Difference between revisions of "Harvest Corpse (Ability)"

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(Harvest Yields)
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'''The formula for calculating player harvest yields is:'''
 
'''The formula for calculating player harvest yields is:'''
 
<math>
 
<math>
4 + 4 =</math>
+
4 + 4</math>
  
 
Resource Amount = ( Harvest Skill Factor * Creature Factor * ( Concentration Factor / 100 ) ) * ( 1 + Group Harvest Bonus)
 
Resource Amount = ( Harvest Skill Factor * Creature Factor * ( Concentration Factor / 100 ) ) * ( 1 + Group Harvest Bonus)

Revision as of 02:44, 30 August 2009

Ability - Harvest Corpse

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Description

/harvestcorpse <corpse>: This command allows you to withdraw Meat, Hide or Bone from a harvestable creature corpse. Not all creatures will have all 3 of these options, and some may have none.



Harvest Corpse Radial (NGE)
Harvest Radial Options (NGE)
Harvest Messages
Harvesting with ranger bonus present (CU)



Command: /harvestcorpse
CommandQueue Entry: harvestcorpse (029D0CC5)

Related Tags

50% This document has been partially completed.

Ability This document relates to Player Abilities.

Scout This document is related to the Scout Profession.

Ranger This document is related to the Ranger Profession.

System Messages

Using Harvest Corpse

Once a creature has been killed, players have the option to harvest its remains for usable resources using the Harvest Corpse radial menu. Harvesting cannot be done while in combat however,so all combat actions must be completed before a player may use the harvest radials. When using the harvest corpse radial option, there are 3 options to choose from if an animal has these resources availible to them:

  • Bone
  • Meat
  • Hide

Using the harvest corpse command without selecting a type of resource to gather will randomly choose a resource to gather if none has been previously selected, or it will use the last type resource that was harvested.


Players may also collect resources using droids with creature harvest modules equipped. See Creature Harvest Module Usage



Experience

Harvesting creatures gives scouting experience and the amount of experience given is based solely on the challenge level of the creature that is harvested. The experience for these values are fixed for each CL through using the Creature Factor attribute and harvesting from two different mobs of the same CL will give the same experience. The experience cap for harvesting is set at 2000.




Harvest Yields

Harvesting yields are based on the harvesting skill modifier, grouping bonuses, droid bonuses, creature factors and finally resource concentration factors. Resource yields come under 3 categories based on their amount: Scrawny, medium, fat.


Note: Dungeon and cell areas do not contain resource maps, and any creature harvested in these areas are defaulted to only allowing 1 unit of resource.



The formula for calculating player harvest yields is: <math> 4 + 4</math>

Resource Amount = ( Harvest Skill Factor * Creature Factor * ( Concentration Factor / 100 ) ) * ( 1 + Group Harvest Bonus)


An example for harvesting a level 30 creature with no group, 45 creature harvest skill modifier, no Veghash and no droid:

The breakpoint for skinny/normal is: ((45+100)/100) * 371 * (9/100) = 48 units.
The breakpoint for normal/fat is: ((45+100)/100) * 371 * (13.5/100) = 72 units.

Which means you will get up to 48 when it's skinny, 48 to 72 when it's normal and 72 and above when it's fat.



The formula for calculating Droid harvest yields is:

<math>

Resource Amount = ( Harvest Skill Factor * Creature Factor * ( Concentration Factor / 100 ) ) * (1 + Droid Harvest Bonus) </math>


Formula Elements:









System Messages

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Source 1 http://www.swgcraft.com/forum/showthread.php?t=13107
Source 2 Source 2
Source 3 Source 3
Source 4 Source 4
Source 5 Source 5
Source 6 Source 6
Source 7 Source 7
Source 8 Source 8
Source 9 Source 9

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 0
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0