Difference between revisions of "FBribeNPCLevelMultBase"
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imported>JT (rv: reverted until I can figure out how to integrate it into Bribery) |
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[[Bribery]] is controlled by several game settings [[fBribeCostCurve]], [[fBribeScale]], [[fBribeNPCLevelMult]], [[fBribeCurve]] and [[fBribeSpeechcraftMult]]. | |||
*The Curve value controls how steep the non-linear increase of the disposition bonus will be. If fBribeCurve is set to 1.0, disposition bonus increases linearly based on the combined scores of the two actors. | |||
*The NPCLevelMult value determines how much weight the NPC's level has relative to the player's level. | |||
*fBribeScale is a global multipler that increases or decreases all bribe costs. | |||
*The Cost Curve value controls how steep the non-linear increase of the price will be. If fBribeCostCurve is set to 1.0, bribe cost increases linearly based on the combined scores of the two actors. | |||
*The SpeechcraftMult determines how much impact the relative speechcraft values have compared to the actor's levels. | |||
[[Category:Settings]] |
Revision as of 12:48, 2 April 2006
Bribery is controlled by several game settings fBribeCostCurve, fBribeScale, fBribeNPCLevelMult, fBribeCurve and fBribeSpeechcraftMult.
- The Curve value controls how steep the non-linear increase of the disposition bonus will be. If fBribeCurve is set to 1.0, disposition bonus increases linearly based on the combined scores of the two actors.
- The NPCLevelMult value determines how much weight the NPC's level has relative to the player's level.
- fBribeScale is a global multipler that increases or decreases all bribe costs.
- The Cost Curve value controls how steep the non-linear increase of the price will be. If fBribeCostCurve is set to 1.0, bribe cost increases linearly based on the combined scores of the two actors.
- The SpeechcraftMult determines how much impact the relative speechcraft values have compared to the actor's levels.