Difference between revisions of "Artisan Clothing (Game Mechanics)"

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'''Skill Mods:'''
 
'''Skill Mods:'''
  
This attribute is found on any item in which skill modifiers have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25.  Looted Wearables are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 total skill mods.
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This attribute is found on any item in which skill modifiers have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment or Bio Engineer Tissue enhanced component to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25.  Looted Wearables are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 total skill mods.
  
 
Attributes available to this category include:
 
Attributes available to this category include:
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This attribute appears when a player places an item within an anti decay kit.
 
This attribute appears when a player places an item within an anti decay kit.
 
 
  
 
== Transferred Component Attributes ==
 
== Transferred Component Attributes ==

Revision as of 03:45, 17 April 2008




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Artisan Clothing Mechanics

Items Affected

Experimentation Lines

These items have no experimentation available

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


Condition:

This attribute is present on most wearables and indicates the current hitpoints remaining on the items. The left figure represents the current hitpoints on the item and the right represents the total max possible hitpoints. A wearable that reaches 0 condition can still be equipped and receive properties from it, with the exception of armor. Armor will lose all effective properties, with the exception of skill modifiers. Items at 0 condition cannot be repaired.


Volumn:

Represents the current container contents of the Item.

For more information about volumn counts, see Inventory Mechanics



Skill Mods:

This attribute is found on any item in which skill modifiers have been placed onto it. For player crafted items with sockets, this attribute can be created on the item if the player adds a skill tape or attachment or Bio Engineer Tissue enhanced component to the item. For looted items, this attribute only occurs on some looted exceptional, legendary items or certain quested rewards. Skill mods represent bonuses to a player's skills up to a maximum of 25. Looted Wearables are allowed up to 3 skill mods. The exception to this are the special loot wearables which have innate mods to them. These items can have up to 4 total skill mods.

Attributes available to this category include:

  • Alertness
  • Armor Assembly
  • Armor Experimentation
  • Armor Repair
  • Artisan Assembly
  • Artisan Experimentation
  • Berserk
  • Bleeding Resistance
  • Camouflage
  • Carbine Accuracy
  • Carbine Accuracy While Moving
  • Carbine Aiming
  • Carbine Speed
  • Clothing Experimentation
  • Clothing Assembly
  • Clothing Repair
  • Combat Bleeding Defense
  • Combat Medicine Assembly
  • Combat Medicine Effectiveness
  • Combat Medicine Experimentation
  • Combat Medicine Use
  • Cover
  • Creature Taming Bonus
  • Defense vs. Blind
  • Defense vs. Dizzy
  • Defense vs. Intimidate
  • Defense vs. Knockdown
  • Defense vs. Posture Change (Down)
  • Defense vs. Posture Change (Up)
  • Defense vs. Stun
  • Disease Resistance
  • Droid Assembly
  • Droid Complexity
  • Droid Customization
  • Droid Experimentation
  • Droid Precision
  • Droid Speed
  • Fire Resistance
  • Food Assembly
  • Food Experimentation
  • Foraging
  • General Ranged Aiming
  • Group Terrain Negotiation
  • Healing Range
  • Heavy Weapon Accuracy
  • Heavy Weapon Speed
  • Injury Treatment
  • Injury Treatment Speed
  • Intimidation
  • Medical Foraging
  • Medicine Assembly
  • Medicine Experimentation
  • Melee Defense
  • One Handed Weapon Accuracy
  • One Handed Weapon Speed
  • One Handed Melee Damage
  • Pistol Accuracy
  • Pistol Accuracy While Moving
  • Pistol Accuracy While Standing
  • Pistol Aiming
  • Polearm Damage
  • Pistol Speed
  • Poison Resistance
  • Polearm Accuracy
  • Polearm Speed
  • Ranged Defense
  • Ranged Injury Treatment Speed
  • Rescue
  • Rifle Accuracy
  • Rifle Accuracy While Moving
  • Rifle Aiming
  • Rifle Speed
  • Steady Aim Bonus
  • Structure Assembly
  • Structure Complexity
  • Structure Experimentation
  • Surveying
  • Terrain Negotiation
  • Thrown Weapon Accuracy
  • Tracking Droid Effectiveness
  • Tracking Droids
  • Two Handed Melee Accuracy
  • Two Handed Melee Damage
  • Two Handed Melee Speed
  • Unarmed Accuracy
  • Unarmed Damage
  • Unarmed Speed
  • Volley Fire Bonus
  • Warcry
  • Weapon Assembly
  • Weapon Experimentation
  • Weapon Repair
  • Wound Treatment
  • Wound Treatment Speed







Sockets available

This attribute appears only on wearables that can contain sockets. Jewelry, personal shield generators and all looted items are not allowed to have sockets. Sockets allow for the placement of attachments into the item. Attachments such as clothing and armor attachments add skill modifier bonuses to an item. Each attachment will consume one socket. As sockets are used up, their count will decrease and eventually the attribute will be removed once the last socket is used. Items that can contain suckets may hold anywhere from 0 to up to 4 sockets total.



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


***Special Note***

This attribute appears when a player places an item within an anti decay kit.

Transferred Component Attributes

Source References

Source Source in Context
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