Administrators eqsanctum 1,636 Administrators Share Posted May 14, 2016 Star Wars Galaxies Beta Manual - Updated: November 15th Novmeber 15th Added 9.3 Creature Taming Novmeber 12th Added image of UI to Chapter 5 Added /corpse, fixed /consent Assorted spelling/gramar fixes Novmeber 11th Renumbered Chapter 10 and 11 Added 10.1 Structures October 25th Band commands, styles and instruments added to 9.2 Fix on 5.7 (entertainers heal shock wounds) Name change on 7.6 to Combat Queue & Special Moves Fix 5.10 (Shock wounds can't be healed at campsites) Added more /commands to Appendix October 24th Added Chapter 9 Skills (including Dancing and Musician) Added 6.8 Grouping October 16th Added Melee Special Moves to 7.6 Combat Queue October 15th Added Chapter 8 Missions Added Banks to 5.6 Inventory Added 5.9 Secure Trade Added 5.10 Special Commands (Camping) Fixed repeating Death Star background October 8th Added 4.1 Burst Running Rewrite of 7.7 Damage Added 7.8 Healing Added 7.10 Armor Added 3rd column ot Emote list to take less paper when printing Minor corrections October 4th Added Printable version Added Collapsible Index Added Back and Next Section links to each page Fixed header sizes Added this change list page 1. Installation Overview Once you have ordered and received the Star Wars Galaxies: An Empire Divided beta disk, you will need to install the program on to your hard drive. 1) Insert the Beta CD into your CD-ROM or DVD-ROM drive. (Windows 2000/XP users, please note that you must be in the Administrator Profile to install. You may wish to disable virus-scanning software for a successful install.) 2) Double click on the My Computer icon on your desktop and then on your computer's CD-ROM or DVD drive. Double click on SetUp.exe to install. By default the installer will put program in C:\\Program Files\\StarWarsGalaxies folder. You may change the directory if you wish. 3) You should make certain you have Direct X 8.1 or higher on your system. Additionally update your video card drivers to the most recent released versions. Driver websites: nVIDIA, ATI - Please note, NVidia users should update to version 30.82 only. 4) After installing, double click on the Star Wars Galaxies.exe icon. Input your Station Name and Password and agree to our Terms of Service (click check box located under password). Click on Subscribe to enter your Account Key. This was provided to you in the final beta email. After signing in, the game will automatically patch to the most recent version. Please note, during Beta some of the patches will be quite large due to the amount of new assets we will be adding. 2. Set Up After you have finished patching, you will need to select a Galaxy to join. Galaxies (sometimes called shards or servers) are separate instances of the game world. Although each one starts out the same, they will each develop in accordance with the people who play on them. Choose your server wisely; it is one of the few permanent decisions you make in the game. Don't worry right now though because for Beta there is only one Galaxy available. 3. Character Creation Choose Species and Gender The first thing you will test in Beta is the character creation process. This is where players will choose the character to represent them in the game world. To begin, select from eight species, with male and female versions for each. You will not be able to change your species or gender for your character once you are in the game. Customize Your Appearance The next step is to customize the look of your character. You can start by hitting the RANDOM button to see various combinations of the different physical attributes you can change. You may also click on any of the specific customization tabs to see specific options for each feature. There are literally millions of unique combinations. Have fun finding the exact look you want, but don't worry about making a "wrong" decision; there are ways in the game to change your appearance. Choose Your Starting Profession After selecting your character's look, you will choose your starting profession. Your starting profession determines your character's beginning attributes, skills and equipment. The starting profession is just a launching point for your character; you can later change your mind and pursue a different profession if you like. Take a minute to read through the descriptions of the various professions, skills and attributes. Choose Starting City and Character Name You now have your first Star Wars Galaxies character! You just need to choose a city from which you want to begin your in game adventures (in Beta 1 you are limited to Tatooine cities) and give him or her a name. You can create a name from scratch, or use our random name generator. If you are creating your own name, please remember that Star Wars Galaxies maintains a very strict naming policy so players' names do not break the immersion of the Star Wars universe. You should not see Han_solo189, l33t_dewd, or 39382 for example. For testing purposes, we ask that you report any names that you see or create for the game that violates the intent of our policy. 4. Movement & Camera The first thing you will want to do when you are in the game is learn how to move around and adjust point of view. Star Wars Galaxies makes it very easy for you to play in first person or in an isometric view. Use your right mouse button to move your character forward. Move the mouse around to move your point of view. The mouse wheel and control + and control - keys will take you in and out of first person point of view. You can also use the arrow keys to move your character forward, back, left and right. Hold the Shift key down when you move to walk instead of run. 4.1. Burst Running Burst running is an action that is extremely expensive (hundreds of action points), but may be what you need to get out of a sticky situation. By using the /burstrun command (or the icon on your toolbar in the shape of a capital R) you will temporarily increase your run speed, at the expense of action points. This effect lasts only several seconds. 5. Interface The HUD (Heads Up Display) is your primary interface for gathering information about the world around you. Press the ALT key to bring up a cursor to interact with your HUD. Pressing the ALT key again will return you to mouse look mode. Alternatively, you may hold down the ALT key to enter HUD mode and release it to return to mouselook mode. Every element of the HUD can be moved around, resized or removed. This section will go over the functions of each. 5.1. Toolbar By default, each toolbar slot corresponds to one of the function keys on your keyboard. You can drag virtually any action or equipment into your toolbar to lock it to a function key. Clicking on the toolbar slot or pressing the corresponding function key will enact the action or use the equipment. There are several alternate tabs on the toolbar for different groups of actions. Use CTRL [ and CTRL ] keys to cycle through the tabs. 5.2. Chat Window The chat window is your primary means of communicating with other players. When you type on the keyboard, your text will appear in your Chat Bar. Pressing enter will make your character say that message to anyone near you. The message will appear in their chat window and in a chat bubble above your character's head. Additionally you can do special commands by pressing the slash (/) key and then typing the command followed by the enter key. For example, if you wanted your character to wave to someone, you would type "/wave" in the chat bar and hit enter. For a complete list of commands, please refer to Chapter 10. You also have the option of making multiple copies of your chat window and assign different conversations or information to each. Simply drag a tab off the window to create a new one. Dragging the tab onto another tab will combine the windows. Double click on a tab to bring up a control window for setting channels for that window. Cycle through all the tabs with the CTRL < and CTRL > keys. Finally you can keep an input window open but minimize the scroll-back text window by pressing the little arrow that connects the input window to the main window. 5.3. Stat Display In the upper left corner of the screen are three bars, red, green, and blue. These bars indicate your current and maximum Health, Action, and Mind. The current is indicated by the size of the colored bar, and the maximum is indicated by the gray marker at the end of the line. The bars are scaled to each other, so you can see that you have less Health than Action, and so on. You may see your maximums change over time; if you take a wound, you'll see them go down, and if you eat food or take certain medicines, you'll see them go up. If any of the three bars become empty, you will become incapacitated, and be unable to do much of anything until you recover. It should only take a couple minutes to recover. States display Directly under the stat bars is an area giving important status information. For example, when you are incapacitated, an icon will appear in this area. When you are in combat, a different icon (a pair of red crossed lightsabers) will appear. There are numerous states that you can be affected by, below is a partial list: Aggressive Aiming Alert Berserk Blindness Blocking Dizziness Evading Frozen Immobilized In Combat Incapacitation Intimidated Peace Rallied Sneaking Stunned Taking Cover Tumbling Generally speaking, when you enter a state, you will also get a message in the center of your screen to let you know. Particularly during combat, you should be sure to keep an eye on your states and that of your opponent, as they greatly affect how a given fight will go! States can prevent you from executing different commands, affect how much damage you take, protect you or make you vulnerable to particular kinds of attacks, and affect how well you can hit a target, among other effects. Postures Below the states display is a small bar with icons that let you enter different postures. By clicking on these icons, you can stand, kneel, sit down, and lay prone. Postures affect what commands you can do. They also affect combat in fairly significant ways. In some postures, you aim better and in others you aim worse (the same is true of when you're moving, by the way). Different postures are also vulnerable to attacks indifferent ways; for example, melee is deadly against people who are prone, whereas being prone is a desirable position for someone who is being shot at. There are numerous tradeoffs and balances involved in all the postures, so play around with them to see what suits your playstyle best. You can use the /stand, /kneel, and /prone commands as well as clicking on the icons. 5.4. Radar Your radar shows you a mini-map of the terrain around you. You can zoom your radar in and out to give you a better perspective of the lay of the land. Your mission waypoints will appear on the radar for easy navigation. All life forms around you will show up on your radar if in range. 5.5. Information Bar The information bar contains a number of buttons for accessing additional game information windows. The Mail button will bring up a window of your persistent messages. The Character Sheet button will bring up information on your character's stats and skills. The Inventory button will show what your character is currently carrying and wearing. 5.6. Inventory You can bring up your inventory by clicking on the inventory button on your button bar. It's the one that looks like a little suitcase. You can also get to it by using the keyboard shortcut CTRL I. Either one acts as a toggle - it will bring the window up, or make it go away if it's already present. The inventory window automatically puts you into mouse mode. If you exit mouse mode, the inventory window will turn invisible until you re-enter mouse mode. Inventory acts much like any other container in the game. There are a few differences though. Instead of having two panes, there are three: - the contents pane - the paper doll - the item details pane The contents pane Just as with all container windows, the contents pane shows you icons of the items held in your inventory. At the top of the window is the name of the container you are looking at. If you have a container within a container, double-clicking will take you into the nested container, and you will gain an "up" arrow on the title bar of the contents window (very much like the standard Windows interface). You can change the view to a details view instead of icons, if you prefer, using the Change View button on the bottom of the contents pane. In this view, you get a table of everything in the container. You can click on the column headings to sort by that column, and the sorting you establish will remain in the icon view as well. You can use the radial menu on items in the inventory window. One of the choices that will be present for any item you can wear or equip will be "equip item," and it will be the default choice (used via double-click) as well. An equipped item will appear on your paperdoll so you can see how you look while wearing it. It will also be highlighted in your contents pane so you can continue to equip and unequip it from there. You can also destroy any item in your inventory using the radial menu. You cannot drop items in the world, only into other containers. The paper doll You can collapse the paper doll away by using the long button alongside the paper doll pane. You can also rotate your paper doll, zoom in and out on it, and reset it back to the default position using the buttons underneath the paper doll. The item details pane The item details pane, just like the one in all containers, provides at-a-glance information for whatever item you have highlighted in the contents pane. The information given varies for each item type. Banks You carry money on you, and you also store it in a bank. At a banking terminal, you can deposit your money into your much-safer bank account. If you die out in the wild, your money will be lost on your corpse! As well, there are no banks on remote planets such as Endor, Dathomir, or Lok (as well as several others). Because of this, if you wish to take money with you to these planets, you are well advised of the risk associated! 5.7. Character Sheet Your character sheet (accessed by hitting CTRL SHIFT C, or by clicking the sheet icon in the icon bar at the lower right hand corner of the screen) displays a variety of information, including all 9 of your statistics, wounds, and buffs. Statistics There are three main types of statistics: health, mind, and action. Each of these statistics has a base range of 1-1000 for an average player. Creatures and NPCs sometimes extend higher (much higher, in the case of some very large creatures). Even some players extend above this range, if their species bonuses and starting profession-based stats combine in such a way as to greatly specialize a character's statistics. If any of your stats, health, mind, or action, goes to zero, then your character will go incapacitated. You'll stay incapacitated for at least a few seconds, perhaps up to a few minutes. You aren't dead - your body is healing. However, if someone (or something) wants to kill you, it can always perform a coup de grace on you (if they are within a few feet of your body). Your statistics constantly regenerate. You'll notice that when you take health damage, the current value begins climbing back up almost right away. The speed at which your health returns is based on your constitution. The higher your constitution, the faster your health will heal. Similarly, your stamina determines the rate at which you heal action points, and your willpower determines the rate at which you will regain mind points. Some actions have a cost associated with them to execute them. The point cost of an action is also determined, at least partially, by your statistics. For instance, an action that costs health points will be more expensive if you have a low strength, and less expensive if you have a high strength. Similarly, quickness helps determine how many action points an action will cost, and focus will help determine how much a mind action may cost. Damage, Wounds, Shock Wounds, and Incapacitated When you are injured in combat, you take damage - usually to one of your main three stats of health, mind, or action. These stats regenerate over time, or can be healed with anyone who has some of the basic healing skills. If your health, action, or mind stat drops to 0, you become incapacitated. While incapacitated you are susceptible to a killing blow (or coup de grace) by another player or creature. If no one takes up the opportunity to end your life, then you will regenerate your stats slowly until you are revived. Wounds occur when you take damage to any of your nine statistics. Damage of this nature does not heal over time, and will impair your ability to regenerate health, action, and mind. These stats might need special intervention by specialized professions, such as a dancer or doctor, to be healed. Shock wounds are more serious wound types that cannot be healed except by intervention from skilled entertainers. Shock wounds accumulate as you accumulate wounds, but are not healed when your wounds are. The more shock damage you have, the harder it is to heal your wounds. Eventually, even if your wounds have been healed out in the field, you will have to return to a town to have your shock wounds healed. When someone (or something) takes damage, you'll see a number float off of it. When a creature takes 20 points of health damage, a red 20 floats off of its head. Similarly, other types of damage have corresponding numbers, so you can always tell what kind of damage something is taking. Buffs Buffs are short-term bonuses to one or more of your statistics. When you consume a buff (such as a piece of bread, fruit, drinks, etc.) or have one applied to you (such as a stim-pack) your stomach (visible on your character sheet) will get slightly more full. If your stomach is ever completely full, you cannot consume any additional buffs of that type. Over time, your stomach will become empty again - there is no disadvantage to having an empty stomach. Some buffs may not be good for you! You should be careful what you eat. Buffs wear off over time. When a buff wears off, you lose the bonus to your statistics. If this loss of stats would pull one stat below 1, then the value for that stat is set to 1. You can activate a buff by double-clicking on it, or left-clicking and holding to bring up the radial menu, and selecting eat. Alternately, you can drag it into your toolbar, and then press the function key that maps to the slot where you dragged the buff into, and you'll use the buff. 5.8. Reticle and Radial Menu By default, there is a reticle in the center of your screen. When in mouse mode, the reticle attaches to your cursor and can be moved around the screen. As you move your mouse over objects, the reticle will change. Normally, it's a green circle. This means you're not over anything that you can interact with. When you are over something that can be interacted with, green brackets will appear around the object, and the object's name will also appear. In addition, the reticle will change appearances and color to indicate the default action when the object is double-clicked. Default actions Double-clicking on an object will perform a default action on the object. The nature of the default action will vary depending on the object. If the reticle is an orange circle with brackets, the default action is "use." For example, when you see this on a harvester, double-click will bring up the harvester's control menu. On a container, it will open the container. On a player, it will bring up info about the player, and so on. If the reticle is a red circle in crosshairs, the default action is "attack," and it will initiate combat. If the reticle is a small figure with arrows pointing towards the figure, the default action is "equip." Radial Menu Left-click-and-hold on an object will bring up a radial menu around the object. You can mouse over to your choice, and when you let go of the mouse button, that choice will be made. If you don't want to choose anything, move your mouse so that it's not over any button, and let go. Every object has different options on it, and depending on your skills and the characteristics of a given object, the menu may change - for example, the owner of a harvester will see different options on the menu than someone else would; or a crate may or may not have a lock on it, and so on. 5.9. Secure Trade Secure trade is initiated by dragging an item onto another player, or choosing the "trade" option on the radial menu of that player. The other player will receive a system message, "Bob wants to trade with you." If they then also choose the trade option, a window will come up allowing you to trade items and money. In this window, you can drag items into your side of the window, and see the items the other player has placed in their side of the window. When you both click the accept check box, and choose the okay button, the deal closes, and your items are traded. 5.10. Special Commands Making a Camp Creating a camp makes a secure log-out location, as well as a location for healing wounds. To create a camp, use the command /camp and if you are in an appropriate area (not in someone else's camp, nor in a city) then you will place down a camp fire and a small area will be designated as a camp site. 6. Chatting/Social Interaction It is very easy and fun to communicate with other players in Star Wars Galaxies. The options for communication are vast, from text chat bubbles to complex animations. 6.1. Chat Box Overview The chat box is a tabbed window with three major areas to it: an input bar (where you type), an output window where you see output, and tabs to switch between multiple panes. By default, there are multiple tabs set up for you already, but you don't need to ever look at them in order to play SWG, unless you want to. Default Chat Tabs Each tab on the chat box is capable of receiving from more than one channel. The default tabs are: Spatial Combat Planet GroupChat Galaxy Universe The spatial tab shows you things said and done nearby (to a radius of 50m around you). Socials, emotes, and says all go to the spatial channel. This tab also shows you any tells you get and any system messages you may get. The combat tab shows you "combat spam," the output of combat. It also shows you any tells you get and any system messages you may get. The Planet tab is a chat channel that anyone on your planet can participate in. When you change planets, you automatically change which planet channel you are active on. It also shows you any tells you get and any system messages you may get. The GroupChat is a channel for the people you group with. It also shows you any tells you get and any system messages you may get. The Galaxy tab is a chat channel that anyone on your server can participate in, regardless of what planet they are on. It also shows you any tells you get and any system messages you may get. The Universe tab is a channel that anyone playing SWG on any server can participate in. It also shows you any tells you get and any system messages you may get. Input Bar You can only have one input bar at a time. To the left of the input bar is a bit of text telling you which channel you are currently sending your typed text to. Just typing, without any additional commands, will send the text to the channel specified there. You can send text to a different channel at any time by typing a slash, followed by the name of the channel. For example, while in the Planet tab, your typed text goes to the Planet channel by default. But if you type /say Hello! You are forcing the text to go to the spatial channel instead. Traffic indicator Each tab has a little light next to its name. This is a traffic indicator. It is lit when there is text in a tab that you have not switched to the tab to see. Changing tabs There are two ways to switch between tabs: Mouse You can switch between the tabs by entering mouse mode and clicking on a tab. To do this quickly, you might want to just hold down ALT, and click on the tab, then let go of ALT. This will return you to mouselook automatically. If you are going to be doing more substantial rearranging of windows, you can tap ALT to enter mouse mode. You can tap it again to exit. Keyboard shortcuts CTRL < And CTRL > cycle between all the chat tabs on the screen. Moving tabs around You can have as many chat boxes open on your screen as you like, but only one will have an input bar. You can also move the tabs around. To move a chat box, just click on it on the frame and drag it. The cursor will change to a move cursor if you are on a spot where you can move the chat box. To resize a chat box, you can grab any of its edges and drag. The cursor will change to a resize cursor when over the right location. Closing a chat box You can close a given chat box by clicking on the X button. You cannot, however, close all your chat boxes; there must always be one on screen. You can also close an individual tab. To do this, click and hold on the tab you want to get rid of, and select the appropriate option. Minimizing a chat box You can minimize a chat box by clicking on the minimize button. This will turn the chat box into a minimized icon on the side of your screen. You can double-click the icon in order to bring the chat box back. New tabs You can create new tabs. Right click on any of the tabs on the chat box, and choose Add Tab. The new tab will appear on that chat box. This new tab will not have any channels set up on it, so there won't be any text coming into it yet. See below under "Channels" for information on how to get stuff to appear in the new tab. Separate chat boxes If you want to move a tab to its own chat box, you can do that too. Just drag the tab off the chat box and put it elsewhere. It will create its own chat box, without an input bar. You can have as many separate chat boxes as you want. You can also do this by right clicking on the tab, and choosing Clone Tab from the menu. You can also grab an existing tab, and drag it to any other chat box, and then the tab will move to that chat box. Restoring defaults It is possible to close all your tabs and not have any up at all. If you do this and decide you really want to listen to a channel in a chat box after all, you can click and hold on the top of the chat box and choose Restore Defaults from the menu. This will put you back with the default set of tabs. Set Font size To change the font size, right click on any tab, and choose Change Font Size. You will be presented with a window with some sample text and slider. Adjust the slider until the text is the size you prefer, then click OK. You can set a different font size for each chat box, but not for each tab. Input bar minimize Right above the center of the input bar is a small tab. If you click on it, it will make the output window attached to the input bar collapse away. You can bring it back if you like, by clicking on the tab again. This option is there for those who prefer to play with chat bubbles, or if you want to get a better view of your character. 6.2. Channels SWG supports a global chat system with multiple channels or "rooms." Players can join these rooms, chat in them, and even create and run their own rooms for their player association or just for their friends. Overview of chat hierarchy The chat system is actually arranged into a hierarchy. A given chat room can contain multiple rooms below it, sort of like how directories are arranged on your computer's hard drive. Rooms and Subrooms Any chat room is a channel that you can join. For example, you can have a channel that is for your player association. But within that one, you might have another one that is just for leaders of your PA. People can belong to either one of these independently. But you cannot create subrooms under a room unless you have permission to do so. Channel names All rooms have a name. This name must be all one word, and it's easier to make it a short word so that it's fast to type! The full name of a channel is the full path to that room. You generally don't need to use this, but it tells you exactly where in the "tree" your channel resides: swg.chat.PAs.merchant.SoroSuub.sales Moderators The owner of the channel (whoever created it) is automatically given moderator powers, and they can decide whether to make a channel moderated. In this case, they can grant moderator powers to others. The moderator powers include: Inviting someone into a private channel Uninviting them from a private channel Kicking someone out of a channel Making a new moderator Removing moderator privileges from someone Destroying the channel Private channels Channels can be made private. You cannot get into a private channel unless you have been invited. Configuring a tab for channels Any given tab can monitor more than one channel. It can only send to one by default (remember, you can always send to any channel by typing a slash command). Adding and removing channels Choosing Modify Channels from the tab's contextual menu lets you set which channels a given tab listens to, and which channel it sends to by default. When you choose this, a window comes up. On the left side is a list of all the channels you are currently listening to. On the right side is a list of all the channels that tab is currently displaying. You can click on a channel in either list and move it to the other list using the Add Channel (>>) and Remove Channel (<<) buttons. You can also simply double-click on the channel name itself to move it to the other list. Setting the input channel If you click on a channel in the Tab Channels window on the right side, you can then click on the Set Default Channel button. This makes it so that this is the channel that plain old typing goes to when you are on that tab. The currently selected default channel for input is shown to you directly above the button. Sending to other channels from a tab You might choose to listen to more than one channel in a tab. To send messages to a channel that is not the default, you can type a slash followed by the name of the channel, followed by your message. For example: / PAs.merchant.SoroSuub.sales Hello everyone! will send a message to that channel regardless of what tab you are on or what the default channel for that tab is. Find chatroom This button will take you to the channel browser. See below for details on this window. Special channels For the purposes of the chat box, there are a few "special" channels. When you configure a chat tab, you can choose to listen to these channels just as if they were regular chat channels. Some of these channels cannot be talked on; they're there so you can choose to listen to them. If you have a tab which has one of these as the default channel for speaking, it will be considered to be a /say, just as if you were on the Spatial tab. Spatial channel The spatial channel is a channel that shows you spoken words and emotes that occur close by. This includes the output of all /say, /shout, /yell, /mutter, /emote, and any command found in /socials. You have to use the individual commands in order to send any of these sorts of messages. System message channel The system message channel is used for game announcements. Some announcements are generated automatically by the game, whereas others are manually generated by game administrators in order to notify everyone online of particular occurrences. System messages by default also pop up in the upper center portion of your screen. You can't send things to the system message channel. All default tabs listen to system messages. Instant message channel The instant message channel isn't really a channel either. It's more like a filter. It lets you choose to listen to messages sent via the /tell command. If you want to hear tells in a given tab, set the Instant message channel to active on that tab. You can also make a tab where nothing appears but tells (again, if you are a player who prefers to use the chat bubbles for spatial chat). You can't talk on the instant message channel. Combat channel The combat channel is where text messages summarizing each combat action (aka "combat spam") appear. You cannot send on the combat channel. The channel browser You access the channel browser by choosing Join Chat Channel from the tab's contextual menu. Display The channel browser is a large window broken into two main sections, the channel listing and the channel info section. The channel listing The channel listing is a tree view, like Windows Explorer. When you first open the window, you will see just "SWG" with a folder icon next to it. Clicking on that icon will open the channels underneath the base SWG chatroom. Each channel will display its name, followed by a brief description. Note that all player-created channels can only be under "Chat." Channels you are in Channels you are in are marked with a little star on the left side of the display. Channels you own Channels you own are shown in blue. Channel information Clicking on a channel will display the channel information for that channel. This information includes the channel name and description, channel owner, channel creator, whether it is private or moderated, and who is on the channel. Creating a channel On the Channel Listing screen, you can create a new channel by opening the "Chat" folder and clicking the Create Channel button. You can create a channel within another channel but only if you have moderator privileges on that channel. Channel title and description When you create a channel, you will get a pop-up window asking for a name and a description. The name must be one word only, and we recommend you keep is fairly short. The description however can be longer, and can have spaces and punctuation in it. Private and moderated You can set your channel to private (invite-only) or moderated. However, these functions are not yet functioning correctly, so please do not change the settings when you create channels for testing purposes. Other commands You can delete a channel you own by clicking on it and then pressing the Delete Channel button. Leave channel will exit whatever channel you have selected. If it is the only channel on a tab, it will take on the name "none" and will have nothing assigned to it. Refresh will refresh the channel listing for the selected channel; it does not update automatically! 6.3. Moods To enhance role-playing, you can set a mood for your character to be in. Your character's facial expression will reflect the mood you set. In addition, the prose will reflect your mood. For example, if you set your mood to happy by typing /mood happy, your avatar will smile and when you type "Hello", the chat box will say something like, Jagar says, "Hello!" with great exuberance. Type /moods to see all the moods you can set. Type /mood none to return your mood to neutral. Additionally, you can set a mood just for one message by typing the mood name followed by the word "say" and your message. For example, /happy say Hello! will have your character happily say "Hello!" then return to your default mood. 6.4. Emotes Emotes are text or animated actions of your character that other people can see. To bring up a complete list of emotes you can do, type "/social" in the chat bar and hit enter. 6.5. Persistent Messages Use the envelope icon or press CTRL SHIFT P to open the persistent message window. Persistent messages are stored in a folder and you can view them at anytime. You can send people persistent messages even if they are not currently on-line. You can send a message to multiple players by putting a space between their names in the "To" field. [Currently not working] 6.6. Etiquette Please remember you are playing online as part of diverse community that includes players of all ages and backgrounds. Hateful, discriminatory or obscene language is not tolerated. Although we have a robust chat filter (default on), there still may be times where you will wish to /ignore another player. In extreme circumstances, you may wish to contact customer service to have them handle problem players. 6.7. NPC Conversations To start a conversation with an NPC (computer controlled character), click-and-hold on them to bring up the radial menu. If they are willing to talk to you, one of the choices will be "Converse." Choose that option and the conversation window will open on the NPC. On the left side you will see what the NPC said to you. On the right side is a list of choices for what you can say to the NPC. One of the choices is always "Stop conversing," which will end the conversation. You do not lose control of your avatar while in a conversation. You can move freely, look away, etc. The conversation window will remain attached to the NPC in the world, so if you move away from a group of NPCs, you can immediately tell which NPC you were talking to. You can only be conversing with one NPC at a time. Moving too far away will automatically end the conversation, as will simply not answering for an extended period of time. NPC conversations are not private. Other people around you will see the conversation occurring using standard chat bubbles and speech commands. The information (or missions) you get from an NPC will depend upon what you say as well as who you are. If you are a Rebel, don't expect the stormtrooper to be forthcoming with information. 6.8. Grouping Forming groups allows players to join together to accomplish their goals as a unit. Up to 8 people can be in a group together simultaneously. The leader of the group will always appear at the top of the group list. Whether they are hunting banthas or playing in a band, the following information is essential for the group to function. Group Commands Invite Select "Invite to Group" from the radial menu on another player. The other player will be notified that you have invited them and will then need to join your group. The player that invited will become the group leader of the newly formed group. From that point forward, only the group leader can invite other players to join them. Command line : /invite > playername Join Open the radial menu on the player that invited you. Select "Join Group" from the radial menu to join that person's group. You must be invited to a group first before you with have the option to join it. Command line : /join Decline Open the radial menu on the player that invited you. Select "Decline Group" from the Join Group submenu to decline to join that person's group. Again, you will not have this option unless you have been invited to join a group. Command line : /decline Disband As a group member, you may disband from your group by selecting "Disband" on the radial menu of any of your group members. Command line : /disband As the group leader, you have the choice to kick someone out of your group or to disband the entire group. To disband someone from your group, choose the "Kick from Group" option from the radial menu on that person. Command line : /disband > playername To disband the entire group, open the radial menu on anyone in your group. Select the "Disband Group" option from the "Kick from Group submenu. Command line : /disband Makeleader The group leader can give the leader responsibility to someone else in the group. The leader will then become a regular member of the group and the new leader will be displayed at the top of everyone's group list. This command can only be executed from the command line. Command line : /makeleader > playername Groupsay Members of the group can talk to each other by using the group channel. Only members of your current group will be able to see chat displayed in your group channel. All of the following commonly used commands perform this function. Command line : /gsay message, /gtell message, /groupsay message Group Options Each group has a set of options that allow the leader to manage their group efficiently. All group options start with "/group" in the command line. Info Displays information about your group including the names of members, current option settings, etc. Any group member can look at the "Info" screen. Command line : /group info Leader Displays the group leader's full name. Any group member can use this command. Command line : /group leader Options Displays a menu for toggling group options on and off. The options window can be accessed through either of the following commands. Only the group leader can use the options window. Command line : /group options, /group menu Autosplit With autosplit enabled, the game will split up any credits or items picked up by the group evenly among its members. This command displays the status of the autosplit option. The group leader can also use this command to toggle the autosplit setting on and off. Command line : /group autosplit Command line (leader only) : /group autosplit on|off Autoloot With autoloot enabled, the group will automatically pick up any credits or items found. Displays the status of each autoloot option. The group leader can also use this command to toggle all of the autoloot settings on and off. Command line : /group autoloot Command line (leader only) : /group autoloot on|off Autoloot items Displays the status of the autoloot items option. The group leader can also use this command to toggle the autoloot items setting on and off. Command line : /group autoloot items Command line (leader only) : /group autoloot items on|off Autoloot credits Displays the status of the autoloot credits option. The group leader can also use this command to toggle the autoloot credits setting on and off. Command line : /group autoloot credits Command line (leader only) : /group autoloot credits on|off Notify With notify enabled, each member of the group will receive a message when an important event occurs, such as a group member becoming incapacitated. This command displays the status of each notify option. The group leader can also use this command to toggle all of the notify settings on and off. Command line : /group notify Command line (leader only) : /group notify on|off Notify credits With notify credits enabled, each member of the group will receive a message when credits are looted. This command displays the status of the notify credits option. The group leader can also use this command to toggle the notify credits setting on and off. Command line : /group notify credits Command line (leader only) : /group notify credits on|off Notify items With notify items enabled, each member of the group will receive a message when an item is looted. This command displays the status of the notify items option. The group leader can also use this command to toggle the notify items setting on and off. Command line : /group notify items Command line (leader only) : /group notify items on|off Notify harvest With notify harvest enabled, each member of the group will receive a message when a corpse is harvested for resources. This command displays the status of the notify harvest option. The group leader can also use this command to toggle the notify harvest setting on and off. Command line : /group notify harvest Command line (leader only) : /group notify harvest on|off Notify incapacitation With notify incapacitation enabled, each member of the group will receive a message when a member of the group is incapacitated. This command displays the status of the notify incapacitation option. The group leader can also use this command to toggle the notify incapacitation setting on and off. Command line : /group notify incapacitation Command line (leader only) : /group notify incapacitation on|off Notify death With notify death enabled, each member of the group will receive a message when a member of the group dies. This command displays the status of the notify death option. The group leader can also use this command to toggle the notify death setting on and off. Command line : /group notify death Command line (leader only) : /group notify death on|off 7. Combat Combat in SWG is designed to be easy to get into, but deep and complex for someone who explores all the nooks and crannies. So don't be intimidated by the length and detail of what you read here! This section of the manual covers: - targeting - accuracy - target status - cycling targets - attacking - the combat queue - damage - combat spam 7.1. Targeting You'll know you can attack a target because your cursor will change to a red attack cursor when you hover over the target. You'll know that something could potentially attack you if its name is red. Note that this doesn't mean that it will attack you, just that it could if it wanted to. All creatures will therefore have red names. You can target something by choosing "Target" on the radial menu. Targeting something does not start shooting or swinging; it just makes something your current combat target. Once you have a combat target, any combat actions you perform (such as a special move) will automatically go that target. You'll also see that if you have a blaster, your avatar will automatically aim and look towards your current target. This does not affect your movement or mouselook in any way, it's merely a visual indicator of where your blaster is aimed. Your current combat target will always be bracketed in red, even if you're not hovering over it with the mouse. When you have a combat target, your toolbar will automatically switch to the Combat tab for you. [NOTE: CURRENTLY NOT FUNCTIONING PROPERLY] 7.2. Accuracy You will also see an accuracy dial on your combat target. The dial indicates your odds of hitting the target based on your skills. You will see this dial change: - as the target moves towards you and away from you - whether they are standing still, walking or running - depending on what posture they are in - depending on what weapon you are holding Note that some types of weapons have decreased accuracy at very close ranges. An empty accuracy dial means that the target is out of range for the weapon you are using. You will automatically not fire or swing at out of range targets. 7.3. Target status When you have a combat target, a new display will appear in the upper right corner of your screen. It will display the health, action, and mind bars for your target, the name of the target, and the states that your target is affected by. This display is exactly the same as the one for your status that is on the left side of the screen. 7.4. Cycling targets You can either manually target someone new, or cycle targets using the keyboard. You can manually switch your target by using the radial menu on your new target choice. You can cycle targets using the CTRL ; and CTRL ' keys. Cycling starts at the closest attackable target and moves outwards. It only cycles through targets that are in view. As you cycle, you will see brackets around your potential targets; however, the bright red brackets will remain around your current target so that you know whom you are currently fighting. To actually make your potential target your current active combat target you use the "combat target" action. By default, this is F2 on the Combat toolbar. Known issue: combat target cycling is not working correctly. 7.5. Attacking To actually start attacking, you can do any of the following: - a double-click on any attackable target will automatically target them - choose "attack" from the radial menu - use any special attack move on your current combat target. If you're not currently attacking them, you'll start to! When you are attacked, you will automatically attack back. This is to protect you in the case of a bad Internet connection to the server, to give you a chance of staying alive. 7.6. Combat Queue The combat queue is a collapsible window that attaches to the bottom of your combat target status display. Click on the tab to open up the queue, or click on it again to close it. The queue shows each special action you perform on your target, in the order in which they will be performed. When you do a special move, it is put in line to be executed at the next opportunity. If you enter actions quickly, you'll see them stack up here and be executed after the appropriate delays. You will also see changes in targeting here. There are two buttons under the queue itself. The Peace button stops your standard attack. You won't fire automatically at the target. Note that they may well still be attacking you. If both combatants use Peace, then the fight will stop completely. If someone reinitiates combat with you, you will also start fighting back automatically. You can tell when you're using Peace because an icon will appear in your states window. The Clear Queue button cancels all the queued up actions you have put in. Note that if an action is about to be executed, clearing it won't always work- the command has to have enough time to reach the server, and it's possible that you're trying to cancel something that has already happened on the server side. 7.7. Ranged Combat Special moves in ranged combat often have a statistic cost, either in health, action or mind. The special moves, which you learn through gaining skills, provide you special tactical advantages in combat. Special moves are just that - special things you do periodically in order to try and gain an upper hand. The Aiming move is used to improve your chance to hit on your next attack. You can queue up multiple aiming actions, and you will remain aiming as long as you continue to put aiming actions into your queue. Once put in another special move (or no move at all), you will execute an attack (either the special move or a default attack) with a bonus to hit your target. The Alert state will prevent you from being surprise attacked by someone who is currently in cover. You can become alert by typing the command /alert. Berserk puts you in the berserk state. While in the berserk state, you are more likely to hit your targets, you are easier to hit, and you cannot be intimidated. The Block command puts you in the blocking state (seen to the right). The blocking state makes your otherwise non-collidable character collidable. This is often used to protect prone ranged combat group members from advancing melee enemies. A Body Shot is a targeted attack at an enemy's body. This attack is harder to hit with, but if you do hit, you will do most of your damage on the target's health statistic. For players with the Charge ability, they can set their charge text with the command /setcharge (text string). When you charge, you will run towards the target, firing wildly at your target and potentially hitting your target or any enemy near your target. You have a good chance to knock down an opponent who was struck while you were charging. To Take Cover you must be in the prone posture - if you aren't, you will dive to prone. When you take cover you use the surrounding flora to attempt to make yourself harder to hit. You cannot move once you have taken cover, but you have a good bonus to defense. A Disarming Shot will target an opponent's weapon and attempt to do damage to it. Several disarming shots on a weapon may damage it to the point where it can no longer be used. When you execute the Dive Shot action, your character will dive to the prone position and fire at the same time. This is used to swiftly get into the prone posture without losing the time it normally takes to make this transition. A Feign Incapacitation action will cause the next shot that hits you to appear to knock you incapacitated. When that happens, your enemy will see you get knocked down and will lose their target lock on you. While in this state, you cannot take any actions - if you change your posture, you will end this state. A successful Flurry Shot will make the target dizzy. A dizzy target may not be able to change postures reliably, and might fall down frequently when attempting to do so. The Full Auto Area move will allow you to fire many times over an area, damaging all enemies near (and including) your target. Using a Full Auto Single will execute a powerful attack on a single enemy that is likely to do much more damage than a normal attack. A Head Shot will attempt to hit your target in the head, doing primarily mind damage. A successful Intimidate will put a target in the intimidated state, making them easier to hit. A player who has the intimidate ability can also set their intimidate string with the /setintimidate (string) command. Normally, changing postures takes a full combat action during which you cannot attack. Using a Kip-up Shot will change your posture from prone to standing without losing a potentially valuable attack. A Leg Shot targets an opponents leg which will do primarily action damage if successful. When one of your friends is in trouble, you can Rescue them, which will force their enemies to target you, instead of them! What you do from that point on is up to you. The Roll Shot will change your stance to kneeling while firing at the same time. This transition lets you get an attack off when normally this posture change takes times to occur. Suppressing Fire will force all your enemies near your target (including your target) into a lower posture. Targets who are standing will be forced to kneeling, targets who are kneeling will be forced prone. A Surprise Attack is useable only from cover, and confers a large bonus to hit, and a bonus to damage. You can defend yourself from surprise attacks by being in the alert state. You enter the alert state by typing /alert. When you use a Startle Shot, you potentially force your opponent up one posture. A prone target will be forced to kneeling - a kneeling target will be forced to standing. A successful Strafe Shot will remove a target from cover. The Tumble to Kneeling action changes you to the kneeling posture, and puts you in the tumbling state for a few moments - The tumbling state gives you a defensive bonus. The Tumble to Prone action changes you to the prone posture and puts you in the tumbling state for a few seconds. (The icon for the tumbling state is seen here to the right). Tumble to Standing changes you to the standing posture and puts you in the tumbling state for a few seconds. A War Cry forces a short delay on all enemies around (and including) your target if successful. You can set your war cry string with the /setwarcry (string) command. Wild Shot will potentially put your target into a stunned state, making them easier to hit for a short period of time. This attack will affect your target, and enemies near your target. Grenades Grenades are one-shot weapons. To use them, you must have a combat target. You can use grenades in two ways - either left-click and hold on them in your inventory to display a radial menu and choose the "use" option, or prior to combat, drag them into your toolbar and then press the hot key that corresponds to the grenade's location in the toolbar to throw it. 7.8. Melee Combat Melee combat has some significant disadvantages - you can't hit someone with a sword from 50 or 60 meters away (like you can with a gun), and it's hard to run away from someone while hitting them with a weapon (but you can run away from someone and shoot them). However, melee combat also has some significant advantages. The defender of a melee attack is extremely vulnerable if they are wielding anything other than a melee weapon themselves. In other words, a guy with a sword attacking a guy with a gun will clobber the guy with the gun ... quickly. If you use pistols or rifles, you want to avoid getting into melee range with someone with a polearm or sword. If you do, you are likely to get struck down swiftly. There are separate skills for melee combat, broken into the categories associated with the weapon type: unarmed, one-handed sword, two-handed sword and polearm. Special moves exist for each style of combat. Each special move, most of which exists for all types of melee combat, has varying degrees of effectiveness depending on the type of weapon you are using. For example, some special moves are easy to do with polearms, while others are more effective with one-handed swords. Unarmed Polearm 1 Hand Sword 2 Hand Sword Effect Aryx Slash Eye-Smasher Drawing Darkness Crown Attack This attack has a good chance to temporarily blind your opponent, giving you a short-term advantage. Gundark Fury Breath-Stealer Flash Flood Hammer Blow These attacks will potentially stun your opponent, slowing them down. Stalking Silan Star-Bringer Eclipse Skull Blow A successful blow with an attack of this type will cause you opponent to become dizzy, and likely to fail posture-changing actions. Dancing Dragonsnake Back-Breaker Crumbling Mountain Sweeping Blow This type of attack has a good chance to knock your opponent down. Burrowing Droch Knee-Cracker Shifting Sand Domination This attack type will knock your opponent down a single posture - from standing to kneeling, or from kneeling to prone. Nashtah's Strike Body-Bruiser Raging River Father Strike These carefully placed attacks will do more damage to your opponent. Nashtah's Lash Bone-Cruncher Burning Lava Death Blow This series of attacks does substantially more damage than a normal attack, but at a high statistic point cost. Nexu Grin Skull-Buster Total Eclipse Scalp Blow Aiming specifically for your opponent's head, these attacks attempt to do damage primarily to your opponent's mind statistic. Rancor Rising Rib-Splitter Stabbing Light Body Strike Successful attacks in this group will focus the damage your opponent receives on their health pool. Shenbit Bonecrusher Limb-Snapper Twisting Branch Hanging Swing Attacks aimed for the legs of your opponent will do damage primarily on their action pool. Additionally, Unarmed Combat also has these unique special moves: Mortichro: This powerful unarmed attack does extra damage and has a good chance to stun your opponent. Death Weave: The death weave is a strong attack combining extra damage and a dizzying effect. Forraderi Death Dealer: This attack will stun your opponent and deal a considerable amount of damage. 7.9. Damage, incapacitation, and death As you do damage, you will see numbers floating off of your target's head. The color of the numbers matches what pools you did the damage to - a blue number means Mind, and so on. Note that it is possible for the damage to be done to more than one pool at once, in which case the number will be a blend of the relevant colors. If you reach 0 in any of your 3 pools, you become incapacitated. When this happens you will begin to slowly recover, unless someone (or some thing) chooses to use a deathblow on you. Multiple types of things in the world can execute deathblows, including players who are your enemy (from a duel, a different faction, or in a battlefield), turrets, and some creatures (especially those defending a lair). Most of the time, a creature or turret will turn its attention to other opponents rather than use a deathblow on a character - however, if the creature has killed everyone, or it is especially spiteful, it will probably start killing everything it has incapacitated. Cloning and Insurance When you die, you will be cloned at the nearest cloning facility, or at the most recently cloning facility that you have chosen as your bind location. You can set your bind location at any cloning facility by using the terminal. Also, there are insurance terminals at most cloning facilities. These will allow you to insure your items, making them come back with you when you activate a clone. If you are unfortunate enough to not have insured your items, you may want to recover them. Your corpse will automatically generate a waypoint for you to make it easier to find. If your corpse is hard to get to, you can type /corpse when you get within approximately 20 meters of it and it will move to you. You can allow another player to move your corpse for you by typing /consent (Player Name). Type /unconsent (Player Name) if you want to take away that ability from them. Insurance is cheap! Use it whenever you can. Some items may be uninsurable, and others (such as newbie equipment) may be auto-insured for you. 7.10. Healing There are four primary types of healing: healing damage, healing wounds related to the health and action attributes, healing wounds related to the mind attributes, and healing shock wounds. Healing damage Any player can do some damage healing on himself or herself. Damage healing is done through a stimpack; simply click on the stimpack and select "use". Those with basic combat medic skills can heal larger amounts of damage, and can heal damage on other players. This can be done either by clicking on the healing item and selecting "heal self" or "heal target" (your look-at target), or if you click on your target to bring up the radial menu, if they are damaged and you have the skill to heal them and you have the required item(s) to heal them, a "heal damage" option will appear. Alternately, you can also type /healdamage from the command line if you want - if you have no look-at target, you will heal yourself, alternately, you will heal your look-at target. Healing wounds related to the health and action attributes. If you receive a wound to your health or action pools, you will not be able to recover fully to your maximum statistics. If you receive wounds to your strength, constitution, stamina, or quickness stats, your health and action pools will not recover as quickly, and actions that cost health and action will be more expensive. You can see these wounds by pulling up your character sheet (CTRL SHIFT C) or the sheet icon on your icon toolbar. Wounds of this type require the intervention of someone more skilled than a typical player. An extremely experienced combat medic, or a doctor, will be able to heal these wounds, but only at special locations. You must be at a campsite or at a hospital or within a special structure that allows wound healing. You require medicines to heal wounds - there is a different medicine for each type of wound that can be healed. To heal someone, you select them as a look-at target and type /healwound - which will look through all their wounds and select the worst one you are capable of healing. You can also click on them to pull up the radial menu, and select "heal wound" - a sub menu will come up giving you a list of every area where they are wounded that you can heal. If you select "heal wound" then their worst wound will be the one that you heal. Alternately, you can pick a specific wound to heal. 7.11. Food Foods serve as buffs and debuffs. A buff is a temporary boost to your max in a given stat. It can affect any of your stats. A debuff is a temporary lowering of your stats. Any food might be either or both! When you get a buff, you do not immediately jump to the new max. You have to slowly heal up to it. You use a food by choosing "Eat" from the radial menu. It's the default option for foods, so you can also just double-click. 7.12. Armor Armor absorbs damage from attacks on specific areas of your body, but at a cost. Each time you don a piece of armor, your maximum statistics in action, mind, and/or health (depending on the type and location of the armor being worn) will be temporarily reduced, as long as you keep the armor on. Effectively, you will have lower statistics, but take less damage, and regenerate just as quickly. To wear a piece of armor you own, just double-click on it in your inventory window. You will notice on your character sheet that some of your statistic maximums will be immediately reduced. Many good armors have significant statistic penalties, but they may be what saves you in a fight. Generally, armor may have an impact on all of your stats. Individual armor pieces may have more effect on one stat than another. Many helmets reduce your mind-maximum more than other stats. 7.13. Player vs. Player combat PvP combat is not enabled by default in Star Wars Galaxies. You have to choose to participate in it to be vulnerable to attacks by other players. Dueling Dueling is not yet active. Factional combat You can sign up for a faction at a faction recruiter. Faction recruiters are NPCs typically found in factionally aligned structures in cities. You can join a faction by entering a conversation with the NPC. If you choose to be a covert member, you will not be able to attack other players and they will not be able to attack you, unless you perform a factional action. [NOTE: CURRENTLY NOT FUNCTIONING PROPERLY] If you choose to be a declared member, you can be attacked by members of an opposing faction. If someone is publicly a member of a faction, you will see the icon of their faction next to their name. Galactic Empire Rebel Alliance If you are a member of a faction, you will see fellow members of your faction (be they publicly known or covert) as having blue names instead of red. The color-coding will also extend to the radar. You can go back to the NPC to withdraw from a faction. It will not take effect for several hours. 8. Missions 8.1. Getting a mission Missions are obtained from mission terminals. When you want to take a new mission, move up to a mission terminal and double-click on it, or left-click and hold to bring up the radial menu. Choose mission browser. The mission browser window will show you a variety of missions to select from. Each separate line in the table is a different mission available for you to take. Missions are made for each user individually - you are never in danger of someone taking a mission from you. Missions provide rewards for their completion - the harder the mission, the more you will be rewarded for accomplishing it. Therefore, you can also assume that if you take the most rewarding mission offered to you, you are also taking the hardest one! If you click on one of the missions and select show details, you'll see more information about the mission - how long you have to complete it (generally a couple of real-time days), what the object looks like that you are being asked to destroy (or who you are being asked to deliver something to), and more details on the mission itself. From there, you can accept the mission. If none of the missions look interesting to you, you can always close down the mission browser and open it back up. Within a few minutes, additional missions will be available to you. 8.2. Using the Datapad Once you have accepted a mission you'll see it appear in your datapad. You can access your datapad by pressing CTRL SHIFT D, or by clicking on the datapad icon in the lower right hand corner on the toolbar-shortcut. Your datapad will contain all types of information, from missions to waypoints to tokens to crafting schematics. Each of these things takes up a bit of memory in your datapad, so eventually you might fill it up. If you do, you'll need to delete things out of your datapad in order to add more in the future. The datapad can be sorted into icon view or list view, just like your inventory. On the left-hand side of the datapad is a details view for anything you currently have selected. Waypoints In the datapad, you can create waypoints anywhere and anytime you want. It is easy to create, activate, and deactivate waypoints at will. There are many reasons to create waypoints - from marking areas where you have placed structures, to remembering where the location of a scenic area is. Once you have a waypoint in your datapad, you can activate or deactivate it at any time. Active waypoints will show up as a streaming light from the sky (though, only if you are close to them) and as wedges on your radar. Missions Also in your datapad are missions you have accepted, as well as previous missions you have completed or failed. You can pull up a mission at any time, and from here, you can activate or deactivate your mission waypoint. These waypoints are imbedded in the mission object themselves, and are not listed in your datapad. 8.3. Accomplishing a mission Missions are accomplished by meeting the mission goals within a certain period of time. Destruction missions focus around destroying hazardous objects out in the wild. When you've destroyed the objective of the mission, you will be rewarded with money and experience. Delivery missions are accomplished by taking an item from one NPC to another (sometimes through treacherous territory) - for this, you will be rewarded with money. 9. Skills 9.1. Skills and Advancement You can access your skills via the skill browser (button on the toolbar, or by pressing CTRL SHIFT S). At this screen you can browse all your skills, your experience, and all the skills in the game. You start with a set of skills determined by your profession. From there, you can choose any direction you want your character to grow. If you want to continue on in your profession, then continue to gain the more advanced skills that are open to you. Alternately, you can explore completely different sections of the skill tree by beginning to learn skills in any skill tree. In order to obtain a skill, you must have enough Learning Capacity, or skill points. Each skill has a fixed cost in Learning Capacity. When you use all your Learning Capacity up, you cannot learn any more skills. There is no way to increase your Learning Capacity--all players have the same cap. You can free up Learning Capacity by surrendering skills. Note that you do not get back any fees and experience you may have spent in order to get the skill! Each skill has an experience point requirement to earn it, an amount of money it will cost to gain the skill, and potentially prerequisite skills for gaining the new skill. If you have the appropriate amount of experience points (and the right type) for a given skill, and all the prerequisites, then you can go earn it by finding the skill teacher(s) who have that skill available. Gaining the skill, once you meet all the requirements, is the easiest part. Enter into a conversation with an NPC skill trainer (you can find them at the major guild halls) and ask them to teach you a skill - you will be presented with the list of skills you are able to select. 9.2. Dancing and Musicianship Dancing and musicianship are skills used to heal mind wounds and shock wounds. These skills can only be used in a few specific places - campsites, cantinas, and similar social gathering places. In addition, some areas are more effective than others - for instance, camp sites only allow the healing of wounds, whereas cantinas allow the healing of both wounds and shock wounds. To initiate a dance or musical piece you need to have the skill to do so. As you advance in musicianship and dancing skills, you will learn more effective dances and songs to play. The harder the song or dance, the more you will heal. You can perform dancing and musicianship actions outside of a campsite or cantina, but doing so will not provide any benefit to someone watching or listening. Dancing To start a dance, you can use the command /startdance (dance style) or use the icon that corresponds to the dance you want to use. The different dance styles that a skilled dancer can learn are: basic rhythmic popular exotic lyrical Anyone who wants to watch you can do so either by typing /watch (target name) or just /watch with a valid look-at target, or use a radial menu on the performer and select watch. Likewise, type /stopwatching to cease watching. Musicianship To start a song, you can use the command /startmusic (song name) (such as /startmusic rock) or use the icon that corresponds to the song you want to play. Depending on which instrument you have in your hand (or as your look-at target in the case of an organ or other large, un-moveable instrument), your song will sound different. The following instruments need to be equipped from your inventory and played in your hands. kloo horn mandoviol slitherhorn The nalargon instrument can be found inside a cantina, it's the huge keyboard. Play it by targeting it and typing /startmusic rock The nalargon can be played by more than one person at a time. Anyone who wants to listen to you can do so either by typing /listen (target name) or just /listen with a valid look-at target, or use a radial menu on the performer and select listen. Likewise, type /stoplistening to cease listening. Special Moves - Flourishes Musicians and dancers can add flourishes to their performances with the /flourish 1, /flourish 2, /flourish 3 or /flourish 4 command or using the icon that corresponds to that flourish. Flourishes are brief bonuses to healing and play a special animation or special pieces of music when executed. Creating a Band Dancers and musicians are more effective as groups. Players who all share the ability to do a specific dance or song can form a band or dance troupe. They can then play a song together (with different instruments) or perform a dance together, and become even more effective at healing. To create a band, it's just like forming a regular group. Up to 8 people can be in a band. The first member of the band is the Band Leader. Band Leaders can invite people into the band and kick people out of the band. Group commands: /invite (playername) -- invite someone to join your group. This only works for a band leader or an ungrouped person, with a target that is ungrouped and not already invited to another band. /join -- join the band you are currently invited to. /decline -- decline to join the band you are currently invited to. /disband (playername) -- if you are not the Band Leader, leave your current band. If you are the Band Leader, and you specify a certain player, kick that person out of the band. If you are the Band Leader and do not specify a specific player, you will disband the group (everyone kicked out). /bandleader (playername) -- If you are the Band Leader, you can make someone else be the Band Leader instead. You swap positions in the group with that person and they become the first in the group. (This person must already be in the band to make them leader). 9.3. Creature Taming Some species of creatures can be tamed as pets, if they are found as babies. You can recognize a baby of a species of animals because it is much smaller than most, and often found in a herd of creatures. Only someone who has achieved Novice Animal Tamer may tame a pet. To tame a creature as a pet, you must approach it very slowly (so as to not scare it off), and then select the tame option on the radial menu. If the creature is not tamable, this option will not appear. When you have selected tame, your character will go through the actions needed to try and convince the creature you are its friend. You need to remain close to the creature while attempting to tame it. Depending on your skill, the age of the creature, and the type of the creature, you may succeed, you may fail, or the creature might try and kill you. Once you have a tamed creature, a new set of commands are open to you via the radial menu on the creature. Store - Puts the creature in your inventory for later use. Once in there, use "Call" to bring it back out. Train - This is the main option you will use for your pet. Clicking on just the Train button does nothing, so use the following choices from the submenu. All these commands when activated require you to set the verbal command that you wish to use for that option. For instance, if you chose follow, you could then say, "Follow" and hit enter. Then every time you want your pet to follow you, you just have to say, "Follow". Until you reenter that command for follow, those are the words you need to use to make the pet follow you. You can use any words that you like as commands for your pet. If you have multiple pts, you may want to train them all to different words if you want to order them around independently, or you might want to make them all obey the same word so that they act in concert when given an order. You may add a name to the command like, "Bob Follow" and after setting 3 or 4 commands from the list, the pet will figure out that you wish his name to be "Bob," and that will become his name. Follow - Used to make the pet follow you. Stay - Used to make the pet stay in one spot. Most pets will sit still for a while, then begin to loiter around the area a little bit. Don't worry, they're not going anywhere, thy just don't like sitting still for long periods of time. Pets will remain in the world even if you log off. Eventually pets left abandoned for a length of time will revert to a wild state and you will lose them. Attack - Used to make the pet attack your look at target. Guard - Used to make the pet guard your look-at target (has to be another player, npc or creature). A guarding pet will attack anyone who attacks the guarded individual. This is a toggle, so say 'guard' again with no look-at target to make the pet stop guarding. Pets automatically guard their master, and can guard one other person (it can be another pet). Befriend - Used to add some other player to the Friend list. If your look-target is already on the friends list, this will remove it. Friends are able to give verbal orders to the pet just like the pet's master. Patrol - Use this in conjunction with Get Patrol Point and Clear Patrol Points. Once you have patrol points set up, use the Patrol command to set your pet on its patrol route all on its own. It will go to each point you have pre-set, and then move on to the next one. Get Patrol Point - After setting this command, you would go to a spot, use the command, and then go on to the next spot you want to add to the route. You should have up to 10 patrol points you can set up for each pet. Clear Patrol Points - This should clear all the patrol points you have set for that pet. Group - Use this to make your pet join your group or, if already grouped, make him leave your group. Trick X4 - You have 4 slots to put tricks into. The animations arent implemented yet, but eventually your pet will ask you to play if it gets Mind Wounds and by getting it to do tricks you will heal those Mind Wounds. Transfer - Use this to transfer the ownership of the pet to another player. Release - Use this to release your pet back to the wild. Remember, using these options in the radial menu is only for setting up the verbal commands. Once set, you wont be back in this menu very often. Pet Healing Your pets can take pool damage, wound damage, and shock wound damage. If your pet gets wound damage besides mind wounds, it will ask you to Feed it. Feeding your pet is another option off the radial menu. Feeding your pet heals regular wound damage as well as shock wound damage. Right now, just click on Feed and your pet will be fed; soon you will need food to feed them. If your pet gets a Mind Wound, it will ask you play and that is when you would use the Trick verbal command. Playing with your pet heals Mind Wounds. If your pet dies in combat, then there is no way to bring them back, so be careful with them. Growing Pets Pets grow over time based on your success with them. Given enough effort, they can even grow larger than a normal member of their species usually found in the wild. It can take days, even weeks for some pets to grow to full size. As they grow, their stats will increase commensurately. 10. Advanced Systems This chapter is for advanced game systems that we will be testing. 10.1. Structures Placing a structure Left click and hold on the deed in your inventory. Select "USE" on the radial menu Once the overhead view pops up, use the arrow keys to view the surrounding terrain. Choose a spot where there is all green around your proposed building site, any red will prevent you from placing the structure. Right click once each time you wish to rotate the structure by 90 degrees. Use the Escape key to back out of this stage in structure placement. Left click once, when you are satisfied with the position, and heading of your structure. This brings up the construction site. Bring up the radial menu on the Structure Construction Marker and select "STATUS". This gives you all necessary details of when your structure will be completed. Managing Your Harvester Structure Bring up the radial menu on your structure and select "Structure Management": Select "Pay Maintenance" to bring up the maintenance payment screen. You must have the funds available in your bank or on your person in order to pay maintenance on it. Select "Destroy Structure" to remove the structure from the land. Notice how it says you must repeat this step one more time in the next 30 seconds in order to destroy this structure, this is a failsafe. If the structure is not at 100% condition, it will tell you that it needs to be in 100% condition to get your deed back after destroying it. Also notice, that is gives you an amount of money required in the maintenance pool in order for you to reclaim the deed. You must have paid this amount of money during the life of this structure in order to get the deed back. If you haven't, and you continue to destroy the structure, you lose the structure, and all the money you have put into it, up to the amount stated. Once you put a structure down, it's down for a while, keep that in mind. Select "Status" from the menu to bring up the status screen on the structure. There is a lot of useful information here, including the condition of the structure. Over time, your structures will decay and need maintenance, this is the screen in which you will use to determine how badly decayed your structure is. It also tells you how much maintenance is due to bring the structure up to 100% condition. Bring up the radial menu on your structure and select "Structure Permissions": Select "Hopper List" to bring up the list of players that you have allowed access to the harvester hopper on this structure. The hopper on your harvester is the output bin in which the harvested resources are placed. To add someone to your hopper list, type /setpermission hopper then hit enter. You don't have to have the structure or the player targeted, you just need to be close to the structure, and make sure you spelled the player's name correctly! To remove someone from the hopper list, just type the same thing as above, it acts as a toggle so it will remove that person the same way. Select "Administrator List" to bring up the list of players that you have allowed administrator rights to this structure. To add them just type /setpermission admin then hit enter. Type it again to remove them from the list. Someone with administrator access can add or remove whomever they wish to/from any of the lists, except you, the owner of the structure. Please disregard the "Ban List" option from the menu as it is in the process of being removed from the Harvester Management Options. Bring up the radial menu on your structure and select "Manage" to bring up the Harvester Management Interface: At the top of the Interface screen you see the name of the harvester i.e., "Moisture Harvester". Left clicking on "Change Harvester Name" allows you to name the harvester something unique like, "Boba's Moisture Harvester". Left Clicking on the "Change Resource" button brings you to the Resource Selection Screen in which you can choose which resource you would like to harvest. On this list are all the resources that this harvester can harvest. On the left side is the name of the resource, and on the right side is the concentration of that resource at the spot you have placed the harvester on. Left click on a particular resource, and then hit "OK" to return to the main interface, you should now see the resource you have chosen in the space between the "Change Harvester Name" button and the "Change Resource" button. At this point, if you have chosen a resource that has a percentage higher than about 4%, you should see some progress when you switch the harvester on. As the harvester begins to collect resources, you will see the number under the "current" area increase from 0 to something higher than 0, meaning you are collecting resources. The number to the right of that is the efficiency at which you are able to collect that particular resource. On the right side of this interface, you have the facility status gauge, which shows the damage the harvester has taken over time, and underneath that you have the hopper readout. If you click the "Hopper" button while the harvester is collecting resources you will see the resource amounts increasing in the hopper. This screen is called the "Hopper Contents" Screen. In this screen you will be able to monitor your hopper contents as well as remove contents of the hopper in carry able increments. You will be able to remove resources from the hopper screen in amounts no more than 100 units at a time. Every time you remove resources from your hopper they will appear in your inventory, (if you have room), in a neat little container of their own. To remove a container of resources from your hopper, click on the resource pool you wish to take from, and then click "Retrieve". screen with a slider bar will appear allowing you to remove from 1 to 100 units of that resource from your hopper. When you have selected the amount you wish to remove click "OK". The selected amount of resources will appear in your inventory, (if you have room for them). Clicking "Dump Hopper" simply clears space in your hopper to make room for resources that you may want to collect. Dumped resources are lost for good. Managing your House Inside your house, there is a "Structure Management Terminal" which you use to manage your house. Left click and hold to bring up the radial menu on this terminal. Select "Structure Management" from this menu to bring up management options, this is all done from within the house. Select "Privacy" to toggle whether your house is a private house, meaning that only people on the Entry List can enter, or make it a public house, meaning that anyone except people on the Ban List can enter. Select it again to toggle it back. Select "Declare Residence" to make this structure your residence. Only the owner can do this. Select "Pay Maintenance" to bring up the maintenance payment screen. You must have the funds available in your bank or on your person in order to pay maintenance on it. Select "Destroy Structure" to remove the structure from the land. Notice how it says you must repeat this step one more time in the next 30 seconds in order to destroy this structure, this is a failsafe. If the structure is not at 100% condition, it will tell you that it needs to be in 100% condition to get your deed back after destroying it. Also notice, that is gives you an amount of money required in the maintenance pool in order for you to reclaim the deed. You must have paid this amount of money during the life of this structure in order to get the deed back. If you haven't, and you continue to destroy the structure, you lose the structure, and all the money you have put into it, up to the amount stated. Once you put a structure down, it's down for a while, keep that in mind. Select "Status" from the menu to bring up the status screen on the structure. There is a lot of useful information here, including the condition of the structure. Over time, your structures will decay and need maintenance, this is the screen in which you will use to determine how badly decayed your structure is. It also tells you how much maintenance is due to bring the structure up to 100% condition. Select "Structure Permissions" to bring up the permissions options on the house. Select "Entry List" to bring up the list of players that are allowed to enter your house. This is only applicable if your house is made "Private". if your house is "Public", anyone can enter but players on the Ban List. To add someone to the Entry List type, /setpermission entry then hit enter. To remove someone from the list just type the same thing as it's a toggle. The selection "Vendor List" is not implemented yet, it does nothing at the moment. Select "Administrator List" to bring up the list of players that you have allowed administrator rights to this structure. To add them just type /setpermission admin then hit enter. Type it again to remove them from the list. Someone with administrator access can add or remove whomever they wish to/from any of the lists, except you, the owner of the structure. Select "Ban List" to bring up the list of players that have been banned from the structure. Someone on this list will never be able to enter your house whether it is public, or private. To add/remove someone from the Ban List type, /setpermission ban then hit enter. 11. Appendix A: Controls This section lists all keyboard and mouse controls in Star Wars Galaxies: An Empire Divided. 11.1. Mouse and Keyboard Layout Here is a list of the general game controls. Mouse Controls Left Mouse Button Radial menu for interaction with objects and characters Right Mouse Button Move forward Mouse Scroll Wheel Wheel Zoom in/out of character Keyboard Layout Escape Exit and game options Keyboard Just type to start talking. No need to hit Enter to start. ALT Mouse look mode on/off, UI interaction Shift Hold to walk while moving Arrow Keys Left, Right, Up, Down CTRL Keypad +/ - Zoom in/out of character CTRL Keypad [/] Cycle toolbar tabs CTRL Keypad > Cycle chat tabs CTRL Keypad ;/' Cycle targets CTRL Q/E Rotate character left/right CTRL A/D Rotate camera left/right CTRL W/S Rotate camera up/down CTRL C Chat Window on/off CTRL H Toggles HUD on/off CTRL I Inventory window CTRL N Toggle Names on/off CTRL SHIFT A Commands window CTRL SHIFT C Character Sheet window CTRL SHIFT D Datapad window CTRL SHIFT P Persistent Message window CTRL SHIFT R Channel Browser window CTRL SHIFT S Skills window CTRL Up Arrow Goes back through your entered lines in the chat buffer CTRL Left/Right Arrow Move left and right in your input bar Print Screen Takes TGA screenshots in your game install directory, numbered in order based on each session. After a given session with the client, just copy them out so they don't get overwritten 11.2. Complete Emote List Type /social to see the entire list ingame. * indicates emote comes with animation. Some emotes can also be invoked with emoticon shortcuts. * accuse * ache adjust * adn afk afk4drink afk4food * agree * amaze * apologize * applaud arch assistance ayt backhand bad * badfeeling * bah bak * bang bark * bat * bbl * beam =D * bearhug * beckon * belch bite * blame bleed * blink * blow * blowkiss * blush *^_^* *o_o* *O_O* :") * bmoc * bob bodyslam * boggle bonk * boogie * bored bounce bouquet * bow * bow2 * bow3 * bow4 * bow5 * bowhead brandish brb brt * burp * bye * cackle * calm catchbreath * censor chase * cheek * cheer * chestpuff * chortle * chuckle * clap claw comb * comfort * congratulate * cough cover covereyes cower * cringe * cry ( :'( :,( ='( =,( * cu * curious =? ? ?=) * curse > > * curtsey * dance * deepbow * defend * deride * disagree * dismiss * doh 8| dream drool ~ ~ * duck echuta eek 8o elbow * embrace * encourage * evilgrin > >=) (6) exhausted * eyebrow -_^ ^_- o_^ ^_o O_^ ^_O :\\ =\\ faint * false * faq * fear feel * feh fiddle * fidget * flail flame * flee * flex flip flirt flower * flutter fool * frown =( * full * fume > >=( * fuzzy * gag gape =O gasp * gawk * gaze * giggle * giveup * glare * gloat * glow * going * greet * grin :> => * groan :/ =/ grovel * growl * grumble grunt gulp * hack * hail halfnelson * halo o:) O:) o=) O=) (a) (A) hand handshake * headache headlock * hearnoevil * help hero hi5 hiccup hiss hobble holdon hop hose hug huge hum hunger imitate * innocent introduce jam jas jk jump kiss :X :* * kowtow lag large * laugh ) lean * leer legshake lick * listen * lol * lost * love (L) luck manual medium melt mimic mirror * mope mosh * mourn mutter nails * nap * nausea :& :-& (&) nelson * nervous * nod (Y) * nono noogie * nose nudge nuzzle * omg oneknee opossum * panic pant pat * peer peptalk pet * peyoo pillow pinch * plugears * plugnose poke * ponder .oO * pout preen primp prod * protect pucker * puke * pull punch * push * puzzle question * quiet * raise raspberry ~ ~ :b~ =P~ =p~ =b~ * ready * reassure retreat roar * rofl * roll rose -<@ @>- @};- (F) ruffle * salute scare scared scold * scratch scream seenoevil * shake (N) sharpen * shiver shower * shrug * shudder * shush :$ :-$ * sigh skip * slap slobber small * smell * smile =) smirk =| * snap * snarl :[ =[ * sneeze * snicker sniff sniffle * snore |) |-) snort soapbox * softclap spam * speaknoevil spin spit squeeze * squirm stare * steam x( X( :@ * stink * stomp strangle stretch strut * sulk * summon * surprised =o * surrender swat sweat sweep tackle tag * tantrum tap * taunt * thank * think thirst throw throwdown thxinfo tickle tiny tip tiptoe * tmi tongue :p :b =P =p =b toss * tsktsk tug tweak twibble twiddle twirl twistarm * twitch uncle veto * waft wait ward * wave * welcome whap whimper whisper whistle * wince * wink wrinkle * yawn * zip zone 11.3. Complete Mood List Here is the complete list of supported moods in Star Wars Galaxies. Type /moods to see the entire list in game. absentminded adventurous alert amazed ambivalent amused angry annoyed approving belligerent bitter bloodthirsty bored brave bubbly callous calm careful careless casual cheerful clinical cocky cold compassionate condescending confident confused contemptuous content courtly coy crotchety crude cruel curious cynical dainty defensive depressed devious dignified dimwitted diplomatic disappointed discreet disdainful disgruntled disgusted dismayed disoriented distracted doubtful dramatic dreamy drunk earnest ecstatic embarrassed emotional emotionless emphatic encouraging enraged enthusiastic envious evilexhausted exuberant fanatical fastidious fearful firm forgive friendly frustrated gloomy goofy grumpy guilty happy haughty heroic honest hopeful hopeless humble hungry hurried hysterical imploring indifferent indignant innocent interested jealous joyful lazy lofty logical loud loving lustful malevolent mean mischievous nervous neutral nice none (no mood) obnoxious obscure offended optimistic painful panicked patient pedantic perturbed pessimistic petulant philosophical pitying playful polite pompous proud provocative puzzled quiet regretful relaxed relieved reluctant remorseful resigned respectful romantic rude sad sarcastic scared scolding scornful sedate serious shameless sheepish shifty shocked shy silly sincere sleepy sly smug snobby sorry spiteful squeamish stubborn suffering sullen surly surprised suspicious taunting terrified thankful thirsty thoughtful timid tired tolerant troubled uncertain unhappy unwilling vengeful warm wary whiny wicked wise wistful worried wounded youthful 11.4. Complete Chat List Below is a complete list of the chat commands. The number after the command will indicate which chat bubble it uses instead of the default bubble. admit announce 8 answer argue assert avow babble 6 beg bellow 8 blab 6 bleat 10 blurt 1 boast 11 brag carol chant chat 6 chatter 6 command 12 complain 3 concede conclude 2 confess 7 confide 7 coo debate declare 12 decree 12 demand 12 describe disclose divulge drawl 10 drivel 6 drone 6 emote 2 eulogize exclaim 1 explain foretell gab 6 gossip 6 howl 4 huff 5 hypothesize 2 indicate inquire interject 1 interrupt 1 intone jabber 9 jaw 6 jest 11 lecture 12 lisp 10 moan 3 mouth 7 mumble 3 muse 2 note parrot 11 plead prattle 6 preach 12 proclaim 12 promise pronounce prophesize 12 propose quote ramble 6 rap recite reply request respond retort 5 riddle 11 say shout 8 shrill 1 sing slur 10 state 12 stutter 10 suppose 2 surmise 2 swear tattle theorize 2 threaten 13 utter vent 8 vow wail 4 whine whisper 7 yack 6 yell 8 yelp 1 11.4. Advanced User Commands Here is a list of most of the commands for advanced users. Note, many commands need a target, for example /invite Holocron. /alarmclock (minutes) (message) - The text message will display for you after the selected time passed. Example, "/alarmclock 60 Walk the dog" will remind you to walk your dog in an hour /bandleader - transfers Band Leader status to indicated player. /burstrun - activates burst run /camp - sets up a campsite /consent - Allows targeted player to use the /corpse command on your corpse /corpse - Moves your corpse to you if you are within 20 meters /decline - used to turn down an invitation to join a group /disband - (group leader only) disbands current target or entire group if no target is named /flourish - plays indicated musical or dance flourish. For example, /flourish 4 /group autoloot - displays status of autoloot (group leader can toggle this by adding on or off to end of command) /group autoloot credits - displays status of autoloot of credits (group leader can toggle this by adding on or off to end of command) /group autoloot items - displays status of autoloot of items (group leader can toggle this by adding on or off to end of command) /group autosplit - displays status of autosplit (group leader can toggle this by adding on or off to end of command) /group info - displays names of group members, current options, etc. /group leader - displays group leader's full name /group menu - (group leader only) displays a menu for toggling options on and off /group notify - displays status of each notify option (group leader can toggle this by adding on or off to end of command) /group notify credits - (group leader can toggle this by adding on or off to end of command) /group notify death - (group leader can toggle this by adding on or off to end of command) /group notify harvest - (group leader can toggle this by adding on or off to end of command) /group notify incapacitation - (group leader can toggle this by adding on or off to end of command) /group notify items - (group leader can toggle this by adding on or off to end of command) /group options - (group leader only) displays a menu for toggling options on and off /groupsay - sends message to group channel /gsay - sends message to group channel /gtell - sends message to group channel /healdamage - (skill required) heals damage on your target or yourself if no target selected /healwound - (skill required) displays list of wounds you can heal on your target or yourself if no target selected /invite - invites target player into your group (only group leaders can invite additional people into an existing group) /join - joins group or band if you have been invited /kneel - changes stance to kneeling /listen - actively listens to target musician /makeleader - (group leader only) transfers leadership to target group member /mood none - returns your default mood to neutral /moods - displays list of moods /prone - changes stance to prone /retell - sends tell to the last person you sent a tell to /reply - sends a tell to the last person to send a tell to you /say - puts your message in a chat bubble and in the spatial chat window. List of other spatial chat commands /social - displays list of emotes /stand - changes stance to standing /startdance - (skill required) begins the dance style that you indicate. For example, /startdance basic /stoplistening - you will no longer actively listen to a musician. /stopwatching - you will no longer actively watch to a dancer. /startmusic - (skill and instrument required) begins playing song that you indicate. For example, /startmusic rock /tell - sends an instant message to the player indicated. You can send the message to multiple people by separating their names with a comma /unconsent - disallows a target player to move your corpse if you have already given them permission with /consent /watch - actively watches targeted performer ! - repeat last command !abc - repeat the last thing you said that started with abc ^a^b - repeat the last thing you said, replacing A with B. "This is a lon test" ^lon^long would result in: "This is a long test" Table Of Contents Link to comment Share on other sites More sharing options...
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