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Description
/throwtrap: This command is what you use to throw traps at creatures. It's easier to simply hotkey the inventory item when using traps, however.
Command: /throwTrap
CommandQueue Entry: throwtrap (0549BE67)
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Related Tags
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Ability
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This document relates to Player Abilities.
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Scout
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This document is related to the Scout Profession.
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Ranger
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This document is related to the Ranger Profession.
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Ability Breakdown & Details
Trapping is a special ability which allows you to debuff enemies and in some cases, also cause damage. Traps have a throwing range of up to 50 meters at a rate of 5 seconds between throws, and there are a number of different traps available. Chance to succeed with the trap varies with your trapping modifier. Traps cannot kill, they can only help reduce the capacity of the enemy to fight. They also only work on creatures, not human or alien types. Traps always hit the target however their effect may not apply to the target due to the cl of the target vs the players trapping skill level. A higher CL mob will be resistant to most low trap level attacks. Using traps costs action pool points. Each trap can be used at one level lower than the skill level its schematic is available, meaning like camping, a scout/ranger may use a trap without actually being able to make the item so long as it is one trapping level lower than the schematic. Note: Perhaps its a range set for each profession as whether or not the player may qualify to use the item. Example: for scouts it may be so long as the player is within +5 of the next trap schematic, for ranger it may be the player has to be within +10.
On Trapping Exp, There is a duration timer for the status effects caused from each trap before it wears off. So if you through a bone spur trap and it affects a creature, you can not get exp from another Bone Spur trap for approximately 6 secs. However, if you through another type of trap, say a Noise Maker, you can get exp immediately for this trap. Traps do not stack the same effect upon itself. Meaning,you cannot use one trap repeatedly to keep the same state applied to a mob. The effect must wear off first then the player can apply another trap to cause a status effect. Trapping experience gained is a fixed amount depending on the CL of the target if a trap is successfully applied, meaning every mob of a certain CL will give the same amount of experience when hit by a trap.
WORKINGS OF INDIVIDUAL TRAPS
(no stats were found for debuffs to defenses nor for the damage done, so will have to make something up for them. 30 sec timer figures for state durations and 5 sec timer for trap throw time come from precu combat logs)
WIRE MESH
Wire Mesh: Lowers melee defense by 25
effect is "melee defense down"
Stacks with Glow wire trap effect
Lecepanine Dart
Lecepanine dart. Causes dizzy state for 30 seconds and damages action.
Hits for 50 action and mind pool damage.
Glow Juice
Glow Juice Trap: lowers ranged defense by 25 for 30 seconds
Can be stacked with Glow Wire trap effect
Sharp Bone Spur
Sharp Bone Spur: Causes blind state for 30 seconds and damages mind and health pool by 300
Noise maker
Causes Stun state for 30 seconds damages mind pool by 900
Stink Bomb
Lowers state defense by 50 for 30 seconds on creature so that states may be more easily applied.
Glow wire
Glow-Wire: lowers ranged and melee defense both by 50 for 30 seconds
Stacks with wire mesh and glow juice
Phecnacine Dart
Slows creature movement (snare effect 30 sec)
ADHESIVE MESH:
Damages action pool by 500
Roots an enemy for up to 30 seconds. Seems to depend on the CL of the mob vs the players trapping skill to determine the duration of the root and whether or not the effect sticks.
Couldnt find precu aoe radius for these so will use the CU version which is 10 meter Area of Effect.
Flash Bomb
Causes an Area Effect Blind effect for 30 seconds
Sonic Pulse traps
Causes an Area Effect Stun and Dizzy effect for 30 seconds
Ability Flow
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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"];
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node2:w -> node3:e [color="#515FCA", constraint=false];
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</graphviz>
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System Messages
ID |
Path |
Filename |
Trigger |
Message
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sys_not_ready
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/string/en/trap/
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trap.stf
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internal_command_string
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The trap is not ready to be used again.
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sys_miss
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/string/en/trap/
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trap.stf
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internal_command_string
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Your trap failed to affect the target.
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sys_creatures_only
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/string/en/trap/
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trap.stf
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internal_command_string
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The trap can only affect creatures!
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trap_tranq_dart_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT slows noticeably as the tranquilizer takes effect.
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trap_spur_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT is blinded by the painful spur!
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trap_noise_maker_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT is stunned by the piercing noise!
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trap_webber_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT has become entangled in the sticky mesh.
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sys_cannot_throw
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/string/en/trap/
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trap.stf
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internal_command_string
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You cannot use a trap right now.
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trap_no_skill
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/string/en/trap/
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trap.stf
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internal_command_string
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You do not have the skill to use traps.
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trap_no_skill_this
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/string/en/trap/
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trap.stf
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internal_command_string
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Your trapping skill is too low to use this trap.
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trap_drowsy_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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The dart's poison takes effect on %TT!
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trap_drowsy_effect_no
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/string/en/trap/
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trap.stf
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internal_command_string
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The trap hits, but the poison has no effect on %TT.
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trap_spur_effect_no
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/string/en/trap/
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trap.stf
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internal_command_string
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The spur hits, but %TT ignores it in a blind rage!
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trap_noise_maker_effect_no
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT is already too stunned to be affected by the noise maker.
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trap_tranq_dart_effect_no
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/string/en/trap/
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trap.stf
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internal_command_string
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The tranquilizing poison has no evident effect on %TT.
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trap_webber_effect_no
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT does not appear to be affected by the adhesive.
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trap_melee_def_1_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT becomes vulnerable to melee attacks!
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trap_ranged_def_1_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT becomes vulnerable to ranged attacks!
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trap_melee_ranged_def_1_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT becomes more vulnerable to attacks!
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trap_state_def_1_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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%TT becomes vulnerable to state effects!
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trap_flash_bomb_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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The flash bomb bursts, blinding nearby enemies!
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trap_sonic_pulse_effect
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/string/en/trap/
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trap.stf
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internal_command_string
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The sonic pulse trap unleashes a piercing screech, stunning nearby enemies!
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sys_no_pets
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/string/en/trap/
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trap.stf
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internal_command_string
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That creature is not an enemy and cannot be trapped.
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/string/en/trap/
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trap.stf
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internal_command_string
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/string/en/trap/
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trap.stf
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internal_command_string
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/string/en/trap/
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trap.stf
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internal_command_string
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SUI Prompt
Combat Chat Spam
Fly Text
ID |
Path |
Filename |
Trigger |
Message
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melee_def_1_on
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/string/en/trap/
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trap.stf
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internal_command_string
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! Melee Defense Down !
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melee_def_1_off
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/string/en/trap/
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trap.stf
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internal_command_string
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! Melee Defense Up !
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ranged_def_1_on
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/string/en/trap/
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trap.stf
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internal_command_string
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! Ranged Defense Down !
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ranged_def_1_off
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/string/en/trap/
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trap.stf
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internal_command_string
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! Ranged Defense Up !
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state_def_1_on
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/string/en/trap/
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trap.stf
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internal_command_string
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! State Defense Down !
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state_def_1_off
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/string/en/trap/
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trap.stf
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internal_command_string
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! State Defense Up !
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melee_ranged_def_1_on
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/string/en/trap/
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trap.stf
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internal_command_string
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! Combat Defense Down !
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melee_ranged_def_1_off
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/string/en/trap/
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trap.stf
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internal_command_string
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! Combat Defense Up !
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Formula(s)
Source References
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Ability HAM Costs
Modifier |
Value
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Health Cost |
0
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Action Cost |
80
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Mind Cost |
0
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Force Cost |
0
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Ability Multipliers
Modifier |
Value
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Health cost |
0
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Action cost |
0
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Mind cost |
0
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Force cost |
0
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Damage |
0
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Delay Time |
0
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