Difference between revisions of "Revive Player (Ability)"

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(Ability Breakdown & Details)
(Ability Breakdown & Details)
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= Ability Breakdown & Details =
 
= 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.
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/resuscitate or /revive - Master Surgeon (Wound Treatment IV) command to bring a player back to life. Successful use of this command *requires* that your patient is  
  
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.
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a) either in your group or has given you /consent,
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b) is within 6 meters of you, and  
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c) has not cloned yet.  
  
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. The grogginess timer can be stacked however through multiple resucitations.  If a player is revived then dies again and is once again revived, they will have the previous groggy timer plust 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.
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Don't close the clone window either; they will clone. You can send and receive tells when in corpse state, so use this to gain consent and revive targets. Revives give 750-1k medical experience per application and should be followed immediately with a stimpack.
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 +
 
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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 resuscitated. The player are resuscitated 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 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 resuscitations.  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.
  
  

Revision as of 08:43, 14 April 2008

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.

Command: /revivePlayer
CommandQueue Entry: reviveplayer (C9759876)

Related Tags

0% This document has not been started.

Ability This document relates to Player Abilities.

Doctor This document is related to the Doctor Profession.

Ability Breakdown & Details

/resuscitate or /revive - Master Surgeon (Wound Treatment IV) command 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.

Don't close the clone window either; they will clone. You can send and receive tells when in corpse state, so use this to gain consent and revive targets. Revives give 750-1k medical experience per application and should be followed immediately with a stimpack.


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 resuscitated. The player are resuscitated 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 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 resuscitations. 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.


These skills have a range of 6m and are on the treat injury speed modifier.

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

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Source 1 [Source 1]
Source 2 [Source 2]
Source 3 [Source 3]
Source 4 [Source 4]
Source 5 [Source 5]
Source 6 Source 6
Source 7 Source 7
Source 8 Source 8
Source 9 Source 9
Source 10 Source 10
Source 11 Source 11
Source 12 Source 12

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 140
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0