Difference between revisions of "Creature Handler (Game Mechanics)"

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== Pets ==
 
  
  
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New 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.
 
 
 
 
<font size ="4">'''Training pets:'''</font>
 
 
 
The training of creature pets begins at novice creature handler with the following commands:
 
 
 
Attack: Makes the pet attack<br>
 
Follow me: Makes pet follow you<br>
 
Release: Sets your pet free
 
 
Training is done through a series of radials and/or spatial commands used in conjunction with a tamed creature.  Tamed creatures give the novice creature handler 3 radial options to choose with these being Store, Feed, and Train.  With the exception of droid and faction pets, Of these, Train and its properties is the only one that is exclusive to creature handler. To begin training a creature, a player must begin with these steps:
 
 
Click on the pet and open the radial, you'll see 3 new options, Store, Feed, and Train. Lets click Train. You'll see those 3 commands I mentioned. Click one of them. You will see a '?' appear in your text. this means the next thing you say will trigger this command. In other words if you click the 'Follow me' then say 'lets go' your pet will begin following you from then on when you say 'lets go' (Caps are important, and it's best to keep this on a Macro).  You cannot name your creature them until you can teach them 4 commands - meaning you will need either 'Creature Empathy I' or 'Creature Training I' or 'Creature Management I.' Once you get one of these, to name them you will need to re-teach them the commands, but this time with a Name in front of the command. 4 learned Commands are necessary because it takes 4 instances of using the pet's name to trigger the renaming process.
 
 
For Example:
 
<pre>
 
'Tiny lets go'
 
'Tiny attack'
 
'Tiny you're free'
 
'Tiny do a trick!'
 
</pre>
 
 
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.  As soon he's learned the 4th command with his name, he'll get a little thought bubble over his head saying "Tiny?" and his name will change from "a X type (baby)" to "(Tiny)".  It's simple and counts as another command for another 100 plus Creature Handling exp.
 
 
Once a pet has learned its name, you can teach it again to assign different strings to those commands without causing it to lose its name (as long as you don't start four commands with the same word - unless you want to change its name). Keep in mind that there is a name filter in place, so you cannot have a pet named "Obiwan." The name filter doesn't provide feedback to the player, so if you're not seeing a name change after four commands, you might need to try something different.
 
 
Once you've bound this particular command to a spoken phrase, there's no need to use hotkeys or radial menus to issue the order to your pet. Now and in the future, simply speak the phrase (i.e. "Sic'em, Fido!") to command your pet. You can see the phrase that has been bound to each of your pet's commands by looking at its Pet Control Device in the Datapad (CTRL+D). This is the exact same system used for Droids and Faction Perk pets (like storm troopers). Rather than having to earn extra commands for Droids and NPC pets, however, you'll have access to all possible commands right away.
 
 
'''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.
 
 
'''Q: How do I know what my pre-trained pet's commands are? I can't seem to get it to do anything!'''
 
 
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 not command a pet that is outside when you are inside a building.
 
* Players will be allowed to transfer a pet-control-device even if it doesn't know the transfer command, if the pet is too-high level for them to call
 
 
'''Mounts'''
 
 
Certain types of pets can be trained as "mounts," which will allow the pet's owner to ride around on it. Normal mount walking speed is faster than a player's running speed, and the mount equivalent of burst run (called "gallop") is faster than a player's burst run (and tends to last longer).
 
 
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).
 
 
Anyone can own and use a mount (if they have enough skill to control it as a pet), but only a Creature Handler can teach it the "Mount" command. Non-CHs are limited to creature pets CL 10 and below, but fortunately each currently mountable species has such a variant in the wild (lesser dewbacks, lesser plains bols, motley kaadu, carrion spats, plodding falumpasets, and lowland brackasets).
 
 
A pet has to reach a certain size (which varies by creature) before the Train As Mount command becomes available in its training menu. In most cases this will be around 50-75% of its total adult growth, though some of the larger variants (like giant carrion spats and savage humbabas) may be mountable much sooner. Giant carrion spats in particular can be made into mounts immediately after taming, making them a popular choice among Creature Handler salesmen. When a giant carrion spat reaches a certain size, it can even become too large to be used as a mount. When this happens, the owner will receive a one time pop-up box asking if he wishes to stop its growth, or no longer have it function as a mount. This is your only chance to decide, so make sure you choose carefully.
 
 
You can climb aboard a mount by choosing "Climb On Mount" from its radial menu, or targeting it and typing /mount. You can dismount by choose "Dismount" from the creature's radial menu, or typing /dismount. You can still engage in combat while mounted, but you will be unable to use any of your special profession moves. In addition to being limited to default attacks, your mount will drastically slow down to prevent you from attacking while keeping out of your target's range (a.k.a. "kiting").
 
 
While mounted, you can give your mount a momentary boost of speed by typing /gallop. You cannot attack while galloping, but you can still be attacked. Since you cannot attack, however, the normal speed restriction while in combat is not in effect (making this a handy way to escape from tight situations). After a few moments your mount will become "winded" and return to its normal running speed while it rests (just as with a player's burst run ability). You can end the gallop earlier by using the /gallopstop command (for example, if you are already galloping and wish to stop to engage in combat).
 
 
'''Availible Commands'''
 
 
Training
 
The complete list of commands is as follows (not all commands are usable with all pets):
 
<pre>
 
. 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 other
 
. 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
 
</pre>
 
 
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:
 
 
<pre>
 
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).
 
Special Attack One: This command makes your pet use its primary special attack. (if it has one)
 
Special Attack Two: This command makes your pet use its secondary special 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: This is a 60 second buff for 15% of the creatures Health Action and Mind (primary and secondaries) which cannot be repeated more often than once per 5 minutes (per pet)
 
</pre>
 
 
<font size="4">'''Using Pets'''</font>
 
 
'''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.
 
 
You can call a pet out simply by choose "Call" from his pet control device in your Datapad. You must be in a public structure, a campsite, or outside in a city to call pets. For non-CHs, you can have 1 creature, one droid, and 1 faction pets fielded at the same time. Increasing the number of pets you can have in play at a time requires the CH skill profession. 
 
 
Note that your skills determine how many pets you are allowed to have stored at once, in addition to how many you are allowed to have out at once. As a non-CH, you can only store two creature pets in your Datapad at a time. You'll need to advance in the CH profession to gain access to more pet storage slots.
 
 
* Unstored pets will not remain in the world after their owner has logged out for longer than 2 minutes, and current health info. etc. will properly be saved
 
 
'''Using Your Pet in 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.
 
 
 
* Pets will not suffer from vitality loss more often that once per 5 minutes
 
 
 
If a player is incapacitated while a pet is attacking it then the pet will death blow the player (if the pet's wild counterpart is able to deathblow). 
 
 
"Incapacitation Recovery" option for pets. This will allow the pet's master to revive an incapacitated pet to 1 HAM point
 
 
* Factional pets will Only attack Declared-Overt targets (players or npcs)
 
* Pets will autostore in 4 minutes if not revived medically, will absolutely not recap' naturally (from regenerating) for at least 2 minutes.
 
* Pets will not recapacitate immediately.
 
* When a pet is incap'd by NPCs or creatures, the AI will attack the pet's master, next.
 
* Pets will always be considered to be grouped with their masters (by AI, that is), even when they aren't
 
* Pets cannot fight while swimming.
 
 
'''- Healing your Pet'''
 
 
 
 
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.
 
 
 
TRICK1 and TRICK2 will not automatically heal all of a pets mind wounds and damage. Per use, TRICK1 will heal up to 20% of the creature's mind, focus and willpower wounds and damage while TRICK2 will heal up to 40% of the creatures mind, focus and willpower wounds and damage.
 
 
 
 
* Pets "Hungry!" and "Play!" spam will only be visible to the pet's master
 
 
 
 
Pets will regenerate wounds and damage back naturally without healing, but at a very slow pace.
 
 
 
Storing and recalling your pet will bring it back full health. (probably bug)
 
 
 
 
 
 
<font size="4">'''Creature Handler XP and Advancement'''</font>
 
 
 
 
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.
 
 
 
Creature Handlers will only receive 1 xp for using a pet to kill something less than half the level of the pet.
 
 
* Using baby high-level creatures to kill low-level creatures will result in less xp being granted than previously. For purposes of determining xp only, the creature's level will be considered to be no less than half of the creature's adult level. e.g. A baby gurreck was previously considered to be a level 5 creature even though an adult gurreck is level 50. Now a baby gurrek will be considered to be level 25 minimum, which will eventually increase as the pet grows until it has reached its adult level.
 
 
 
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.
 
 
 
 
 
<font size ="4">'''Pet Growth Rate'''</font>
 
 
 
 
Baby pets start off with 10% of their adult form ham pools and stats. A creature that is CL 30 at adult, will be CL 3 as a baby when first tamed.  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.
 
  
  

Latest revision as of 03:21, 28 August 2009

Game Documentation - Creature Handler Mechanics

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Related Tags

50% This document has been partially completed.

Mechanics This document is about game mechanics.

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









Sources

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Source 8 Source 8
Source 9 Source 9
Source 10 http://swgforums.swganh.org/viewtopic.php?search_id=1830557886&t=173709


Skill Modifiers

Additional Pet
Max level of pets
Stored Pets
Taming Vicious Creatures
Taming Wild Creatures

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Ability List

Command CRC Ability Details %
emboldenpets 58F5818C Embolden Pets (Ability)
enragepets DEA1F466 Enrage Pets (Ability)
tame 03F6DC90 Tame (Ability)
Pet Command: Ranged Attack (Ability)
Pet Command: Special Attack One (Ability)
Pet Command: Special Attack Two (Ability)
Pet Command: Attack (Ability)
Pet Command: Follow (Ability)
Pet Command: Follow Other (Ability)
Pet Command: Formations (Ability)
Pet Command: Friend (Ability)
Pet Command: Group (Ability)
Pet Command: Guard (Ability)
Pet Command: Patrol (Ability)
Pet Command: Stay (Ability)
Pet Command: Store (Ability)
Pet Command: Transfer (Ability)
Pet Command: Trick1 (Ability)
Pet Command: Trick2 (Ability)
Train Mount (Ability)