Boost Morale (Ability)

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Ability - Boost Morale

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Description

/boostmorale: This very powerful Squad Leader ability allows the Squad Leader to boost the morale of their troopers by re-distributing all party wounds evently among all of its members. This ability takes a heavy toll on the Squad Leader's Action and Mind pools. Use the /setboostmorale <message> command to set the message the Squad Leader shouts when this ability is used. The Squad Leader must be the leader of the group for this to work.



Command: /boostmorale
CommandQueue Entry: boostmorale (D29DEA7E)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Squad Leader This document is related to the Squad Leader Profession.

Ability Breakdown & Details

The /boostmorale command will allow the Squad Leader to balance out the primary ham pool wounds of themself and their team. This ability does not affect pets in the group, only the players, and it only affects primary stat pool wounds, not secondary pools. Boost morale acts as an instantly used ability (possibly processes without a combat queue delay ). For example a squad leader is in a group of 20 and a player has incurred 1000 mind wounds. The squad leader uses boost morale to distribute 50 mind wounds to every player in the group. Ham costs of the ability are multiplied by the number of members in the group.

Note: The exact multiplier for group size is unknown so i will assume its a +1 multiplier per person added;Therefore a 20 person group multiplies the ham cost by 20.

Note: Base Ham costs are unknown, will assume 68.

Boost morale can have a vocalization message attached to it through using the /setboostmorale command. When a player issues the /setboostmorale command and privides a parameter, the squad leader will shout this message whenever they use the /boostmorale command. The default message for boost morale is currently unknown.

In order to reduce spam with this effect, there is a 30 second period set before the player's message can be seen again by players. Note: Perhaps we should make it so that if a player issues the /set command without a paramater, it will default the ability to not sent any message at all. If the player wishes to add a message then they can use the /set command again and include their message.

The boost morale effect can be applied to the group so long as they are on the same planet as the squad leader.

Note: Several squad leader abilities apply their effects planet wide. This range seems a bit excessive or exploitative, and probably should be limited to something along the lines of normal group range of 200 meters. It seems unlikely that these abilities were intended to be used planetwide.

Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", fontcolor="#929292", URL="Test101"];
       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test102"];
       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test101"];
       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

ID Path Filename Trigger Message Notes Examples
boostmorale_buff /string/en/ cbt_spam.stf internal_command_string The words of your squad leader steel you against your enemies. Example

SUI Prompt

Combat Chat Spam

ID Path Filename Trigger Player Message1 Player Message2 Other Player's Message

ID Value

/path/goes/here/

filename.stf

internal_command_string

System Message Text

test

test3

Fly Text

ID Path Filename Trigger Message
ID Value /path/goes/here/ filename.stf internal_command_string System Message Text

Formula(s)

No known formula exists for the boost morale success chance so I will propose the following:

Boost Morale Success Chance =


(25 + ( ( 100 x ( group size / 20 ) ) - leadership mod) ) x .50

Source References

Source Source in Context
Source1 Source 1
Source2 Source 2

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 68
Mind Cost 68
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0