Difference between revisions of "Revive Player (Ability)"
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− | You must first have the skill revivePlayer, which comes with Master Wound Treatment. You must also have enough medicine use skill to use the resuscitation kit. Target player must give consent to the doctor in order to be resuciated. There is also a death timer of about 5 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. | + | You must first have the skill revivePlayer, which comes with Master Wound Treatment. You must also have enough medicine use skill to use the resuscitation kit. Target player must give consent to the doctor in order to be resuciated. The player are resucitated with no buffs, however their stomach filling remains. There is also a death timer of about 5 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 resucitation packs is avalible). I would recommend that the resucitation 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. | 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 resucitation packs is avalible). I would recommend that the resucitation 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 resucitating a player, there is a groggyness 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. | |
Revision as of 12:37, 21 September 2007
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
You must first have the skill revivePlayer, which comes with Master Wound Treatment. You must also have enough medicine use skill to use the resuscitation kit. Target player must give consent to the doctor in order to be resuciated. The player are resucitated with no buffs, however their stomach filling remains. There is also a death timer of about 5 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 resucitation packs is avalible). I would recommend that the resucitation 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 resucitating a player, there is a groggyness 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.
These skills have a range of 6m and are on the treat injury speed modifier.
Ability Flow
System MessagesSUI PromptCombat Chat SpamFly TextFormula(s)
Source References
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Ability HAM Costs
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