Creature Stats (Game Mechanics)

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Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Creatures come with a variety of important statistics to be aware of. Not all statistics are readily available as certain attributes can only be viewed if a player has sufficient Creature Knowledge skill modifiers from the scout and ranger profession trees or remain behind the scenes. Other statistics such as the target's HAM are viewable only when clicking on the target and examining the target window. All currently known possible stats on Npcs are as follows:


HAM & Battle Fatigue

The health, action and mind stats of a target can be viewed by clicking on the target window and hovering the mouse over on a particular ham bar. The bar will read out the current and maximum value on that particular target's selected ham pool. For example a healthy target with 100,000 health will display "100000/100000 (100000) "where as a damaged target that has lost 50,000 health will display "50000/100000. (100000)" A wounded target with damage to its ham pool will display the current min and max of the health bar due to the wounds suffered, along with the maximum possible value that was available to the health bar before wounds took place. A target with 50,000 damage and 10,000 wounds to the health bar would display "50000/90000 (100000)"


An npc or creature's ham pool bar sizes are randomly set within a set range per each ham bar upon spawning. Each npc and creature has a base value for a particular pool and that value is modified randomly within a range of 0-25% of the base value. For example a target with 100,000 base ham will have its pool size between a range of 100,000 and 125,000. Each pool is randomized in this manner so that in most cases no two pools will ever be alike.



Secondary Stats

Npc's have secondary stats which regenerate their HAM. This would allow for npcs to regenerate naturally after being attacked.

See This Screenshot as evidence displaying creature secondary stats (as wounds).


Battle Fatigue


Npcs generate battle fatigue like players do. This allows for abilities that use battle fatigue to amplify the effects on the target.


Primary & Secondary Defenses

NPCs and creatures have innate secondary defenses, and possibly primary defenses. As of this time, no known values exist for what defenses (if any) an npc or creature has. It is presumed that they are given some version of the Teras Kasi defense acuity ability as all npcs and creatures have innate abilities to dodge, counter attack , and block attacks.


Type

Type attribute is essentially a description of what the object's original name was before it was altered. When Objects (npcs or creatures in this case) are created, they by default, use the originating object name. When objects are given custom names (derived by the server's naming process) then the object no longer has its default name. To inform players what the original object name was, the Type attribute is used. The type attribute only appears on objects that have had their original name changed (as an additional note this is exactly how the Variation Of attribute works for other object files).

As an example, the mandalorian death watch overlord's base object name is "human male," in this instance reflecting what species the particular object is. If this npc was spawned without any alteration to its name, then its name in the game world would be spawned as "human male" and when examined would have no type attribute, as the attribute would not appear since the name was not changed. If however, the server assigned a unique name to the npc (Peclou Sunwaver as an example), then the type attribute would appear in the npc's examination stats.



The Type attribute on npcs and creatures is linked to the general attribute naming system used through out the game. Every object in game is issued a default name, found linked in the originating iff object file. The object's default name can be observed by following the linking string path hierarchy within the file:

objectName -

  • npc_name: human_base_male - links to the stf file npc_name.stf and the human_base_male ID. This is the base original name for the object (npc/creature).

detailedDescription -

  • lookAtText - npc_lookat: human_base_male - links to the stf file npc_lookat.stf and the human_base_male ID. The player will see this value in the Type attribute listing when examining the npc. The Type attribute is also not shown If there is no detail information for the lookAtText within the iff file.



Note: Creatures by default use the object name found in their respective mobile object iff file unless the server assigns them a unique name. Unique names can be assigned to creatures through player actions (creature handlers renaming pets) or through server created baby spawns. As long as a unique name is not generated for the creature, the type attribute does not appear on these mobs.

Armor Rating

This is the value of the armor type given to the creature which is used in the damage calculations when attacks are made against it. Higher armor ratings means a reduction in the amount of damage taken by the creature. Armor ratings rank from:

  • 0 (none)
  • 1 (light)
  • 2 (medium)
  • 3 (heavy)

Special Protection, Effectiveness & Vulnerability

These reflect the overall resistance by the creature to particular damage types made against it. Values listed here are directly subtracted from the damage inflicted on the creature. Valid ranges are "-" (vulnerable) to "100%" (immune to an attack of that damage type). If a creature is vulnerable (meaning it has no resistance at all) to a damage type then it is shown under the Vulnerability listing. Each creature has its own unique set of vulnerabilities and resistances.

Aggressive

This attribute lets players know whether the animal is aggressive or not. Valid values here are Yes or No.


Requires 5 Creature Knowledge Modifier to view

Stalker

This attribute lets players know whether the animal stalks players and other creatures. Valid values here are Yes or No.


Requires 5 Creature Knowledge Modifier to view


Tamable

This attribute lets players know whether or not the animal can be tamed by creature handlers. Valid values are Yes or No


Requires 10 Creature Knowledge Modifier to view

Hide Type

This attribute lets players know what kind of hide can be harvested from the creature upon its death. The hide type depends on the form of creature. Valid values are:

  • Wooly
  • Scaly
  • Leathery


Requires 20 Creature Knowledge Modifier to view

Meat Type

This attribute lets players know what kind of meat can be harvested from the creature upon its death. The meat type depends on the form of creature. Valid values are:

  • Carnivore
  • Herbivore
  • Insect
  • Avian
  • Reptile


Requires 20 Creature Knowledge Modifier to view

Deathblows

This attribute lets players know whether or not the creature will potentially kill a player or pet when it incapacitates them. Valid values here are Yes or No


Requires 30 Creature Knowledge Modifier to view

Ferocity

Ferocity stat reflects the chance that the creature will become aggressive to a target within its detection range. A dev stated, "Ferocity is an index that measures whether a creature will aggro right away or not." [1]

Requires 40 Creature Knowledge Modifier to view

Difficulty Level

This lists the creature's challenge level


Requires 50 Creature Knowledge Modifier to view

Special Attack 1

This attribute lists any unique ability that applies to this creature. Special attacks are used to inflict extra damage or states on a target. Presumably, creatures will use their Special Attack 1 more often in combat than their Special Attack 2.


Requires 70 Creature Knowledge Modifier to view

Special Attack 2

This attribute lists any unique ability that applies to this creature. Special attacks are used to inflict extra damage or states on a target. Presumably, creatures will use their Special Attack 2 less often in combat than their Special Attack 1.


Requires 80 Creature Knowledge Modifier to view

Base To-Hit

This attribute lists the base accuracy value of the creature's to-hit chance against a target


Requires 90 Creature Knowledge Modifier to view

Damage

This attribute lists the base damage range of the creature


Requires 100 Creature Knowledge Modifier to view

Combat Difficulty

This attribute lists the consideration scale of the target as compared to the player. The player is notified how strong the opponent is through color coded text. Valid values are:


  • *** %TT is no match for you. (Green)
  • *** %TT looks weak to you. (Light Blue)
  • *** %TT would probably be defeated. (Dark Blue)
  • *** %TT looks like an even match. (White)
  • *** %TT looks like a tough fight. (Yellow)
  • *** %TT looks like instant death. (Red)

Source References

Source Source in Context
1 http://swgforums.swganh.org/viewtopic.php?search_id=1810882564&t=303947