Difference between revisions of "Creature Handler (Game Mechanics)"
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. clear patrol point | . clear patrol point | ||
. column formation | . column formation | ||
− | . embolden pet (player requires ability) | + | . embolden pet (player requires ability, cannot be taught to pet) |
− | . enrage pet (player requires ability) | + | . enrage pet (player requires ability, cannot be taught to pet) |
. follow (current target) | . follow (current target) | ||
. follow target | . follow target | ||
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. store | . store | ||
. transfer (ownership to current target) | . transfer (ownership to current target) | ||
− | . trick 1 | + | . trick 1 |
− | . trick 2 | + | . trick 2 |
. wedge formation | . wedge formation | ||
</pre> | </pre> | ||
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Trick1: Makes your pet do one of its tricks, | Trick1: Makes your pet do one of its tricks, | ||
costing you some mind points and healing its entire | costing you some mind points and healing its entire | ||
− | mind pool along with its mind wounds. | + | mind pool along with some of its mind wounds. |
− | Trick2: Same as Trick 1 except it | + | Trick2: Same as Trick 1 except it heals more wounds. |
− | Enrage Pet: Makes your pet go berserk | + | Enrage Pet: Makes your pet go berserk and adds 75 to their min and max damage for 60 seconds. |
− | + | ||
Transfer: Transfers Ownership of pet to the person you have targeted. | Transfer: Transfers Ownership of pet to the person you have targeted. | ||
Only works on Other Creature Handlers. | Only works on Other Creature Handlers. | ||
− | Embolden: | + | Embolden: Gives a 25% bonus to ham pools and secondaries for 60 seconds to all active pets. |
− | + | ||
− | to | + | |
</pre> | </pre> | ||
Revision as of 06:38, 9 September 2007
Game Documentation - Creature Handler Mechanics
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PetsNew info from the Creature Handler Designer: emote-triggered pet animations! You can: /pet, /reassure, /nuzzle or /hug a pet and it will either perform a "happy" animation, or it will sit, or it will lie down. Some pets have a "sit trick" or two. Telling a pet to do trick1 or trick2 while it is sitting will make it do the sit-trick instead, if it has one. You can /bonk, /whap, /scold, /bad or /slap a pet and it will perform an "ashamed" animation. You can /pointat or /tap a pet to make it perform the 'alert' animation. Using /summon or /beckon on a pet will either make it look confused, or will make it follow you.
Training pets:
'Tiny lets go' 'Tiny attack' 'Tiny you're free' 'Tiny do a trick!' This will replace the creature's original name with 'Tiny' and will also give you some Creature Handler experience. When you teach a pet a command, what you're doing is binding that action to a particular spoken phrase. Once you bind "Attack" to the phrase "Sic'em, Fido!" you can make your pet attack your lookat target simply by having your character say that phrase aloud (in this case: "Sic'em, Fido!"). To do this, choose the "Attack" sub-option under "Train" on your pet's radial menu. The radial menu will disappear, and a little question mark (?) will float off your pet's head. This indicates that it's waiting for you to speak the phrase you want to associate with this command. At this point, just make your character say "Sic'em, Fido!" If you're successful, you'll gain a little Creature Handling XP and you'll get the message "You have trained your pet a new command." If you fail, you'll get the message "Your pet doesn't understand you." In this case, choose "Attack" from the "Train" menu again, and then speak whatever phrase you wish to bind to the command again. Keep repeating the process until you're successful (it shouldn't take more than a few tries in most cases). The success rate at training seems to be determined by creature taming skill for that particular creature type.
Q: I bought bearded jax form the bazaar/vendor but I can't use it, options are examine, detroy and tame. When I try to tame it I get an error. So how does a Non-CH use a pet bought from the bazaar? A: You can't buy pre-trained pets from the bazaar; pets sold there are consider in "deed" form. You'll need to find someone with at least novice CH skills to tame and train it for you, at which point they'll be able to pass it back to you for you to control. Unfortunately, once the creature has been tamed it is in data format so can only be passed from hand to hand.
A: If you look at your creature in your datapad, it will have the commands that it knows along with the verbage that it will respond to invoke that command listed. For example, it will have "Attack: Fluffy attack" and similar.
You can't make just any pet into a mount, however. At this time, the only creatures that can be mounted are: Dewbacks (Tatooine), Bantha (Tatooine), Cu Pa's (Tatooine), Bols (Dantooine), Kaadu (Naboo), Carrion Spats (Corellia), Falumpasets (Naboo), Humbabas (Corellia/Talus), and Brackasets (Dathomir).
All variants of a mountable species will work (i.e. dewbacks, lesser dewbacks, mountain dewbacks). Entirely different species that are similar in appearance will NOT work (i.e. NOT bagerasets, bolmas, mawgax, etc).
. attack (current target) . befriend (current target) . clear patrol point . column formation . embolden pet (player requires ability, cannot be taught to pet) . enrage pet (player requires ability, cannot be taught to pet) . follow (current target) . follow target . get patrol point . group (group leader must be in range) . guard (current target) . patrol . ranged attack (current target) . special attack 1 (current target) . special attack 2 (current target) . stay . store . transfer (ownership to current target) . trick 1 . trick 2 . wedge formation With most commands, you must manually train your pet. Some commands will be listed in your Command Browser under the combat tab.
Here is a list of other commands that can eventually be taught to pets: Attack: This command will enable you to cause your pet to attack your target. Ranged attack: Makes your pet used its ranged attack (if it has one). Guard: Makes your pet attack anything that attacks you or that you attack. Stay: Makes the pet stay where you tell it. Patrol point: Adds a Patrol point to where you stand. Patrol: Makes your pet roam between patrol points, attacking any aggressive creatures that come close to it, or PC's of the Enemy faction. Clear Patrol Points: it clears all current patrol points, be sure to do this after your finished making your pet patrol. Follow Other: Makes your pet follow your target. Group: Makes your pet join your group. Friend: Makes your pet accept orders from the person you have targeted when you say the command. Wedge Formation: Makes your pet go into a Wedge formation, which is useful when you get multiple pets. Column Formation: Makes your pet go into Column formation, which is useful when you get multiple pets. Stay: This command makes your pet stay where it is. Store: This command stores the pet back into your pet control device. Trick1: Makes your pet do one of its tricks, costing you some mind points and healing its entire mind pool along with some of its mind wounds. Trick2: Same as Trick 1 except it heals more wounds. Enrage Pet: Makes your pet go berserk and adds 75 to their min and max damage for 60 seconds. Transfer: Transfers Ownership of pet to the person you have targeted. Only works on Other Creature Handlers. Embolden: Gives a 25% bonus to ham pools and secondaries for 60 seconds to all active pets.
- Storing and Calling Your Pet
You can store a pet in the ways: by getting close to the pet and choosing "Store" from its radial menu, by choosing the "Store" option from the radial menu of its pet control device in your Datapad, or by using whatever phrase you've bound to its "Store" trained command. Voila! The pet will be safely stored. All of your pets will automatically store after a few minutes if you logout or are disconnected, so there's no need to worry about an exploding router at your ISP causing you to lose your favorite pet. Pets will also auto-store if they're incapacitated in battle (unless they are quickly healed back to their feet). You cannot manually call or store pets if your character is in combat, however, and there's a 30 second timer on pet storage once a pet himself has left combat.
Sooner or later, you're probably going to want to use your pet in combat. You can either order your pet to attack a target (by selecting the target and speaking whatever vocal command you bound to 'Attack'), or you can order the pet to Guard you (assuming you have earned the Guard command and given it to the pet) and then attack the target yourself. Pets who have been ordered to guard a player will automatically defend him if something adopts an aggressive posture toward him, so just causing a creature to attack you at this point will be enough for your pet to charge into the fray. Please note that pets do NOT automatically Guard their masters, so you will have to explicitly order them to do so (or they'll just stand there and watch you take a beating).
Just like players, pets are incapacitated when one of their Health, Action, or Mind bars reaches zero. At this point, an enemy can execute a "coup de grace" (a.k.a. "deathblow") to kill the pet. This is a Bad Thing, and should be avoided. All creature pets have a statistic called "Vitality" that starts at 100/100 and decreases each time they receive a deathblow. When your pet reaches 75, 50, and 25 vitality, it will receive a corresponding percentage decrease in its statistics (i.e. Health/Action/Mind). While you can restore some of the lost vitality with a Bio-Engineer's "vitality pack," doing so will decrease the maximum vitality. Thus, if a pet is killed enough it will eventually reach a point at which its stat loss cannot be recovered.
If you have at least the Novice Medic skill, you can heal your pet's damage with stimpacks, just as you would another player. Even if you have no medical skills, you can use Pet Stimpacks (which are made by Bio-Engineers) to keep your pet healthy in battle. They are a special kind of stim that can only be used on pets. They are different in that they require *no special skills* to use (and therefore give no xp either), and also work on a different timer than do normal medical stims, so a CH or Medic that has the medical skills to use normal stims can use both on his/her pet (or medical on themself and pet stims on their creature).
Pets can be wounded like players, as well. If your pet takes a Health or Action wound, you can heal it by feeding the pet after battle. Your pet will think "(Fido) Hungry!" out loud when it has such a wound (if its name is 'Fido'). Pets will eat anything players can eat, so travel biscuits are just as good as melons for this (beverages cannot be used... only food). If the item of food has multiple charges, the pet will only consume one charge per feeding. Though it's not a prerequisite skill, I like to have at least Wilderness Survival I from the Scout tree, to gain access to the Forage ability. This gives you a pretty good chance of finding food for your pet in almost any outdoor area, which is great for healing pet wounds on the run. Even more useful is purchasing a factory crate of food from a Chef, who can experiment more charges into each treat. This way the crate itself will only take up one slot in your inventory, and you can pull a single multi-charge piece of food out at a time. Food will not heal health and action damage.
If your pet takes a Mind Wound or battle fatigue, you'll need to Play with your pet. Your pet will think "Fido Play!" out loud when it has a Mind wound (if it's name is 'Fido'). In order to play with your pet, you'll need to have taught it one of the two pet Tricks (which you get by advancing to Creature Empathy I and Creature Empathy II). Simply say the phrase that you bound to the trick, and the pet will do it (and heal his Mind wounds). The second trick heals more wounds per use than the first, but it may take several uses of either trick to fully heal your pet (depending on how many Mind wounds it has). Using Tricks will also heal the pet's mind pool as well and they cannot be performed during combat.
Creature Handler XP and Advancement
There are three ways to gain Creature Handler XP: successfully taming a baby for the first time, teaching a new command to a pet for the first time, and having your pet contribute to the death of an NPC or creature.
The non-violent means of Creature Handling advancement is "tame and release." Simply tame a creature, teach it every command that you have access to, then release it and find something else to tame. Keep in mind that this is a form of "grinding," and is both slow and mind-numbing. Still, if you have access to a lot of commands (and only need a few thousand XP for your next skill), you might decide to close the gap with a little tame and release.
A faster (but riskier) method of advancement is using your pet in combat, which is by far the more normal method. You need to kill something that's powerful enough to be a challenge to your pet (not necessarily to you) to get decent amounts of XP this way. If the target's CL is less than half that of your pet, you'll get 1 XP from the victory. If you find that you're consistently earning 1 XP per kill, then you need to find something more challenging for your pet to hunt. If you're using a particularly powerful pet to advance, this might require finding a group to go big game hunting with.
If you start using two pets at once, it's important to note that your XP per kill will be divided by the current number of active pets so if you were getting 1000 experience with one pet out, you will only get 500 if you have 2.
Pet Growth Rate
Baby pets start off with 10% of their adult form ham pools and stats. A pet will grow at a rate of 10% every 12 hours beginning from after the pet was tamed. In order for a pet to grow the player must log in during the 12 hour cycle periods. It doesn't matter if you call them, feed them or anything else. It is all based on you logging in once every 12 hours.
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