2. Myoflex Cloth Treatment (gives Wound Healing (Dancing), Wound Healing (Music)) | ||
− | 3. Confidence Cloth (gives | + | 3. Confidence Cloth (gives Warcry, Intimidation bonus) |
− | 4. Visual Camouflage (gives | + | 4. Visual Camouflage (gives Cover bonus) |
− | 5. Scent Camouflage (gives | + | 5. Scent Camouflage (gives Camouflage, Mask Scent bonus) |
6. Passive Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures) | 6. Passive Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures) | ||
− | 7. Passive Bio Sensors (gives | + | 7. Passive Bio Sensors (gives Wound Treatment, Injury Treatment) |
− | 8. Toughened Fibers (gives | + | 8. Toughened Fibers (gives Melee Defense, Defense Vs. Stun bonus) |
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1. Enhanced Myoflex Treatment(gives Wound Healing (Dancing), Wound Healing (Music)) | 1. Enhanced Myoflex Treatment(gives Wound Healing (Dancing), Wound Healing (Music)) | ||
− | 2. Coagulant Agents (gives | + | 2. Coagulant Agents (gives Bleeding Defense) |
− | 3. Scent Neutralization (gives | + | 3. Scent Neutralization (gives Camouflage, Mask Scent bonus) |
4. Active Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures) | 4. Active Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures) | ||
− | 5. Active Bio Sensors (gives | + | 5. Active Bio Sensors (gives Wound Treatment, Injury Treatment) |
− | 6. Mimetic Circuitry (gives | + | 6. Mimetic Circuitry (gives Cover bonus) |
− | 7. Tensile Resistance (gives | + | 7. Tensile Resistance (gives Melee Defense, Defense Vs. Stun bonus) |
− | 8. Fear Release (gives | + | 8. Fear Release (gives Warcry, Intimidation bonus) |
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+ | '''Armor Padding Crafting''' | ||
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+ | Armor Padding Crafting involves the usage of Ta | ||
== Item Categories == | == Item Categories == |
Revision as of 23:46, 16 April 2008
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Game Mechanics - Mechanics Category
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Clothing Crafting MechanicsCrafting clothing involves 3 unique processes which will be covered through out the categories below: 1. Socket Crafting
There was a change to socketing which makes it more unlikely to get 4-socketed items, and most master tailors averaged 2 sockets per item. Tailoring items may not contain sockets until the player has achieved Tailoring 3. The amount of sockets seems to be capped depending on what level of assembly the tailor/artisan has. To learn more about skill attachments see Using Skill Attachments
For synthetic cloth: Passive Bio Sensors
Constrictor Cloth
The following have values of +1 to +10 (except melee defense which is +1 to +3)
2. Myoflex Cloth Treatment (gives Wound Healing (Dancing), Wound Healing (Music)) 3. Confidence Cloth (gives Warcry, Intimidation bonus) 4. Visual Camouflage (gives Cover bonus) 5. Scent Camouflage (gives Camouflage, Mask Scent bonus) 6. Passive Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures) 7. Passive Bio Sensors (gives Wound Treatment, Injury Treatment) 8. Toughened Fibers (gives Melee Defense, Defense Vs. Stun bonus)
Advanced" Tissues:
1. Enhanced Myoflex Treatment(gives Wound Healing (Dancing), Wound Healing (Music)) 2. Coagulant Agents (gives Bleeding Defense) 3. Scent Neutralization (gives Camouflage, Mask Scent bonus) 4. Active Tranquilizers (gives Taming Vicious Creatures, Taming Wild Creatures) 5. Active Bio Sensors (gives Wound Treatment, Injury Treatment) 6. Mimetic Circuitry (gives Cover bonus) 7. Tensile Resistance (gives Melee Defense, Defense Vs. Stun bonus) 8. Fear Release (gives Warcry, Intimidation bonus)
Armor Padding Crafting involves the usage of Ta Item CategoriesArtisan Clothing Components Artisan Clothing Artisan Jewelry
Source References
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