Difference between revisions of "Phase I Crafting Mastery (Game Mechanics)"

From SWGANH Wiki
Jump to: navigation, search
(Phase I Item Experimentation Mechanics)
(Items Affected)
Line 62: Line 62:
  
  
1. [[Experimental Biological Counteragent (Schematic)|Experimental Biological Counteragent]]
+
1. [[Configuration Processor (Schematic)|Configuration Processor]]<br>
 +
2. [[Gyroscopic Receiver (Schematic)|Gyroscopic Receiver]]<br>
 +
3. [[Signal Amplifier (Schematic)|Signal Amplifier]]<br>
 +
4. [[Solid State Array (Schematic)|Solid State Array]]<br>
  
 
== Experimentation Lines ==
 
== Experimentation Lines ==

Revision as of 13:15, 11 May 2008




Game Mechanics - Mechanics Category

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.


Navigation

Description

Template (Game Messages)

Related Tags

25% This document has been partially completed.

Mechanics This document is about game mechanics.

Phase I Item Experimentation Mechanics

Items Affected

1. Configuration Processor
2. Gyroscopic Receiver
3. Signal Amplifier
4. Solid State Array

Experimentation Lines

These items have 3 lines of experimentation available.


1. Experimental Primary Agent
2. Experimental Residual
3. Experimental Secondary Agent


The Experimental Primary Agent line depends on 66% OQ and 33% PE. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Primary Curative Agent attribute.


The Experimental Residual line depends on 66% OQ and 33% UT. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Residual Chemical Effect attribute.


The Experimental Secondary Agent line depends on 66% OQ and 33% PE. Experimentation on this line will add the fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough values to the Secondary Curative Agent attribute.

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


Volumn:

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.


See General Item Mechanics, Using Schematics and General Crafting Mechanics for more information about Serial numbers


Primary Curative Agent:

This attribute represents the status effect that will be cured from one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailment cures are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.


Secondary Curative Agent:


This attribute represents the status effect that will be cured from one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailment cures are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.



Residual Chemical Effect:


This attribute represents the status effect that will be added to one of the injured villager npcs during phase I of the aurillian village quests. Possible values for ailments are: fever, vomiting, swelling, internal bleeding, open sores, pus-filled , lesions, erratic heart rate, respiratory failure, lost vision, partial paralysis, violent spasms, bloody cough.

Source References

Source Source in Context