Difference between revisions of "Harvest Corpse (Ability)"

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(Harvest Skill Modifier)
(Description)
 
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||[[image:HarvestRadial.jpg|200px|thumb|Harvest Radial]]
 
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||[[image:NGE-HarvestingResource.JPG|200px|thumb|Harvest Corpse Radial (NGE)]]
 
||[[image:NGE-HarvestingResource.JPG|200px|thumb|Harvest Corpse Radial (NGE)]]
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== System Messages ==
 
  
 
* [[Harvest Corpse Messages (Game Messages)|Harvest Corpse]]
 
  
 
== Using Harvest Corpse ==
 
== Using Harvest Corpse ==
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* Hide
 
* 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.
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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. A player may harvest only one resource per creature. Players can only harvest from creatures for which they have loot permissions; mobs that they or their group have gotten loot rights to. If a creature is left untouched for 5 minutes, its corpse will de-spawn from the game. If the body has been looted and/or harvested, by ANYONE, the corpse will de-spawn after 30 seconds.
  
  
Players may also use droids with creature harvest modules equipped. See [[Creature Harvest Module Usage (Game Mechanics)|Creature Harvest Module Usage]]
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Players may also collect resources using droids with creature harvest modules equipped. See [[Creature Harvest Module Usage (Game Mechanics)|Creature Harvest Module Usage]]
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<br><br>
  
 
== Experience ==
 
== 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 and harvesting from two different mobs of the same CL will give the same experience.  The experience cap for harvesting is set at 2000.
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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 calculated value at the [[Creature Factor (Game Mechanics)|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.
  
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<br><br>
  
 
== Harvest Yields ==
 
== Harvest Yields ==
  
Harvesting yields are based on the harvesting skill modifier, grouping bonuses, droid bonuses,  creature factors and finally resource concentration factors.  
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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
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categories based on their amount: Scrawny, medium, fat.
  
The formula for calculating player harvest yields is:
 
  
'''Resource Amount = ( Harvest Skill Factor * Creature Factor * Concentration Factor ) * Group Bonus'''
 
  
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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 Droid harvest yields is:
 
  
  
  
'''Resource Amount = ( Harvest Skill Factor * Creature Factor * Concentration Factor ) * Droid Bonus'''
 
  
== Harvest Skill Modifier ==
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{| border="0" width="100%" cellpadding=6
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|-
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|valign=top|
  
Harvest skill modifier bonuses are calculated using the formula:
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==System Messages==
  
Harvest Skill Factor = ( ( Harvest Skill Modifiers + 100 ) / 100 ) )
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* [[Harvest Corpse Messages (Game Messages)|Harvest Corpse]]
  
Harvest skill modifier sources include:
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==SUI Prompt==
  
* Creature Harvesting skill modifiers
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==Combat Chat Spam==
* Veghash food bonuses
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==Fly Text==
  
Note: For droids with creature harvesting modules installed, veghash bonus isnt counted. Only player creature harvesting skill are used.
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==Formula(s)==
  
== Concentration Factor ==
 
  
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.
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'''Formulas:'''
  
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* [[Player - Adult Creature Harvesting (Game Mechanics)|Player - Adult Creature Harvesting]]
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* [[Player - Baby Creature Harvesting (Game Mechanics)|Player - Baby Creature Harvesting]]
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* [[Droid - Adult Creature Harvesting (Game Mechanics)|Droid - Adult Creature Harvesting]]
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* [[Droid - Baby Creature Harvesting (Game Mechanics)|Droid - Baby Creature Harvesting]]
  
  
  
  
== Group Bonuses ==
 
  
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'''Formula Elements:'''
  
  
There will is a 20% harvesting bonus if you are in a group and at least one group member is within 64m of you when you harvest.  If there is a Ranger present in your group and is within 64m of you, the group harvesting bonus will be 30% for you when you harvest.  If there is a Master Ranger present in your group and is within 64m of you, the group harvesting bonus will be 40%. Group bonuses are applied after the formula has processed skill modifier, creature factor and resource factor calculations. For example if the formula produces 100 as the value and a player has a 40% group bonus, then they now receive 140 units of resource. Being grouped with a pet counts as being grouped with other players (as far as harvesting yield is concerned)
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* [[Harvest Skill Factor (Game Mechanics)|Harvest Skill Factor]]
 
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* [[Creature Factor (Game Mechanics)|Creature Factor]]
 
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* [[Concentration Factor (Game Mechanics)|Concentration Factor]]
 
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* [[Group Harvest Bonus (Game Mechanics)|Group Harvest Bonus]]
 
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* [[Droid Harvest Bonus (Game Mechanics)|Droid Harvest Bonus]]
 
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== Droid Bonus ==
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These numbers are based upon the following fomula provided by Lukos:
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'''Droid Bonus = Droid Harvest Rating  /  ( 3.55 * ( 1+ Player Character Harvest Skill Modifiers / 100 )'''
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Player Character Harvest Skill Modifiers:
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* Creature Harvest Modifier
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The following is a rough scale of the harvest yield bonus you will receive at different stages of Scout and Ranger, with a 100 rated droid. The larger the gap between the droid rating and you own rating, the higher the 'percentage' return. Droid bonuses are applied after the formula has processed skill modifier, creature factor and resource factor calculations. For example if the formula produces 100 as the value and a player has a 40% droid bonus, then they now receive 140 units of resource.
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Examples of droid bonuses:
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* At Novice Scout, someone with a 100 rated droid will have an increase of approximately 25%
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* At 0040 Scout, someone with a 100 rated droid will have an increase of approximately 20%
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* At 0020 Ranger, someone with a 100 rated droid will have an increase of approximately 16%
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{| border="0" width="100%" cellpadding=6
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|-
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|valign=top|
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==System Messages==
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==SUI Prompt==
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==Combat Chat Spam==
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==Fly Text==
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==Formula(s)==
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* '''1 + 1 = 3'''
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* '''2 - 2 + 2 = 3'''
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==Source References==
 
==Source References==

Latest revision as of 14:58, 15 May 2010

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 Radial
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.


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. A player may harvest only one resource per creature. Players can only harvest from creatures for which they have loot permissions; mobs that they or their group have gotten loot rights to. If a creature is left untouched for 5 minutes, its corpse will de-spawn from the game. If the body has been looted and/or harvested, by ANYONE, the corpse will de-spawn after 30 seconds.


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 calculated value at 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.




System Messages

SUI Prompt

Combat Chat Spam

Fly Text

Formula(s)

Formulas:



Formula Elements:


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