Difference between revisions of "Tame (Ability)"

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(Ability Breakdown & Details)
(Formula(s))
 
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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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* [[Taming Restrictions (Game Mechanics)|Taming Restrictions]]
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* [[Taming Process (Game Mechanics)|Taming Process]]
  
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).
 
  
  
  
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).
 
  
  
  
  
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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{| border="0" width="100%" cellpadding=6
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|-
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|valign=top|
  
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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==Ability Flow==
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{| align="center"
 +
|-
 +
||
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<graphviz>
 +
digraph G
 +
{
 +
        rankdir = LR;
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        node [shape=record, width=.2, height=.2];
 +
        node [width=1];
 +
        node1 [color="#929292", label = "Step 01", style="bold", fontname="arial",
  
<pre>
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fontcolor="#929292", URL="Test101"];
'Good.er.Boy?'
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        node2 [color="orange", label = "Step 02", style="bold", fontname="arial",
'Don't be scared.'
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'Steady'
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'Easy'
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'Don't bite me.'
+
  
</pre>
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fontcolor="#458CAF", URL="Test102"];
 +
        node3 [color="orange", label = "Step 03", style="bold", fontname="arial",
  
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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fontcolor="#458CAF", URL="Test101"];
 +
        node1 -> node2:w [color="#929292"];
 +
        node2:w -> node3:e [color="#515FCA", constraint=false];
 +
}
 +
</graphviz>
 +
|}
 +
== System Messages ==
  
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>
 
B. It will say 'Failed to tame creature' and it will ignore you and keep doing what its doing.<br>
 
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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* [[Tame (Game Messages)|Tame]]
  
  
 +
==Fly Text==
  
  
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{| align="center"
 +
|-
 +
||
 +
{| class="anhsmalltable"
 +
|- align="center" style="background-color:#ffffcc;"
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|width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''||'''Notes'''||'''Examples'''
  
  
<font size ="4">'''Training & Naming Pets:'''</font>
 
  
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|- align="center"
 +
||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]]
  
The training of creature pets begins at novice creature handler with the following commands:
 
  
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|- align="center"
 +
||fail
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||/string/en/npc_reaction.stf
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||flytext.stf
 +
||internal_command_string
 +
||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]]
  
Attack: Makes the pet attack<br>
 
Follow me: Makes pet follow you<br>
 
Store: Stores pet back into datapad
 
  
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' (Capitalization is important as it is case sensitive).  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:<br>
 
'Tiny lets go'<br>
 
'Tiny attack'<br>
 
'Tiny you're free'<br>
 
'Tiny do a trick!'<br>
 
  
  
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.
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|}
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|}
  
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.
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==SUI Prompt==
  
  
  
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== Radial Menus ==
  
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* [[Taming Radial Menu (Game Messages)|Taming]]
  
 +
== Dialogue ==
  
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* [[Player Taming Dialogue (Game Messages)|Player Taming]]
  
 +
==Combat Chat Spam==
  
  
  
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==Formula(s)==
  
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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
  
{| border="0" width="100%" cellpadding=6
+
Example:
|-
+
|valign=top|
+
 
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==Ability Flow==
+
{| align="center"
+
|-
+
||
+
<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==
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+
==SUI Prompt==
+
 
+
==Combat Chat Spam==
+
 
+
==Fly Text==
+
 
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==Formula(s)==
+
  
* '''1 + 1 = 3'''
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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