Taming Restrictions (Game Mechanics)
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Game Mechanics - Mechanics Category
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Taming Skill ModifiersThere are four features that play a factor in determining what a player can tame:
To actually begin to tame a creature, the player must also have taming wild creatures or taming vicious creatures skill modifiers. The taming wild creatures skill modifier adds to the base value of the player's success chance when the player attempts to tame or train a non aggressive creature. The player's taming wild creatures mod is compared with the adult form cl of the creature, not the baby's. Players must have sufficient taming skill mod to create at least a 15% chance of taming the creature in order for them to be able to call it or get the option to tame it. Players cannot call any creature that they cannot tame. Some examples: If a player with Max Level Of Pets Skill modifier +70 and taming wild creatures +10 tries to summon or tame a CL 70 creature, then they would fail even though they meet the level requirement to use the pet. This is because the player's taming wild creatures mod is not enough so that the player's chance to tame the creature is 15% or greater.
Note: Wookiees gain a "creature taming" bonus that adds +10 to taming wild and also aggressive creature bonus. Additional Pets Skill ModifiersBefore 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 control of the amount of total active pets allowed at one time comes in the form of the Additional Pets skill modifier. 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. Source References
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