Tame (Ability)

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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 pets that are Difficulty 10 or lower whether the player is 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 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 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.


There is some randomness involved in successfully taming. Player Creature Handling skills Taming Wild Creatures and Taming Vicious Creatures determine the highest Challenge level that a player can tame (starting at 10 for a non-CH, and culminating at 70 at Master CH). Before the taming process can begin, the player must first have sufficient active pet skill to be able to control the targeted creature for taming if the creature handler has pets already summoned. The tamed creature will in essence count as an active pet during the taming process and therefore the creature handler must have sufficient skill to be able to maintain the current number of pets under their control. For example if a ch's limit is 2 active pets and they have 2 active pets already out before they begin taming attempts then they must store one of the pets before attempting a tame.


In order to tame a baby animal, simply approach it and choose "Tame" from its radial menu. The player 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 the player has joined a faction), indicating that it is no longer attackable until the taming process either succeeds or fails. The baby will stop moving while the player attempts to tame it, but will usually start wandering again if they fail. If it wanders more than 6 meters away from the player, it will be out of "taming range."


This part can be summarized in a few quotes which are said randomly during the taming process:


  • Good.er.Boy?'
  • Don't be scared.'
  • Steady'
  • Easy'
  • Don't bite me.'

Every 10 seconds, starting at the beginning of the taming attempt, the player will issue forth a statement. One of three things is going to happen after the player says 3 of these quotes. (It does it automatically and the messages are chosen randomly) it's going to either:

A. It will say You Tamed the creature and the creature will then be able to be trained; its name will then turn white or pink (if the player is faction aligned) to signify that it is now a pet.
B. It will say 'Failed to tame creature' and it will ignore the player and keep doing what its doing.
C. It will say 'Failed to tame Creature' and it will lose its temper and start attacking the player, Along with the creature(s) it is linked to.

The player will get a system message letting them know whether they have succeeded or failed. If they failed, they can choose "Tame" from the radial menu to keep trying until they succeed.



If they successfully tame the creature, they be awarded some Creature Handling XP. A "Pet Control Device" for the creature will be added to their Datapad (CTRL+D), under the "Data" tab. The pet control device will be represented by the pet's name and image, and will give the player 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 pet








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

Dialogue

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

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