Difference between revisions of "Steady Aim (Ability)"

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This ability gives group members a to-hit bonus on their next shot.
 
This ability gives group members a to-hit bonus on their next shot.
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'''Q. How does Steady Aim work? I've tested with 2 people shooting a flag with +7 to hit displayed, and use /steadyaim. I see all the messages, but the to-hit number stays +7'''
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A. The reason you don't see any change in the "to hit" number is because, unlike /aim, /steadyaim is not a round based move...it's something of a timing problem. If you hit /steadyaim during the downtime of a shot, they get the bonus added, if you do it while they are shooting, they get no real bonus...the only effective way to use this skill is to spam it.. Steady Aim lasts one combat round. if you can time it right, your group members can use specials with this. SteadyAim works just like using the aim command that Marksman have It works without a range. As long as your partymember is on the planet they receive this bonus. Steady Aim works with ALL weapons.
  
 
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Revision as of 05:17, 31 August 2007

Ability - Steady Aim

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Description

/steadyaim: This Squad Leader command increases the chance for the party member's next shots to hit their target. This ability costs more or less pool points based on how many people are in the party at the time the ability is used. Use the /setsteadyaim <message> command to set what the Squad Leader shouts when they use this command.

Command: /steadyaim


CommandQueue Entry: steadyaim (A5BDBBA6)

Related Tags

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Ability This document relates to Player Abilities.

Squad Leader This document is related to the Squad Leader Profession.

Ability Breakdown & Details

This ability gives group members a to-hit bonus on their next shot.


Q. How does Steady Aim work? I've tested with 2 people shooting a flag with +7 to hit displayed, and use /steadyaim. I see all the messages, but the to-hit number stays +7


A. The reason you don't see any change in the "to hit" number is because, unlike /aim, /steadyaim is not a round based move...it's something of a timing problem. If you hit /steadyaim during the downtime of a shot, they get the bonus added, if you do it while they are shooting, they get no real bonus...the only effective way to use this skill is to spam it.. Steady Aim lasts one combat round. if you can time it right, your group members can use specials with this. SteadyAim works just like using the aim command that Marksman have It works without a range. As long as your partymember is on the planet they receive this bonus. Steady Aim works with ALL weapons.

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

ID Path Filename Trigger Message
steadyaim_buff /string/en/ cbt_spam.stf internal_command_string Your squad leader directs you to aim carefully.

SUI Prompt

Combat Chat Spam

ID Path Filename Trigger Player Message1 Player Message2 Other Player's Message

ID Value

/path/goes/here/

filename.stf

internal_command_string

System Message Text

test

test3

Fly Text

ID Path Filename Trigger Message
ID Value /path/goes/here/ filename.stf internal_command_string System Message Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Source1 somelink1 Source1
Source2 somelink2 Source2

Ability HAM Costs

Modifier Value
Health Cost 25
Action Cost 50
Mind Cost 100
Force Cost 0

Ability Multipliers

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