Difference between revisions of "Combat Style"

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Combat Styles are used to govern the choices made in combat, such as attacking, dodging, blocking, and so on. In the Construction Set Object Window, the Combat Styles entry is located under the Miscellaneous section.
Combat Styles are used to govern the durations of some actions (or lack of any action) and the choices made in combat, such as attacking, dodging, blocking, and so on. In the Construction Set Object Window, the Combat Styles entry is located under the Miscellaneous section.


The Combat Style menu is divided into four sections:
The Combat Style menu is divided into four sections:
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*Maneuver Decision: This is where you define values used in the Maneuver (dodge) Decision.
*Maneuver Decision: This is where you define values used in the Maneuver (dodge) Decision.


*Ranged Combat: This is where you define values used to determine when the actor will switch between Ranged and Melee combat, and what is considered the actor's preferred ranged combat distsance.
*Ranged Combat: This is where you define values used to determine when the actor will switch between Ranged and Melee combat, and what is considered the actor's preferred ranged combat distance.


*Flags: This section contains check-boxes, which modify the behavior of an actor in combat.
*Flags: This section contains check-boxes, which modify the behavior of an actor in combat.
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The Melee Decision section is where you define how the Melee Decision is made, including how Power Attacks are handled & selected.  
The Melee Decision section is where you define how the Melee Decision is made, including how Power Attacks are handled & selected.  


*'''Block % Chance:''' This is the base percentage chance that the actor will block with a Melee Decision is made. This is modified by the actor's Block skill and whether or not the opponent is currently attacking. See the Advanced Settings section for more information when regarding advanced modifiers.  
*'''Block % Chance:''' This is the base percentage chance that the actor will block when a Melee Decision is made. This is modified by the actor's Block skill and whether or not the opponent is currently attacking. See the Advanced Settings section for more information when regarding advanced modifiers.  


*'''Attack % Chance:''' This is the base percentage chance that the actor will attack when a Melee Decision is made. There are three modifiers that are added to this percentage chance - the percentage chance is modified based on the actor's relevant Attack skill and whether or not the opponent is currently attacking.  
*'''Attack % Chance:''' This is the base percentage chance that the actor will attack when a Melee Decision is made. There are three modifiers that are added to this percentage chance - the percentage chance is modified based on the actor's relevant Attack skill and whether or not the opponent is currently attacking.  

Latest revision as of 04:45, 29 November 2009

Combat Styles are used to govern the durations of some actions (or lack of any action) and the choices made in combat, such as attacking, dodging, blocking, and so on. In the Construction Set Object Window, the Combat Styles entry is located under the Miscellaneous section.

The Combat Style menu is divided into four sections:

  • Melee Decision: This is where you define values used in the Melee Decision (blocking and attacking.)
  • Maneuver Decision: This is where you define values used in the Maneuver (dodge) Decision.
  • Ranged Combat: This is where you define values used to determine when the actor will switch between Ranged and Melee combat, and what is considered the actor's preferred ranged combat distance.
  • Flags: This section contains check-boxes, which modify the behavior of an actor in combat.
  • Advanced: This section contains values used to modify the chance to dodge, block or attack in special ways. This can only be modified if the Advanced tag is checked. If the tag is not checked, the generic modifiers to dodge, block, and attack % chance is used.


The Combat Style Dialogue[edit | edit source]

Melee Decision[edit | edit source]

The Melee Decision section is where you define how the Melee Decision is made, including how Power Attacks are handled & selected.

  • Block % Chance: This is the base percentage chance that the actor will block when a Melee Decision is made. This is modified by the actor's Block skill and whether or not the opponent is currently attacking. See the Advanced Settings section for more information when regarding advanced modifiers.
  • Attack % Chance: This is the base percentage chance that the actor will attack when a Melee Decision is made. There are three modifiers that are added to this percentage chance - the percentage chance is modified based on the actor's relevant Attack skill and whether or not the opponent is currently attacking.
  • Recoil/Stagger Bonus to Attack: This number is added to the Attack % Chance only if the opponent is recoiling or staggering. An actor is recoiling when their strike is blocked. An actor staggers when the opponent hits them for a certain amount of damage. The chance of being staggered is modified by the amount of agility an actor has. Increasing this number will cause an actor to be more likely to attack their opponent if the foe is recoiling or staggering.
  • Unconscious Bonus to Attack: This number is added to the Attack % Chance only if the opponent is unconscious. Increasing this number makes an actor more likely to attack when their opponent is down. A negative number would make an actor less likely to attack when their opponent is unconscious.
  • Hand-To-Hand Bonus to Attack: This number is added to the Attack % Chance only if the actor is not wielding a weapon - this does not increase the chance of an actor to attack unarmed foes. Increasing this number makes an actor more likely to attack when using hand-to-hand. Best used for when you wish for an actor to behave more aggressively when unarmed.

Power Attacks[edit | edit source]

  • Power Attacks: If an actor decides to do an attack, the Melee Decision will also decide whether to do a Power Attack or a normal attack.
Power Attack % Chance: This is the base percentage chance that an actor, having decided to attack, will do a Power Attack. If you want to have an actor that only does power attacks, set this number to 100.
  • Recoil/Stagger Bonus to Power Attack: This number is added to the Power Attack % Chance only if the opponent is recoiling or staggering. Increasing this number makes an actor more likely to perform a Power Attack when the opponent is recoiling or staggering.
  • Unconscious Bonus to Power Attack: This number is added to the Power Attack % Chance only if the opponent is unconscious. Increasing this number makes an actor more likely to perform a Power Attack when the opponent is unconscious.
  • Choose Attack Using Movement: If this check box is active, the actor will decide which Power Attack to perform based on their current movement direction at the time the Melee Decision is made.
If the actor is moving left or right, a left or right power attack is performed, and if the actor is moving forward or backward, a forward or backward power attack is performed. If the actor is not moving, a standard power attack is performed.
If this check box is selected, it is necessary that the actor in question has the strafing (left/right) animations, and all power attack variations.
If the "Movement" check box is selected and the actor doesn't have strafing animations, left and right power attacks will not be performed.
  • Choose Attack Using % Chance: If this check box is clicked, the actor will choose which power attack to perform based on percentage chance values specified for each power attack type. To decide which power attack is performed a random number from 1-100 is chosen.
If 0 is entered, the power attack in question is never performed. If the chance of all power attacks adds up to a value over 100, certain power attacks may never be chosen during an attack cycle.
  • Hold Timer: If the Melee Decision results in a decision to hold, that is, neither attack nor block, the actor will hold for a random amount of time between the minimum and maximum values entered here. The time is in real-world seconds.

Maneuver Decision[edit | edit source]

The Maneuver Decision section of the Combat Style dialog box allows you to specify values that govern the Maneuver Decision – either dodging or idling.

  • Buff Standoff Distance: Buff distance is the distance a weapon/hand-to-hand reliant actor will stay away from foes when casting spells on themselves upon starting combat.
  • Group Standoff Distance: Group Standoff Distance is the distance an actor attempts to keep between itself and foes in combat. 0.000 Standoff Distance equates to 'in melee attack range.'
  • Dodge % Chance: This is the base percentage chance that the actor will dodge. This is be modified based on the actor's speed, fatigue, and whether or not the opponent is attacking. See the Advanced Settings section for more information.
  • Left/Right % Chance: If a chance to dodge left or right is specified, the actor will appropriately strafe left or right (usually attempting to circle around their opponents), unless the strafing animations are not present. Setting the number to 100 means an actor will dodge left and right exclusively.
  • Acrobatic Dodge % Chance If a chance to perform an acrobatic dodge is specified, the actor will use the 'acrobatic' dodging animations. For NPCs, this means they use the 'dodge' abilities the player gains when becoming a Journeyman of Acrobatics. For creatures, this means they will use whatever 'acrobatic' dodge animations are assigned to them. Asides from special animations, Acrobatic Dodge % Chance is no different than any normal dodge.
The Acrobatic Dodge % Chance is 0% by default.
  • Idle Timer: If the Maneuver Decision indicates the actor should remain idle, the actor will remain not perform a Maneuver Decision for the time stated. The time is in real-world seconds.
  • Dodge L/R Timer: If the Maneuver Decision indicates the actor should dodge either left or right, the actor will do so for a random period of time between the given minimum and maximum values. The time is in real-world seconds.
If their is enough time specified in the Dodge L/R timer, and if the actor moves quickly enough, the actor will move in a complete circle around their foe when strafing left or right.
  • Dodge Forward Timer: If the Maneuver Decision indicates the actor should dodge forward, the actor will do so for a random period of time between the given minimum and maximum values. The time is in real-world seconds.
  • Dodge Back Timer: If the Maneuver Decision indicates the actor should dodge backward, the actor will do so for a random period of time between the given minimum and maximum values. The time is in real-world seconds.

Ranged Combat[edit | edit source]

The Ranged Combat section determines when the actor decides to switch between Ranged and Melee combat. Ranged combat includes both ranged magic and bows.

  • Range Mult: Values used to define what is the maximum range an actor allows, and what the distance an actor attempts to maintain is. (See also; Ranged Combat)
If the multipliers are less than one, the actor stay closer to the target during ranged combat; multipliers greater than one will cause the actor to stay at a greater distance from the target.
  • Switch Dist: This value is used to define when an actor should sheathe their ranged weapon, and equip their melee weapon (and is used for the reverse as well).
'Melee' is used to define the distance necessary for a ranged fighter to unsheathe their melee weapon, which is 250 by default. This means an actor will unsheathe their melee weapon at 250 units away.
'Ranged' is the value used to define the distance required for the actor to unsheathe their ranged weapon, which is 1,000 by default. This means an actor will unsheathe their ranged weapon at 1,000 units away.
  • Ranged Standoff Distance: Distance the actor will attempt to maintain during ranged combat.

Advanced Settings[edit | edit source]

If you want to use the default values for the “Advanced” settings do NOT click on the “Advanced” checkbox. Leave it unchecked, so the fields are grayed-out. The Advanced settings are used to modify the chance to dodge, block, or attack as a result of certain conditions. Most special modifiers are based on whether or not the actor is attacking or being attacked.


  • Melee Decision modifiers

The left column in the Advanced Setting area has modifier and multipliers used for modifying the chance of a Melee Decision being made.

  • Block Skill Modifier – fAIDefaultBlockSkillBase, fAIDefaultBlockSkillMult

The blocking actor’s Block skill, as modified by the actor’s luck, is used in a formula which modifies the actor’s base percent chance to block. The formula is:

Modifier = Base + Mult * ( Skill / 100 )

Altering the base will give you a minimum bonus value that is always added to the blocking chance. The default value for Base is 0 and for Mult is 10. This means the chance to block is can be improved to 10% at most.


Attack Skill Modifier – fAIDefaultAttackSkillBase, fAIDefaultAttackSkillMult

The attacking actor’s relevant Attack skill, as modified by the actor’s luck, is used in a formula to improve or decrease actor total chance to attack. The bonuses are applied after Recoil/Stagger, Unconscious, and Hand-to-Hand bonuses are applied. The formula is:

Modifier = Base + Mult * ( Skill / 100 )

Altering the base will give you a minimum bonus value that is always added to the attack chance. The default value for Base is 0 and for Mult is 10. This means the chance to attack is improved by 10% at most.


Power Attack Fatigue Modifier – fAIDefaultPowerAttackFatigueBase, fAIDefaultPowerAttackFatigueMult

The attacking actor’s fatigue percentage is used in a formula to calculate a value that is added to the actor’s base percent chance to perform a power attack. The formula is:

Modifier = Base + Mult * Fatigue Percent

Altering the base will give you a minimum bonus value that is always added to the power attack chance when no special circumstances exist. The default value for Base is 5 and for Mult is -10. This means the Power Attack Fatigue modifier ranges from -10% to +5%. An actor with no fatigue left will be 10% less likely to perform a power attack. An actor with no fatigue lost will be 5% more likely to perform a power attack.


Attack While Under Attack Multiplier -- fAIDefaultAttackDuringAttackMult

This modifies the chance to attack when an actor is being attacked. The Attack While Under Attack Multiplier is 0.75% (75%) by default. This means the actor is 25% less likely to attack while being attacked.


Attack Not Under Attack Multiplier -- fAIDefaultAttackNoAttackMult

This modifies the chance to attack when an actor is not being attacked. The Attack Not Under Attack Multiplier is 1.0% (100%) by default. This means an actor is 0% more likely or less likely to attack when itself is not being attacked.


Block While Under Attack Multiplier -- fAIDefaultBlockDuringAttackMult

This modifies the chance to block when an actor is being attacked. The Block While Under Attack Multiplier is 5.0% (500%) by default. This means the actor is 5 times more likely to block while under attack.


Block Not Under Attack Multiplier -- fAIDefaultBlockNoAttackMult

This modifies the chance to block when an actor is being attacked. The Block Not Under Attack Multiplier is 1.0% (100%) by default. This means an actor is 0% more likely or less likely to block when itself is not being attacked.


Maneuver Settings

The right column in the Advanced Settings area contains values used in the Maneuver Decision.


Dodge Fatigue Modifier – fAIDefaultDodgeFatigueBase, fAIDefaultDodgeFatigueMult

The attacking actor’s fatigue percentage is used in a formula to calculate a value that is added to the actor’s base percent chance to dodge. The formula is:

Modifier = Base + Mult * Fatigue Percent

Altering the base will give you a minimum bonus value that is always added to the dodge chance when no special circumstances exist. The default value for Base is 0 and for Mult is -20. This means the Dodge Fatigue modifier ranges from -20% to 0%. An actor who has no fatigue will be 20% less likely to dodge. An actor with no fatigue lost is is 0% more likely or less likely to dodge.


Encumbered Speed Modifier – fAIDefaultDodgeSpeedBase, fAIDefaultDodgeSpeedMult

The actor’s encumbered walking speed value is used in a formula to calculate a value that is added to the actor’s base percent chance to dodge. Encumbered Speed is usually somewhere near 110. You can find out an actor’s encumbered speed using the script command “getwalkspeed” in the console. The formula is:

Modifier = Base + Mult * Encumbered Speed

Altering the base will give you a 'default' Encumbered Walking Speed value which, when this value is achieved by an actor, results in no special modifiers to the dodge chance. The default value for Base is -110 and for Mult is 1. This means that an actor's chance to dodge is reduced by 1 for each point of Walk Speed lost, and improved by 1 for each point of Walk Speed gained. If the Encumbered Walk Speed is 110, this means an actor is 0% more or less likely to dodge.


Dodge While Under Attack Multiplier -- fAIDefaultDodgeDuringAttackMult

This modifies the chance to dodge while under attack. The Dodge While Under Attack Multiplier is 1.0 (100%) by default. This means an actor is 0% more or less likely to dodge while under attack.


Dodge Not Under Attack Multiplier -- fAIDefaultDodgeNoAttackMult

This modifies the chance to dodge while not being attacked. The Dodge Not Under Attack Multiplier is 0.75 (75%) by default. This means an actor is 25% less likely to dodge while not under attack.


Dodge Back While Under Attack Multiplier -- fAIDefaultDodgeBackDuringAttackMult

This modifies the chance to dodge backwards while under attack. The Dodge Back While Under Attack Multiplier is 1.0 (100%) by default. This means an actor is 0% more or less likely to dodge backwards while not under attack.


Dodge Back Not Under Attack Multiplier -- fAIDefaultDodgeBackNoAttackMult

This modifies the chance to dodge backwards while not under attack. The Dodge Back Not Under Attack Multiplier is 0.75 (75%) by default. This means an actor is 25% less likely to dodge backwards while under attack.


Dodge Forward While Attacking Multiplier -- fAIDefaultDodgeForwardWhileWattackingMult

This modifies the chance to dodge forward while attacking. The Dodge Forward While Attacking Multiplier is 1.0 (100%) by default. This means an actor is 0% more or less likely to dodge forward while attacking.


Dodge Forward Not Attacking Multiplier -- fAIDefaultDodgeForwardNotAttackingMult

This modifies the chance to dodge forward while attacking. The Dodge Forward While Attacking Multiplier is 0.75 (75%) by default. This means an actor is 25% less likely to dodge forward while not attacking.


Script Interface[edit | edit source]

You can swap combat styles in & out very easily using the script command SetCombatStyle.

The default Combat Style can be temporarily altered in game by modifying the game settings used for each field. To do this, use the setgs command in the console:

setgs {game setting} value

The game settings for all the values are listed with the description of all of the combat style values above. They all start with either “iAIDefault” for percent chance values or “fAIDefault” for other values. Remember that setting a game setting’s value in the game will not save out the new value, so be sure to write down what you do. You can use “getgs {game setting}” to see the value of a game setting in the console. This is a handy way to create new Combat Styles.

Notes:[edit | edit source]

If an actor's combat style has the Prefers Ranged tag active, and the Switch Dist (melee, ranged) values set to to 0.0000, 0.0001, the actor will never refrain from using ranged combat. An actor may sheathe and immediately unsheathe their ranged weapon upon entering melee combat.