Description
Template (Game Messages)
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Mechanics
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This document is about game mechanics.
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Woundpack Experimentation Mechanics
Items Affected
1. Action Wound Medpack - A
2. Action Wound Medpack - B
3. Action Wound Medpack - C
4. Action Wound Medpack - D
5. Action Wound Medpack - E
6. Constitution Wound Medpack - A
7. Constitution Wound Medpack - B
8. Constitution Wound Medpack - C
9. Constitution Wound Medpack - D
10. Constitution Wound Medpack - E
11. Health Wound Medpack - A
12. Health Wound Medpack - B
13. Health Wound Medpack - C
14. Health Wound Medpack - D
15. Health Wound Medpack - E
16. Quickness Wound Medpack - A
17. Quickness Wound Medpack - B
18. Quickness Wound Medpack - C
19. Quickness Wound Medpack - D
20. Quickness Wound Medpack - E
21. Stamina Wound Medpack - A
22. Stamina Wound Medpack - B
23. Stamina Wound Medpack - C
24. Stamina Wound Medpack - D
25. Stamina Wound Medpack - E
26. Strength Wound Medpack - A
27. Strength Wound Medpack - B
28. Strength Wound Medpack - C
29. Strength Wound Medpack - D
30. Strength Wound Medpack - E
Experimentation Lines
1. Experimental Charges
2. Experimental Ease of Use
3. Experimental Effectiveness
The Experimental Charges line on these items depends on 66% OQ and 33% UT. Experimentation on this line increases the Uses Remaining attribute.
The Experimental Ease of Use line depends on 66% OQ and 33% PE and is available only to type C through E medpacks. Experimentation on this line decreases the Required Medicine Skill Use attribute. Note that wound packs type A and B have a default Skill use of 5 which is not experimentable.
The Experimental Effectiveness line depends on 66% OQ and 33% PE. Experimentation on this line increases the value associated with the following attributes for these items: Heal Action Wound, Heal Constitution Wound, Heal Health Wound,Heal Quickness Wound, Heal Stamina Wound, Heal Strength Wound.
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
Uses Remaining
This attribute appears on all medical items and represents the amount of times that the item can be used before it expires and is removed from the player's inventory.
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
Heal Action Wound
This attribute appears on Action wound medpacks and represents the amount of wounds that will be healed by the pack.
Heal Constitution Wound
This attribute appears on Constitution wound medpacks and represents the amount of wounds that will be healed by the pack.
Heal Health Wound
This attribute appears on Health wound medpacks and represents the amount of wounds that will be healed by the pack.
Heal Quickness Wound
This attribute appears on Quickness wound medpacks and represents the amount of wounds that will be healed by the pack.
Heal Stamina Wound
This attribute appears on Stamina wound medpacks and represents the amount of wounds that will be healed by the pack.
Heal Strength Wound
This attribute appears on Strength wound medpacks and represents the amount of wounds that will be healed by the pack.
Required Medicine Use Skill
This attribute appears on all medical items and represents the level of medicine use skill mod that a player requires to use a particular item. The player must at least match the value listed on the item to be able to use it.
Transferred Component Attributes
These 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.
Charges
Adding in Biological Effect Controller, Advanced Biological Effect Controller components will directly increase the Uses Remaining attribute on type C through E versions of these items.
Power
Adding in Biological Effect Controller, Advanced Biological Effect Controller, Chemical Release Duration Mechanism,
Advanced Chemical Release Duration Mechanism, Solid Delivery Shell, and Advanced Solid Delivery Shell components will directly increase the Heal Action Wound, Heal Constitution Wound, Heal Health Wound,Heal Quickness Wound, Heal Stamina Wound, and Heal Strength Wound attributes respectively, on type C through E versions of these items.
Source References
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