Data/Abilities/Harvest

## Harvest

### Description

The ability able to directly gather **Technology Resources** from Units with the Resource behaviour and a harvestable **Behavior: Resource State**

### Hint

* The Modify Player effect, the Modify Unit and negative costs are also alternatives to generating a resource income

## Example Usage

### MULE - Gather

Allows the Mule unit to harvest minerals and only minerals but in greater quantities than the **SCV - Gather (SCV)** ability

## Fields Description

### (None): Effect

An effect that goes off once (if location is target, it is mostly aimed at the resource) when the harvest ability starts harvesting, more precisely, at the effect delay's timer.

* Use a persistent effect for repetitive effects. It is also very possible to validate the caster in order to have it stop whenever it's required (ex: does the caster has the "Carry resource" behavior).

### (None): Resource Amount Capacity

Every time a worker finishes harvesting resources, it will compare the resource amount they carry with the value of ResourceAmountCapacity. If the carried amount is less than ResourceAmountCapacity, it will try to continue harvesting resources until it reaches the expected amount unless it is queued another order or ordered to move away.

* Default value of 0.
* Even if a worker has not reached the expected amount of mined resources, the player can still order it to stop and return the mined resources it currently carries.
* If a worker is ordered to do another task while it is mining, it will try to at least mine once before doing that task.
* If a worker tries to continue harvesting but the target resource has died, it will try to find another resource nearby.

### (None): Resource Queue Index

* Index value that allows different harvest abilities to be independent of each other when counting towards the **Stats: Ideal Harvester Count** queue limit of the Resource behaviour being harvested

### Ability: Acquire Radius

* Determines how far a resource can be for a unit with this ability to automatically acquire it when the current resource unit is depleted

### Ability: Alignment

* Determines whether the ability is considered neutral, negative or positive.
* If the ability shows anywhere (usually does not, since it will be buffs or buttons you will see in game), it will be coloured by the alignment. Neutral is nothing, positive is green, negative is red.
* This also applies for buttons and buffs.
* **Negative:** makes the ability known as harmful to targets
* **Neutral:** makes the ability be known as neutral
* **Positive:** makes the ability be known as beneficial to targets

### Ability: Cancelable

* Determines at what phases of the ability it can be cancelled
* Approach Drop Off allows the ability to be cancelled when carrying the resource back to the drop off
* Approach Resource allows the ability to be cancelled when heading to the resource
* Drop Off allows the act of dropping the resources off to be cancelled, without using an Issue Order effect this is unlikely
* Harvest allows the act of harvesting the resources off to be cancelled
* Wait At Resource When the harvester limit of 3 per resource has been reached then this allows harvesters waiting for their turn to have the ability cancelled
* Wait At Drop Off (Unknown)
* Wait To Return (Unknown)

### Ability: Commands

Command button setting for using the ability. See abilities for detailed info.

### Ability: Resource Acquire

* Resource types within the Ability: Acquire Radius that are automatically targeted for harvest if the current resource unit depletes

### Ability: Resource Allowed

* What resources can be harvested by this ability

### Ability: Resource Destroy

* Resources that are destroyed on depletion by this ability

### Ability: Set ID

* String that groups different abilities of the same type
* This is used to link different abilities together
* Used for getting different units with the same ability to also use the ability
* The [[Data/Abilities/Augment|Augment] ability, Issue Order effect and triggers that order the use of the one ability will also use the other
* Abilities sharing the same string will also be used by selected units when using any one of the abilities
* Used for getting the ability to be used if several different types of unit have the same ability and it is to be used at the same time even though they are in different subgroups

### Ability: Smart Priority

* If multiple abilities on the unit have the **Smart Command** flag enabled, this field determines the priority for using this ability over the others

### Ability: Uninterruptable

Determines which phases of the ability cannot be interrupted

* Approach Drop Off prevents cancelation when carrying the resource back to the drop off
* Approach Resource prevents cancelation when heading to the resource
* Drop Off prevents cancelation of the act of dropping the resources off, without using an Issue Order effect this is unlikely
* Harvest prevents the act of harvesting the resources off to be cancelled
* Wait At Resource When the harvester limit of 3 per resource has been reached then this prevents harvesters waiting for their turn to have the ability cancelled
* Wait At Drop Off (Unknown)
* Wait To Return (Unknown)

### Effect: Reserved Marker

#### Count

* (Unknown) Number of queue slots taken when harvesting?

#### Link

* String that allows several abilities/effects to share the same markers

#### Match Flags

* Flags used for recognition of markers
* **Casting Player:** requires the marker to have been made by the player for it to be able to be recognised
* **Casting Unit:** requires the marker to have been created by the same unit for it to be able to be recognised
* **Id:** markers with the same ID are able to be recognised
* **Link:** markers with the same **Effect: Marker - Link** string are able to be recognised

#### Mismatch Flags

* Flags that prevent marker recognition
* **Casting Player:** requires the marker to have been made by another player for it to be able to be recognised
* **Casting Unit:** requires the marker to have been created by a different unit for it to be able to be recognised
* **Id:** markers with different IDs are able to be recognised
* **Link:** markers with a different **Effect: Marker - Link** string is able to be recognised

### Stats: Flags

Flags for the ability

* **Bypass Resource Queue:** allows the unit to harvest even if the maximum number of harvesters are already working on that resource unit
* **No Extract:** When on, the Harvest ability will not remove resources from Resource nodes but will still gain resources.

### Stats: Range

* How far the resource unit must be from the harvesting unit to harvest

### Stats: Resource Amount Bonus

* The flat amount added to resources gathered each time a harvester with this ability returns with that resource
* Quite open to exploitation if greater than the **Stats: Harvest Amount** of the Resource behaviour

### Stats: Resource Amount Multiplier

* Multiplier applied to the **Stats: Harvest Amount** of the Resource behaviour

### Stats: Resource Amount Request

* If the value in this field is greater than the **Stats: Harvest Amount** of the Resource behaviour, then the **Stats: Resource Amount Request** value will be harvested per trip
* If the value in this field is less than the **Stats: Harvest Amount** of the Resource behaviour, then the **Stats: Harvest Amount** value will be harvested per trip

### Stats: Resource Time Bonus

* Amount of time added to the **Stats: Harvest Time** of the Resource behaviour
* Cannot be negative so only increases the amount of time taken to harvest

### Stats: Resource Time Multiplier

* Multiplier applied to the **Stats: Harvest Time** of the Resource behaviour
* Can be used to reduce harvest time needed

## Related

* Units
* Resource
* Attribute
* Buff
* Power user
* Veterancy
* Modify Player
* Modify Unit