Description
Template (Game Messages)
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Mechanics
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This document is about game mechanics.
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Poison and Disease Cure Experimentation Mechanics
Items Affected
1. Cure Disease Medpack - A
2. Cure Disease Medpack - B
3. Cure Disease Medpack - C
4. Cure Poison Medpack - A
5. Cure Poison Medpack - B
6. Cure Poison Medpack - C
Experimentation Lines
These items have 3 lines of experimentation.
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 types B and C. Experimentation on this line decreases the Required Medicine Skill Use attribute. Note that Cure poison and disease packs type A have a default Skill use of 51 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 attribute for these items: Cure Effectiveness.
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
Condition Cured:
This attribute appears on state cure items such as Cure Disease and Cure Poison medpacks. This attribute indicates which condition will be cured by using the item, be it Poison or Disease.
Cure Effectiveness:
This attribute appears on poison and disease cure packs and is the amount that will be directly subtracted from the poison/disease strength currently on the target. Increasing this value will increase the amount that is removed from poison and diseased targets.
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 all versions of these items.
For example a 50 Charges Biological Effect Controller will add 50 to Uses Remaining attribute for cure poison packs.
Power
Adding in Biological Effect Controller, Advanced Biological Effect Controller, Liquid Suspension, Advanced Liquid Suspension components will directly increase the Cure Effectiveness attributes on all versions of these items.
For example a 50 power Biological Effect Controller will add 50 to Cure Effectiveness attribute for cure poison packs.
Source References
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