Difference between revisions of "Revive Player (Ability)"
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== Ability Breakdown & Details == | == Ability Breakdown & Details == | ||
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+ | == System Messages == | ||
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+ | * [[Revive Player System Messages (Game Messages)|Revive Player]]<br> | ||
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+ | == Radial Menus == | ||
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+ | * [[Revive Player Radials 2 (Game Messages)|Resucitate (Player)]] | ||
==Source References== | ==Source References== |
Latest revision as of 10:02, 9 September 2009
Ability - Revive Player
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Description/reviveplayer <target>: This very powerful command enables you to revive an almost dead player, bypassing the need to clone if you have the appropriate medical equipment handy.
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Related Tags
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Ability Breakdown & Details
The /reviveplayer command is used to bring a player back to life. Successful use of this command *requires* that your patient is
- a) either in your group or has given you /consent,
- b) is within 6 meters of you, and
- c) has not cloned yet.
To use the ability the doctor must also have resuscitation packs in their inventory. Players may revive a player by
- Clicking the player's corpse and using the /reviveplayer command
- Selecting the resuscitate radial option on the resuscitation pack while having the corpse selected
- Double clicking the resuscitation pack while having the target selected
- Placing the resuscitation pack on the toolbar and using it while having the corpse selected
You must also have enough medicine use skill to use the resuscitation kit. These skills have a range of 6m and are on the treat injury speed modifier. Once used the player is resuscitated with no buffs, however their stomach filling remains. There is also a death timer of about 10 minutes in which the player must be revived within else they will have to clone. Healing Faction rules apply when reviving players, ie neutrals cannot revive an overt/tef player and so forth. If a revived player was overt prior to being revived, they will be revived as overt.
Revive player will also give players a marginal amount of health and will also cure their wounds (little information about amount of wounds or ham healed by the resuscitation packs is available). I would recommend that the resuscitation packs give a random amount of ham between 1-50% of the player's max health and also the same with the chance to cure the player's current wounds. The experience generated by the doctor using revive should be based on the number of wounds and damage healed in addition to the base experience of 700 that is generated from using the skill.
After resuscitating a player, there is a grogginess effect that lasts for 60 seconds. This effect causes the player to lose 100 points to all their attributes (took info from the way power boost works). Once the 60 second timer is up the stats will return to normal. The grogginess timer can be stacked however through multiple resuscitation. If a player is revived then dies again and is once again revived, they will have the previous groggy timer plus the current one. The first timer will count down and then the next timer begins once the previous one is finished. The groggy effect and timer can be reset if the player is slain and clones, instead of being revived.
Experience
Revive player offers a base experience of about 700. Factors that add to the experience are:
- Amount of health healed by the resuscitation pack
- Amount of wounds healed by the resuscitation pack
System Messages
Radial MenusSource References
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Ability HAM Costs
Ability Multipliers
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