Combat in Empire in Flames, or How I Spent My Summer Vacation

EiF brings you a player’s perspective’s on EiF’s combat system. This post isn’t fully fact checked. Thank you Pizza the Hutt! You are one of my all time favorite Hutts! Enjoy!

-Sandarie, Community Manager

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The combat in Star Wars Galaxies has gone through multiple iterations and changes in its lifetime. Empire in Flames is another such iteration aiming to improve upon some of the inadequacies of the original game in a fashion that differs from the Combat Upgrade (and the subsequent game-changing overhaul that was the NGE). 

While the fundamental mechanics of “Pre-CU” combat still stand, there have been numerous tweaks and changes to encourage a diversity of builds that was sorely lacking in the original game. These modifications to the base emulator take the form of adjustments to stat allocations for each profession, ability changes ranging from minor adjustments of multipliers to new behaviors, and some tinkering to the engine to make combat much more intuitive and interesting.   

Whether you’re an old-hand at Pre-CU combat, an NGE player visiting the past, or completely new to SWG, there are some things that you should know! But where should we begin?   First things first! Before you can fight you need a weapon! If you’re a bareknuckle brawler or an inveterate sniper, your attacks follow the same formula! So, here’s the rundown on your hardware:

1.       Weapon type – This one is the most obvious. A pistol, a carbine, a sword, et cetera. These weapons have their corresponding abilities in their respective professions but here at Empire in Flames we have some special-case scenarios! If you’re a Bounty Hunter, or a Smuggler, your weapon skills are “weapon agnostic” which means you can use these abilities with any weapon equipped! 

2.       Damage type – All incoming and outgoing damage in SWG is “typed” and is compared against a variety of resistances. Not all guns do energy damage, and not all melee weapons will do kinetic. To ensure maximum effectiveness, examine your target (in the case of PvE) to see your opponents’ resistances and equip yourself accordingly!   

3.       Armor Piercing – This is a stat you’ll see on all weapons but you can completely ignore this as Empire in Flames removed Armor Levels from all damage equations!   

4.       Attack speed – This is the base delay for your attacks (in seconds). The CDEF Pistol that you start with, for example, has a speed of 3. Without any skills, you will auto-attack every 3 seconds. But all weapon-specific professions come with a speed stat boost that modifies this value as a percentage. More on this later!   

5.       Damage range – Minimum and maximum damage is self-explanatory.   

6.       Wound chance – Whenever an attack lands, it has a chance to impart a wound to a specific HAM pool. While higher percentages are better, the actual effect is rather small.   

7.       Range modifiers – Ok, so this one might not be super clear as to how exactly it works but it is simply a +/- modification to your attack’s accuracy. Ideally you want to be at the ideal (hehe) range but in most cases you can get away with any spot that’s not a massive penalty (like the -120 @ 64 meters on the starter CDEF pistol).   

8.       Special Attack Cost – These are the base values for the consumption of your HAM pools when you use special attacks. Each special attack has a multiplier that can leave you with an empty action pool in the case of high special costs on your weapons.   

Okay! So that’s a quick review of the weapons and how their stats function. Let’s get started with the combat mechanics and how your skills tie into them. I’m going to start with the novice box of the Swordsman profession because it’s what I have in front of me and it gives me a wide variety of skills to use as examples. In the novice box we have the following skills:

Counterattack, Defense vs. Blind, Defense vs Dizzy, Defense vs Intimidate, Defense vs Stun, Melee Defense, Ranged Defense, Two-handed Melee Accuracy, Two-handed melee Center of Being [duration], Two-handed Melee Center of Being Efficacy, Two-handed Melee Speed, and Two-handed Melee Toughness… whew! That’s a lot of stats! It might be a bit overwhelming, but they’re very straightforward once you get the hang of it!   

Counterattack is one of the three “secondary” defense skills, alongside Dodge, and Block. The way these work is that upon receiving a “successful” attack, you have a chance to react to the incoming damage with these skills.

  • Counterattack allows you to make a free basic attack against your opponent.
  • Dodge always you to sidestep the incoming damage entirely.
  • Block reduces the incoming damage by 75% and has the added bonus on Empire in Flames of making a second block attempt if the first one fails.

These three defense skills are limited to their respective weapons – Counterattack for Carbineer and Swordsman, Dodge for Pistoleer and Fencer, Block for Rifleman and Pikeman.

Note: Heavy Weapons are considered as Rifles by the game and allow you to make use of Block when wielding the Commando’s arsenal. Teras Kasi Artists have a special defense stat called Defensive Acuity which allows you to react to incoming damage with either Counterattack, Dodge, or Block.   

Defense vs [XXXXXX] – These are stats that are generally referred to as “State Defense”. Certain abilities have the benefit of attempting to apply a variety of these states and that is compared against your state defense to determine whether or not it is successfully applied.             

You’re probably curious as to how these states affect you or your target – here’s the hot-skinny.           

    • Intimidate – This state reduces the maximum damage of outgoing attacks\
    • Dizzy – When dizzied, posture changes can cause you to be knocked down.
    • Knockdown– Flat on your back! You are incapable of acting while knocked down and you take extra damage. –          It’s important to note that the way Dizzy/KD works on Empire in Flames is different from SWGEmu in that it is impossible to lock anyone into a Dizzy/KD loop (because this is just no fun!)
    • Stun – Reduces outgoing damage by 10% and lowers Primary Defense (more on what that is in a bit).
    • Blind – Reduces accuracy. Posture change (up/down) – This causes the receiving party to change their posture (standing, kneeling, or prone). Coupled with dizzy, this has the chance to knockdown.   

Next on the list is Ranged/Melee Defense – These are your so-called primary defenses which is what your accuracy is compared against when attempting to hit something. These primary defenses reduce the likelihood of being hit by most, if not all, attacks.

  • Accuracy – This makes your attacks more likely to be successful.
  • Center of Being –  Duration and Efficacy are modifiers to the Center of Being skill (which has just received some interesting changes from Anishor). Duration is in seconds, and the efficacy now functions by way of reducing the players outgoing damage by 25% and increasing their toughness by [Efficacy / 3]. Weapon Speed – This is a percentage modifier to your weapon’s attack speed before ability multipliers. It caps out at +75 which translates to 75% * attack speed (or 1/4 of your weapons attack speed as your effective attack speed).
  • And finally we have Toughness – This is a flat percentage reduction on incoming damage. It makes you “tankier”.   

In addition to all of the above, an important consideration (especially for PvP) is the Ranged and Melee Mitigation skills that come with the combat professions. The way this works is it reduces the damage range of the attacker’s weapon making it less likely for you to receive random “big hits”. Ranged Mitigation applies to incoming ranged attacks, and Melee Mitigation applies to incoming melee attacks.

For the curious, or the mathematically inclined, the formula is [Max Damage = MinDmg + ((MaxDmg-MinDmg)*(<20% for Mitigation 1, 40% for Mitigation 2, and 60% for Mitigation 3>)]   

Now that we have all that out of the way you might be wondering “What the hell do all these abilities do?!” because the tooltips may not accurately reflect what is actually happening. Each special attack ability has a damage multiplier, and an attack delay modifier. Some attacks have a specific pool they target, while others will hit a random pool. Some attacks might even apply a state. Unfortunately due to the changes made by the Empire in Flames team, I don’t have access to the definitive numbers, or what abilities apply what states, but I can give a “broad-strokes” answer regarding the ability choices available.

Higher tiered attacks will generally do more damage, with a higher special ability cost, and a larger attack delay. This means you have the luxury of tailoring your attacks based on your playstyle! Like hitting hard, but maybe not so often? Use the higher tiered attacks! Want to spam specials, as much as possible, or slip in a few extras while your action or mind pool is low? The lower tier specials will fit that niche. Every special has a trade-off which makes using something like SpinAttack1 useful even when you have AreaAttack3.   

That’s all for now! I hope it answers more questions than it creates. Happy hunting and May the Force Be With You!

With Love,              Pizza The Hutt.  

Friday Feature 11/3/2017: The Friday Feature Archives!

Empire in Flames turns six months old tomorrow! Since we launched EiF a Friday Feature has been put together nearly every week! (except one, oops.) The staff and community has found over the past months that we’ve referred to these posts over and over and over! So now you have an archive of them to easily reference for personal use or to direct a new player to the information!

Sandarie, Community Manager

Friday Features: The Archives!
By the Numbers 5/5/2017 http://www.empireinflames.com/?p=330
Pauleh Plays! 5/12/2017 http://www.empireinflames.com/?p=361
Planetary Factional Alignment in EiF 5/19/2017 http://www.empireinflames.com/?p=376
Decorating in Empire in Flames 5/26/2017 http://www.empireinflames.com/?p=391
Enter the Cats! 6/2/2017 http://www.empireinflames.com/?p=415
EiF Character Builder Beta Testing! 6/9/2017 http://www.empireinflames.com/?p=424
Player Cities 6/16/2017 http://www.empireinflames.com/?p=433
Server Hardware 6/23/2017 http://www.empireinflames.com/?p=456
Player Goods and Services 6/30/2017 http://www.empireinflames.com/?p=461
Port Jato 7/7/2017 http://www.empireinflames.com/?p=474
Player Events 7/14/2017 http://www.empireinflames.com/?p=492
Creature Resources 7/21/2017 http://www.empireinflames.com/?p=505
Macros 7/28/2017 http://www.empireinflames.com/?p=514
Badges 8/4/2017 http://www.empireinflames.com/?p=527
Old Content – Racetracks 8/11/2017 http://www.empireinflames.com/?p=535
Teaser! 8/18/2017 http://www.empireinflames.com/?p=541
oops… 8/25/2017
Heavy Weapons Y’all! 9/1/2017 http://www.empireinflames.com/?p=560
A Chat with Halyn 9/8/2017 http://www.empireinflames.com/?p=586
Loot Kits/Recyclers 9/15/17 http://www.empireinflames.com/?p=595
A Chat with Anishor 9/22/2017 http://www.empireinflames.com/?p=599
Invasion 9/29/2017 http://www.empireinflames.com/?p=609
RP on EiF 10/06/2017 http://www.empireinflames.com/?p=623
A Chat with Abi/Gail 10/13/2017 http://www.empireinflames.com/?p=628
A Chat with Kelta 10/20/2017 http://www.empireinflames.com/?p=638
EiF Combat 10/27/2017 http://www.empireinflames.com/?p=647
The Friday Feature Archives!  11/3/2017 http://www.empireinflames.com/?p=659
A Chat with BluePyros 11/10/2017 http://www.empireinflames.com/?p=667
 A Chat with Wefi  11/17/2017  http://www.empireinflames.com/?p=680
Bonus Posts!
Question and Answer Time with the Devs! 5/2/2017 http://www.empireinflames.com/?p=291
Racial Bonuses 5/1/2017 http://www.empireinflames.com/?p=282
Professions and Skills 5/1/2017 http://www.empireinflames.com/?p=271
Housing in EiF 4/27/2017 http://www.empireinflames.com/?p=245
Empire in Flames Contact and Social Media Information 4/22/2017 http://www.empireinflames.com/?p=216

Friday Feature 8/4/2017 – Badges

((sorry for the day late! My family arrived in town and chaos ensued!)

One of the fun features of Star Wars Galaxies is the Badges which can be earned. Blue Pyros and Kelta updated the list of badges to make it current for EiF. I pulled the initial information from here.

My guild likes to do activities as a group and on a few occasions we’ve gone out and worked on the Exploration badges for a particular planet. Badge hunting is a great group activity. It’s also a wonderful way to scout for RP locations while racking up those badges!

Ohhh! While editing and formatting this information, I realized the badges from Taanab are not here! I’m not going to list them now, but I challenge you to go out to Taanab, find them, and post them here!

Q. What are Badges?
A.
 Badges are essentially just lines of text that appear in your Character Information Sheet(Ctrl+C, and Ctrl+P (this might be different, depending on keybindings)). Badges are earned by doing various tasks in EiF. These tasks can be as simple as visiting a location, or as challenging as fighting through one of the toughest dungeons in the game.

Q. Is EiF going to add anymore badges, or is this it?
A.
 Of COURSE they’re going to add new badges!

Badge Collector
Total Available: 7

How to: These Badges are received after claiming a certain number of other badges. These badges are cumulative. That is, Your Badge Collector: 5 Badges will count towards your total to getting your Badge Collector: 10 Badges badge.

…has acquired 5 badges.
…has acquired 10 badges.
…has acquired 25 badges.
…has acquired 50 badges.
…has acquired 75 badges.
…has acquired 100 badges.
…has acquired 125 badges.

Exploration
Total Available: 45

How to: These Badges are claimed simply by visiting certain special locales. AudioOrgana has put together this wonderful guide, which details all the Points of Interest in the game that will grant you badges.

…has visited Ben Kenobi’s old home.
…has visited the pool underneath Fort Tusken.
…has visited the famed Krayt Dragon skeleton.
…has visited the escape pod used by C-3PO and R2-D2.
…has visited the home of the mighty Sarlacc.
…has found the Lars Homestead on Tatooine.
…has found the hidden Krayt Dragon Graveyard.
…has discovered the hidden Gungan Sacred Place.
…has explored the depths of the Agrilat Crystal Swamp.
…has encountered the mysterious Palace of the Woolamander on Yavin 4.
…has discovered the ancient Temple of the Blueleaf cluster.
…has visited the Temple of Exar K’un.
…has climbed to the top of “Adi’s Rest”.
…has explored the horrid tar pits of Dathomir.
…has discovered the lesser Sarlacc on Dathomir.
…has found a mysterious escape pod crash-landed on Dathomir.
…has climbed to the peak of the Lesser Misty Falls region.
…has reached the Greater Misty Falls Peak.
…has uncovered the mysteries of the Ruined Jedi Temple on Dantooine.
…has visited the abandoned Rebel Base on Dantooine.
…has seen the majestic falls of Theed.
…has visited the stately falls of Dee’ja Peak.
…has visited Amidala’s Private Beach.
…has seen the Rebel Hideout on Corellia.
…has seen the Rogue Corsec Base on Corellia.
…has visited the famous outdoor theater on Vreni Island.
…has seen the magnificent crystal fountain at Bela Vistal.
…found a wrecked starship on Dathomir.
…seen the dreaded Imperial Prison on Dathomir.
…has walked among Dantari tribesmen
…has visited a Dantari Rock Village.
…has visited an Ewok Tree Village.
…has visited an Ewok Lake Village.
…has seen a Dulok Village.
…has found a Marauder base on Endor.
…has seen the lost village of Durbin on Talus.
…has seen an Imperial Base on Talus.
…has observed a battle between Rebel and Imperial Forces on Talus.
…has seen a cave populated by Aqualish soldiers on Talus.
…has seen the fabled Kobola Spice Mines on Rori.
…has seen a Rebel Outpost on Rori.
…has seen an Imperial encampment on Rori.
…has found the Imperial Hyperdrive Research Facility on Rori.
…has found an Imperial base on Lok.
…has found a Kimogila skeleton on Lok.

Explorer
Total Available: 5

How to: These Badges are like the Badge Collector badges, but only count the Exploration badges. These Badges are not cumulative. That is, Novice Explorer: 10 Exploration Badges will not count towards the Journeyman Explorer: 20 Exploration Badges badge.

…has earned 10 Exploration Badges.
…has earned 20 Exploration Badges.
…has earned 30 Exploration Badges.
…has earned 40 Exploration Badges.
…has earned 45 Exploration Badges.

Profession Badges
Total Available: 29

How to: These badges are received when you master any profession.

…has mastered the Fencer profession.
…has mastered the Swordsman Profession.
…has mastered the Bounty Hunter Profession.
…has mastered the Carbineer Profession.
…has mastered the Commando Profession.
…has mastered the Pistoleer Profession.
…has mastered the Pikeman Profession.
…has mastered the Rifleman Profession.
…has mastered the Smuggler Profession.
…has mastered the Teras Kasi Profession.
…has mastered the Architect Profession.
…has mastered the Armorsmith Profession.
…has mastered the Artisan Profession.
…has mastered the Chef Profession.
…has mastered the Droid Engineer Profession.
…has mastered the Merchant Profession.
…has mastered the Tailor Profession.
…has mastered the Weaponsmith Profession.
…has mastered the Bio-Engineer Profession.
…has mastered the Creature Handler Profession.
…has mastered the Ranger Profession.
…has mastered the Squad Leader Profession.
…has mastered the Doctor Profession.
…has mastered the Medic Profession.
…has mastered the Dancer Profession.
…has mastered the Entertainer Profession.
…has mastered the Image Designer Profession.
…has mastered the Musician Profession.
…has mastered the Politician Profession.

Trivial Librarian
Total Available: 1

How to: In the Royal Palace in Theed the Trivial Librarian awaits the explorer. She will ask a series of questions which the explorer must answer them. There is no limit to the number of tries, so don’t worry about getting any questions wrong.

…answered all the trivia questions posed by the Theed Palace Librarian.

Racing
Total Available: 6

How to: There are various races around the galaxy. Beat the current record holder, and you’ve got yourself a badge.

…has held the daily record on the Agrilat Swamp race track.
…has held the daily record on the Keren City race track.
…has held the daily record on the Mos Espa race track.
…has held the daily record on the Narmle City race track.
…has held the daily record on the Nashal River race track.
…has held the daily record on the Lok Marathon race track.

Hero of Tatooine
Total Available: 5

How to: This is a series of quests, which can take quite some time to complete.

…bears the Mark of Courage.
…bears the Mark of Honor.
…bears the Mark of Intellect.
…bears the Mark of Altruism.
…bears the Mark of the Hero.

The Warren
Total Available: 2

How to: The Warren is a dungeon on Dantooine [Under your POI tab in your datapad]. There are old guides which can bee Googled to work your way through the Warren

…showed great compassion toward the widow of an Imperial worker.
…proved Colonel Teraud’s perfidy and rendered great services to the Empire!

Happy Collecting!

Sandarie
Community Manager

 

Friday Feature 7/28/2017: Macros!

Today’s Friday Feature is guest written by the Mayor of Broken Bridge, Destroy! Thank you for all the time and effort you put into this article, Broken Bridge, and EiF!

Star Wars Galaxies is a very click intensive game pre-cu. To craft one of my most popular sale items, a medium mineral harvester, without using factories can take 43 clicks. To stock 20 harvesters at a time would take 860 clicks. That is way too much clicking!

A way to solve this dilemma is by using macros. A macro is just a piece of text instructions that tell your character in game what to do without having to manually click or type out the instructions each time. There are some amazing crafting macros that can take the amount of clicking needed down from 43 clicks to just 8 or 9 clicks, and to make 20 of them down from 860 to 180. That not only helps on saving time, but can also keep you from wearing down your favorite mouse, and from possible medical issues later in life. This Friday Feature will discuss how to make your own macros and provide links to a few of my favorite macros which I believe are indispensable to Star Wars Galaxies normal game play.

Set Up Cut and Paste

To create a macro using text from this feature make sure to have your copy and paste commands in Star Wars Galaxies setup.  Do this in the tools toolbar, controls, then Keymap. Select the Chat tab, then scroll down to Chat edit copy and select it.

Setting up cut and paste

Hit Rebind and press your desired keys. I use Ctrl C for copy and Ctrl V for paste, but use whichever combination of keys you would like. Click Apply and OK once you have picked your desired commands. You can then paste text in game from what you copy out of the Friday Feature.

Create the Macro

Macros are created in the Abilities and Commands tool from the System toolbar, by default it is tied to the ; key, or can be opened by clicking the toolbar and navigating to the macro menu.

 

Selecting New brings up a blank text box. The name of the macro goes on the name line. Select a picture representing your macro and enter text, or paste the macro text given in this feature.

Edit Macro Screen

Add Macro to Player Toolbar

Drag any of the macros you will be calling from your player toolbars out of the abilities and commands macro tab by selecting the macro in the tab and dragging it to your toolbar. Some of the macros below are better used on your toolbar and others are better run straight from the macro tab.

Crafting Macros

For the crafting macro I would recommend following the instructions given by ruuk at http://empireinflames.com/forum/viewtopic.php?f=56&t=111

I would edit the macro if you are not trying to destroy the item by changing the Crafty_crafter_complete macro as mentioned a few posts down to remove the practice no item text from the macro where it appears.  Anything that does not need to be experimented on you would click thru the crafting macro in entirety. But anything that does need to be experimented on you would not use the macro. This is because the crafting macro automatically advances avoiding the experiment option.  It is still a huge click saver on all items that do not need to be experimented on as well as a way to grind up your crafting profession with minimal clicking.

Decorating Macros

If you have ever needed to decorate anything you would know this is an intense process in Star Wars Galaxies. To move an item takes long commands like /move forward 10, or /rotate pitch 90

If you have to move a house full of items you have to select each item and then type out the command which could take lots of keystrokes and time. This can be simplified by setting up just a handful of macros.

I use the following macros for decoration setup in their own toolbar for easy access when the decorating bug hits me. Make each one into their own macro and enjoy decorating again.

/move forward 1;  

/move forward 5;

/move forward 50;

/rotate pitch 90;

/move up 1;

/move up 5;

/move up 50;

/rotate roll -5;

/rotate roll 5;

/rotate roll 90;

/rotate yaw -5;

/rotate yaw 5;

/rotate yaw 90;

/move down 1;

/move down 5;

/move down 50;

 

Also see the previous Friday feature for decorating help, with links for ideas for more complex decorating macros at http://www.empireinflames.com/?p=391

Sampling Macros

Almost anything in the game will try to interrupt your hand sampling and if you forget to start it again you can be left sitting inactive until turned back on. With a macro it will always start again on its own right where it left off without you having to manage it. Below is how simple it can be written.

Name:  Auto-Sampling

Macro: /sample;  /pause 5; /macro auto-sampling;

Structure / Harvester Macros

Managing harvesters after they have been dropped can be a time consuming task. You can use a macro to name your structures, add admins, add power, and add maintenance saving some of this time. Put these commands somewhere in your toolbar and switch to them when dropping harvesters.  I keep the naming and admin in the same macro and the power and maintenance in another. Make sure to modify these commands for your specific use and change the color as you would like or remove color completely. You just have to drive or be near your harvester or structure and hit the Name/admin macro once then hit the Power/maintenance macro once for each day you would like a heavy harvester to run. To adjust for medium harvester I believe it is just 1500 or less but it shouldn’t hurt too much to keep it the same for heavy or medium or other structures.  You must have cash on hand and power in your main inventory for it to be used in the harvester/structure.

Name: Harvesters

Macro: /namestructure \#FFCCFF Destroys Harvesters; /setperm admin Destroy; /setperm admin Ansasor; /setperm admin Talon;

Name: PowerPay

Macro: /addpower 2000; /paymaintenance 2000

Combat

If you are constantly hitting the same commands each time you run up to a mob, you can save yourself a few keystrokes by assigning a macro to your toolbar that will process the commands every time the macro is called.

Alternatively you can also have your favorite actions always running on a timer, an auto targeting happening for you so you do not have to click on mobs, an auto looting command always trying to loot for you, and your pets always trying to attack your current target,  if you want to step away from your keyboard for long periods of time but still have your character level up, loot your favorite item, or gain some faction points.

Over time these macros can get out of sync and your character no longer wants to follow the commands. A quick disconnect will usually solve that problem.

The following runs your desired combat actions from your toolbar. The macro below could be added to the 1st slot of your toolbar, then just type 1 to run it. It runs actions from your 4th slot, 6th slot, and 5th slot. Feel free to modify it as you need for your most common combat actions to perform. Mine was for a tka to knockdown the npc then beat it to death before it tries to get up.

Name: KnockKill  

Macro:  /ui action toolbarSlot03; /pause .1; /ui action toolbarSlot05; /pause .1; /ui action toolbarSlot05; /pause .1; /ui action toolbarSlot05; /pause .1; /ui action toolbarSlot04; /pause .1;

For looting I do it one or two ways at the same time. One macro I call simpleloot and have it running almost always. This macro will loot your currently selected target. So after killing the mob it instantly tries to loot it so you can them move on without having to return to the group and reclick on dead mobs.

Name: Simpleloot  

Macro: /loot all; /pause .5; /macro simpleloot

To loot without having to have the mob targeted you can run one I call afkloot. I usually have them both running at same time. This macro can cause problems if playing around others as it will always try to find the nearest corpse to loot. It is good to run in a controlled afk setting, or while at the keyboard but not wanting to reclick every mob to loot them.

Name: afkloot

Macro: /tar corpse; /loot all; /pause 6;/macro afkloot

To target enemies nearest to you without having to click on them the below will try to target what it can see nearest to you on screen. It will not target anything off-screen so plan accordingly.

Name: target

Macro: /ui action targetSelf; /ui action cycleTargetOutward; /pause 2; /macro target

For anything you need running on a timer assign the command to toolbar or call it directly in the macro using the text shown over the action. The below runs center of being on a 17 second timer for my tka.

Name: centerofbeing

Macro: /ui action clearCombatQueue; /CenterofBeing;/pause 17;/macro centerofbeing

If you are away and get knockdown there isn’t usually anything that will try to pick you back up automatically, so if planning to go afk in a relatively safe place just have a stand command running on a timer to prevent falling down and not being able to get up situations. It is on a long timer designed to be started before you need it. Timer should be adjusted depending on strength of npcs. Many can kill you if on the floor just a few seconds. Those are not the type of NPCs I would recommend fighting afk.

Name: stand

Macro: /pause 40; /ui action clearCombatQueue; /stand; /pause 4; /macro stand;

If you roam around while afk, or mobs do, or you want to navigate up to mobs without having to move around manually you can use a follow target macro (in combination with your target macro). If you survey while afk then stand up for combat you will shift away from your mobs eventually so this is recommended.

Name: followtarget

Macro: /follow; /pause 2;/macro followtarget;

If attacking group mobs afk, your spin combat move is recommended for lower level mobs in groups. Ideally you will not be going afk against higher level mobs, but you can decide and adjust accordingly. I run this one at the keyboard often as well. On different toolbars it works as my medic heal, but in combat I have it on my unarmedspinattack2 command. This just runs one of my most used toolbar commands the lower toolbar slot 2. You can adjust pause as desired.

Name: spin

Macro: /ui action toolbarSlot13; /pause 5; /ui action toolbarSlot13; /pause 5; /macro spin;

If you want to run all these macros with one keystroke instead of starting each manually and accidently forgetting a step, just have the calling of the macros be a macro. The example below would start them all.

Name: goafkcombat

Macro: /macro auto-sampling; /macro simpleloot;/macro stand;/macro spin;/macro target;/macro afkloot;/macro followtarget;/macro centerofbeing;

Pets

Pets can be talked to telepathically using the /tellpet command. To use these macros; either change the text to match your pet’s command, or train them to use the below command.

The first thing after calling your pets is you usually want to group with them. I do this for all pets except harvester droids as they seem to get hit more often when grouped which is something you do not want to happen as it tends to make it scared for some reason. I do not see why you would program a harvester droid to get scared though, but that is not really part of this feature.

Name: group

Macro: /tellpet group;

The next most common thing to tell a pet is to attack. Pets are very difficult to manage during complex combat situations. They see you out there dying and just wait for you to beg them for help. You can instead have them always attack at your side by continuously running a pet combat macro. The pet or pets will then always be trying to attack what you have targeted. These pets have all been trained to use attack for main attack, sp1 for special one, and sp2 for special2. Adjust accordingly. You can also tell specific pets one at a time if you like to have a tank pet always go in first , adjust macro if so.

Name:  afkpet

Macro: /tellpet Attack; /tellpet sp1; /tellpet sp2; /pause 2; /macro afkpet

The only other pet command I have in toolbar is a command to recall my pets. This also requires the pets be trained to use command follow to follow you.

Name: petfollow

Macro: /tellpet follow;

Entertainers

I am not the best entertainer, but use the following commands to get by mostly derived from the info at https://swgreckoning.com/showthread.php?436-AFK-buff-macro-for-Master-Dancer-Musician

Flourishing is the only way which to gain xp. It maxes out at 2 flourishes every 10 seconds needed for max xp gain.

Name:  flourish

Macro: /flourish 1; /pause 5; /flourish 2; /pause 5; /flourish 3; /pause 5; /flourish 4; /pause 5; /flourish 5; /pause 5; /flourish 6; /pause 5; /flourish 7; /pause 5; /flourish 8; /pause 5; /macro flourish;

To start dancing only

Name: dance

Macro:  /join; /startdance; /macro flourish;

To start music only

Name: music

Macro:  /join; /startmusic; /macro flourish;

For automated buffing cycles the following can be used and song or dance changed according to your level and desire.

To automatically send out a group invite to when anyone sends you a text use the following macro. This ruins your chat tabs and leaves you without control to type so not recommended unless afk buffing.

Name: invite

Macro:  /pause 10; /ui action startChatReply; /ui action chatCursorHome; /ui action chatCursorRight; /ui action chatDelete; /ui action chatDelete; /ui action chatEnter; /tell Clearing tell target; /macro invite;

Name: buff

Macro: /pause 2; /setCurrentSkillTitle social_dancer_master; /pause 2; /startd exotic2; /pause 152; /pause 10; /whisper Stopping dance. Make sure to listen for music buff; /stopd; /pause 3; /setCurrentSkillTitle social_musician_master; /pause 2; /startm ballad; /pause 152; /pause 10; /whisper stopping music. Make sure to watch for dance buff; /stopm; /pause 3; /macro buff;

Stopping a Macro

If any of these macros need to stop , or start making a mess , type the /dump command in chat or turn it into a macro.

Feel free to post your own macros in this Friday feature for others to use or modify these for your own personal use. Thanks and happy Macroing!

One final addition. Halyn found this on the Mod the Galaxy forum. It is another way to manage macros outside of the game!

Crafting Macros

Happy Friday!

Sandarie
Community Manager

Friday Feature 7/21/2017 – Creature Resources

In the Empire in Flames galaxy, crafters are the ones who enable players  to handle more and more difficult content. They enable roleplayers to dress their characters appropriately for their given roles. Crafters create the buildings, the droids, the weapons, the armor, the furniture, the food, and so much more!

However, none of those items can be crafted without resources. When I first began playing SWG, I was an NGE girl. I didn’t really comprehend how in depth the crafting sandbox of pre-CU was until they brought in the Beastmasters. This time around, I’m testing the waters of the chef. I’ve learned that unlike crafting in other MMO’s, the quality of the resource matters. That high quality resources only exist for a short window of time. Some resources still haven’t spawned in the game for some of the crafters. *Thinks about lidium for the Droid Engineers*

Resources can be mined from the ground, water vapor pulled from the air, creatures killed and harvested for hide, meat, and bones. Testing each of the resources, to see what is currently available in EiF is time consuming. If the information isn’t shared, then everyone has to check on the resources they care about themselves. Galaxy Harvester is a website, designed to track current and past resources. Up until a few weeks ago, players who checked resources could manually update the site. Other players would come along behind them and verify the resource.

In EiF, we rarely had GH updated with everything at the same time. Halyn was able to use code another SWG developer shared with him to pull the resource information from EiF and automatically import it into GH. The import didn’t however clear up the resources no longer in spawn, if they appeared on multiple planets. Ditchbuster, a prominent member of the EiF community, refined the script to clean up expired entries.

Now every two days the script runs and GH is fully up-to-date. It’s run at that interval, so players still have a reason to check for specific needed resources to give themselves an edge and to use the DE made Interplanetary Survey Devices and survey tools to run those checks. One of the updates to  ISDs is they give not just a list of what is in spawn, but also the stats. These upgrades to EiF’s resource management has changed the lives of crafters in our community.

It also created some confusion and consternation. We discovered there were shellfish to be harvested, some animals had horns… Wait what! There were a numbers of resources we didn’t know existed before! Then learned not all did exist, but *could* exist if they were created. Ugh, things were getting complicated again. And just what creature did you hunt down to get that scaley hide from anyway?

Earlier this week, two of our staff, Gail and Kelta took it upon themselves to identify which creature resources were actually available in EiF, as well as which creatures could be harvested to obtain the type of resource needed. Below is the spreadsheet they created! I hope this is as useful to you, as it is for me!

Creature Resources

Sandarie
Community Manager