Difference between revisions of "Tame (Ability)"

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Once a player has the Novice Creature Handler skill, they gain access to the "Tame" option on the radial menu of baby animals in the wild (this option also appears on Bio-Engineered pets that are Difficulty 10 or lower whether the player is a Creature Handler or not). Baby animals are easily identified by the "(baby)" tag at the end of their name (for example, "a Greater Gulginaw (baby)"). Taming modifiers affects the success rate at taming creatures and teaching them commands. The Tame option will not appear on creatures if the player has less than a 15% chance of successfully taming it with their current skills. Creatures that have high Ferocity and/or Difficulty Level will require more Creature Handler skill to tame. Some creatures, like Krayt Dragons, are so powerful that no character can ever tame them.
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Once a player has the Novice Creature Handler skill, they gain access to the "Tame" option on the radial menu of baby animals in the wild; this option also appears on Bio-Engineered pet deeds. Baby animals are easily identified by the "(baby)" tag at the end of their name (for example, "a Greater Gulginaw (baby)"). Taming modifiers affects the success rate at taming creatures and teaching them commands. The Tame option will not appear on creatures if the player has less than a 15% chance of successfully taming it with their current skills. Creatures that high difficulty level will require more Creature Handler skill to tame.  
  
There are four features that play a factor in determining what a player can tame:
 
  
* Inherent aggressiveness of the creature
 
* Max Level of Pets skill modifiers
 
* Taming Vicious Creatures skill modifiers
 
* Taming Wild Creatures skill modifiers
 
 
Each player starts out with the ability to control creatures challenge level 10 and under. The Max level Of pets skill modifier controls the absolute maximum challenge level creature that a player can summon from their datapad as well as the maximum challenge level creature that they can tame. The max level of pets skill modifier adds to this value. It works in conjunction with taming vicious and taming wild creature modifiers, and essentially trumps either of those skill modifiers since the player cannot control or tame any creature higher level than what this mod value is regardless of how high they have the other values. At novice creature handler the player has a total Max Level of Pets modifier of +12 meaning that they can tame up to CL 12 creatures.
 
 
To actually tame a creature, the player must also have taming wild creatures or taming vicious creatures skill modifiers. The taming wild creatures skill modifier adds to this base value when the player attempts to tame or train a non aggressive creature. Novice creature handlers start off with the ability to tame CL 15 (10 base and +5 from taming wild creatures mod) non aggressive creatures however they are capped at CL 12 due to the Max Level of Pets skill modifier.
 
 
Like non aggressive creatures, players start out with an ability to tame aggressive creatures as well. This is also tied Taming Vicious Creatures skill modifier. Novice creature handlers start off with being able to tame up to CL 10 aggressive creatures. Non creature handlers differ from creature handlers on this point because the ability to tame an aggressive creature (no matter what CL it is) is an inherent function of novice creature handler, even though there are no special mods for taming vicious creatures gained. The ability to train cl 10 creatures is a universal trait shared by all players, however the aggressive creature taming has an element linked to novice creature handler, thus preventing non creature handlers from taming certain pets from bio engineers.
 
 
 
 
Player Creature Handling skills Taming Wild Creatures and Taming Vicious Creatures determine the highest Challenge level that a player can tame (starting at 10 for a non-CH, and culminating at 70 at Master CH). Before the taming process can begin, the player must first have sufficient active pet skill to be able to control the targeted creature for taming if the creature handler has pets already summoned. The tamed creature will in essence count as an active pet during the taming process and therefore the creature handler must have sufficient skill to be able to maintain the current number of pets under their control. For example if a ch's limit is 2 active pets and they have 2 active pets already out before they begin taming attempts then they must store one of the pets before attempting a tame.
 
 
 
 
In order to tame a baby animal, simply approach it and choose "Tame" from its radial menu. The player character will then start talking to the creature, trying to earn its trust ("Steady! Don't bite me!" etc). The creature's name will turn white (or pink if the player has joined a faction), indicating that it is no longer attackable until the taming process either succeeds or fails. The baby will stop moving while the player attempts to tame it, but will usually start wandering again if they fail. If it wanders more than 6 meters away from the player, it will be out of "taming range."
 
 
 
This part can be summarized in a few quotes which are said randomly during the taming process:
 
 
 
* Good.er.Boy?'
 
* Don't be scared.'
 
* Steady'
 
* Easy'
 
* Don't bite me.'
 
 
Every 10 seconds, starting at the beginning of the taming attempt, the player will issue forth a statement. One of three things is going to happen after the player says 3 of these quotes. (It does it automatically and the messages are chosen randomly) it's going to either:
 
 
A. It will say [[media:WastelandCupa-Examined.jpeg|You Tamed the creature]] and the creature will then be able to be trained; its name will then turn white or pink (if the player is faction aligned) to signify that it is now a pet. <br>
 
B. It will say 'Failed to tame creature' and it will ignore the player and keep doing what its doing.<br>
 
C. It will say 'Failed to tame Creature' and it will lose its temper and start attacking the player, Along with the creature(s) it is linked to.
 
 
The player will get a system message letting them know whether they have succeeded or failed. If they failed, they can choose "Tame" from the radial menu to keep trying until they succeed.
 
 
 
 
 
If they successfully tame the creature, they be awarded some Creature Handling XP. A "[[media:GreatPlainsStalker.jpeg|Pet Control Device]]" for the creature will be added to their Datapad (CTRL+D), under the "Data" tab. The pet control device will be represented by the pet's name and image, and will give the player lots of valuable information about the pet's condition (such as its vital statistics and trained commands). This is also the primary means of storing and calling pet
 
  
  
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'''Taming Features'''
  
  
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* [[Taming Restrictions (Game Mechanics)|Taming Restrictions]]
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* [[Taming Process (Game Mechanics)|Taming Process]]
  
  
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* [[Tame (Game Messages)|Tame]]
 
* [[Tame (Game Messages)|Tame]]
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==Fly Text==
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{| align="center"
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|-
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||
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{| class="anhsmalltable"
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|- align="center" style="background-color:#ffffcc;"
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|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''||'''Notes'''||'''Examples'''
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|- align="center"
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||success
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||/string/en/npc_reaction/
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||flytext.stf
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||internal_command_string
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||You tame the creature.
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||Notification sent to the player that tells them they have successfully tamed a creature.
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||[[Tame Pets 2 (Example)|Examples]]
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|- align="center"
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||fail
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||/string/en/npc_reaction.stf
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||flytext.stf
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||internal_command_string
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||You fail to tame the creature.
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||Message sent to the player when they fail an attempt at taming.
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||[[Tame Pets 5 (Example)|Examples]]
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|}
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|}
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==SUI Prompt==
 
==SUI Prompt==
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== Radial Menus ==
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* [[Taming Radial Menu (Game Messages)|Taming]]
  
 
== Dialogue ==
 
== Dialogue ==
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==Combat Chat Spam==
 
==Combat Chat Spam==
  
==Fly Text==
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==Formula(s)==
 
==Formula(s)==
  
* '''1 + 1 = 3'''
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No known formula for the chance to tame a creature exists so I will propose the following:
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Chance of Failure = ( ( ( (Adult Challenge Level / Taming Mod) x base taming chance) + 0.10) x 0.65 ) x 100
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Example:
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A player with 90 skill mod attempting to tame a level 65 creature with a base taming chance of 25%.
  
* '''2 - 2 + 2 = 3'''
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( ( ( 65 / 90 ) x 0.75 ) + 0.10 ) x 0.65 ) x 100 = 41.7% chance of failure
  
 
==Source References==
 
==Source References==

Latest revision as of 06:23, 3 September 2009

Ability - Tame

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Description

/tame <target>: Allows you to try to tame a creature.

Command: /tame
CommandQueue Entry: tame (03F6DC90)

Related Tags

25% This document has been partially completed.

Ability This document relates to Player Abilities.

Creature Handler This document is related to the Creature Handler Profession.

Ability Breakdown & Details

Once a player has the Novice Creature Handler skill, they gain access to the "Tame" option on the radial menu of baby animals in the wild; this option also appears on Bio-Engineered pet deeds. Baby animals are easily identified by the "(baby)" tag at the end of their name (for example, "a Greater Gulginaw (baby)"). Taming modifiers affects the success rate at taming creatures and teaching them commands. The Tame option will not appear on creatures if the player has less than a 15% chance of successfully taming it with their current skills. Creatures that high difficulty level will require more Creature Handler skill to tame.



Taming Features







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


Fly Text

ID Path Filename Trigger Message Notes Examples


success /string/en/npc_reaction/ flytext.stf internal_command_string You tame the creature. Notification sent to the player that tells them they have successfully tamed a creature. Examples


fail /string/en/npc_reaction.stf flytext.stf internal_command_string You fail to tame the creature. Message sent to the player when they fail an attempt at taming. Examples






SUI Prompt

Radial Menus

Dialogue

Combat Chat Spam

Formula(s)

No known formula for the chance to tame a creature exists so I will propose the following:

Chance of Failure = ( ( ( (Adult Challenge Level / Taming Mod) x base taming chance) + 0.10) x 0.65 ) x 100

Example:

A player with 90 skill mod attempting to tame a level 65 creature with a base taming chance of 25%.

( ( ( 65 / 90 ) x 0.75 ) + 0.10 ) x 0.65 ) x 100 = 41.7% chance of failure

Source References

Source Source in Context
Source 1 Source 1
Source 2 Source 2

Ability HAM Costs

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

Ability Multipliers

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