Difference between revisions of "Tame (Ability)"

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Once you have the Novice Creature Handler skill, you'll 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 you're 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 affect your sucess rate at taming creatures and teaching them commands. The Tame option will not appear for creatures that you have less than a 15% chance of successfully taming with your 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.  
  
  
  
  
At first, it will take trial and error to determine the relative difficulty of taming particular species with your current skill set (there is some randomness involved in successfully taming, as well). If you acquire the Master Scout skill, you will be able to see each creature Difficulty Level (also called "CL" or "Challenge Level") which is extremely useful if you plan to do a lot of taming. Your Creature Handling skills determine the highest CL you can tame (starting at 10 for a non-CH, and culminating at 70 at Master CH). The challenge level of a particular creature is constant for all players, and is not the result of any calculations based on your character or his skills.
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'''Taming Features'''
 
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In order to tame a baby animal, simply approach it and choose "Tame" from its radial menu. Your 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 you have joined a faction), indicating that it is no longer attackable until the taming process either succeeds or fails. The baby will stop moving while you attempt to tame it, but will usually start wandering again if you fail. If it wanders more than a few meters away from you, it will be out of "taming range." Thus, you may wish to /follow the baby while you make repeated attempts to tame it. Just be careful not to follow it into range of nearby hostiles (unless you're prepared to defend yourself).
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After a moment, you'll get a system message letting you know whether you have succeeded or failed. If you failed, you can choose "Tame" from the radial menu to keep trying until you succeed. Note that sometimes babies will suddenly attack you after a failed taming attempt (including usually non-aggressive species). When this happens, you'll have to act quickly to either kill the baby, run away and come back, or perhaps fire a /warningshot (if you have the appropriate skill) to scare it off. If a baby that is significantly weaker than you, your character's auto-attack may finish it before you have a chance to react. For this reason you may wish to equip a weapon that you have no skill with ahead of time (to minimize damage to the baby in case of aggro).
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If you successfully tame the creature, you'll be awarded some Creature Handling XP. A "Pet Control Device" for the creature will be added to your Datapad (CTRL+D), under the "Data" tab. The pet control device will be represented by your pet's name and image, and will give you 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 your pet
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Once you get close enough to start taming it you're going to want to start auto following it. Do this by typing /follow. So now you're Following it and you hit the Tame button.. Now what? This part can be summarized in a few quotes:
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<pre>
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'Good.er.Boy?'
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'Don't be scared.'
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'Steady'
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'Easy'
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'Don't bite me.'
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</pre>
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So 1 of 3 things is going to happen after you say 3 of these quotes. (It does it automatically) it's going to either:
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A. Be tamed and able to be trained by you, its name will then turn pink to signify that it is now a pet. <br>
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B. It will say 'Failed to tame creature' and it will ignore you and keep doing what its doing.<br>
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C. It will say 'Failed to tame Creature' and it will lose its temper and start attacking you, Along with its parents most likely.
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* [[Taming Restrictions (Game Mechanics)|Taming Restrictions]]
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* [[Taming Process (Game Mechanics)|Taming Process]]
  
  
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</graphviz>
 
</graphviz>
 
|}
 
|}
==System Messages==
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== System Messages ==
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* [[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]]
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== Dialogue ==
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* [[Player Taming Dialogue (Game Messages)|Player Taming]]
  
 
==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==
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|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 
|width="150px"|'''Source'''||width="450px"|'''Source in Context'''
 
|- align="center"
 
|- align="center"
||[[OneHandLunge1_Source1|Prima Guide]]||[[somelink1 Source1]]
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||[[Tame 1 (Source)|Source 1]]||[[Tame Context 1 (Source)|Source 1]]
 
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|- align="center"
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||[[Tame 2 (Source)|Source 2]]||[[Tame Context 2 (Source)|Source 2]]
 
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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