Difference between revisions of "User:JRoush"

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imported>JRoush
imported>JRoush
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The GetCursorPos function is a bit dodgy.  Returned positions are not consistent, and seem to depend on integrated movement history.  This, combined with the lack of a function to get screen resolution, makes it impractical for use in menus (specifically, I couldn't use it to script in a custom slider bar).
The GetCursorPos function is a bit dodgy.  Returned positions are not consistent, and seem to depend on integrated movement history.  This, combined with the lack of a function to get screen resolution, makes it impractical for use in menus (specifically, I couldn't use it to script in a custom slider bar).


== General Actor Value Mechanics ==
== Detection ==
There are six factors that contribute to an Actor Value:
{|border="1" cellpadding="5" cellspacing="0"  
{|border="1" cellpadding="5" cellspacing="0"  
|-
|-
! style="background:#efefef;" | <center> Factor </center>  
! style="background:#efefef;" | <center> Factor </center>  
! style="background:#efefef;" | <center> Description </center>  
! style="background:#efefef;" | <center> Shorthand </center>
! style="background:#efefef;" | <center> Value </center>
|-
|-
| <center> '''Base''' </center>
| <center> Max Detection Distance </center>
| The AV value from the Actor's ''base form'' - all instances of the actor share this value (e.g. all guards share the same Base Health).  This factor is set by the designer in the CS.  It is modified in-game by the [[SetActorValue|SetAV]] console+script commands, skill & attribute level increases, and certain Ability effects (see notes).
| <center> maxDist </center>
| [[fSneakMaxDistance]] ( * [[fSneakExteriorDistanceMult]], for exterior cells)
|-
|-
| <center> '''Calculated Base''' </center>
| <center> Distance Factor </center>
| The contribution to an AV from ''other'' AVs and game settings.  For example, the Calculated Base for the player's [[Health]] is [[fPCBaseHealthMult]] * [[Endurance]].  This factor generally used ''only for the player character'' - NPC and Creature health, to use the same example, do ''not'' depend on their endurance.
| <center> distmult </center>
| 1 - (distance between detector and target) / maxDist
|-
|-
| <center> '''Calculated Multiplier''' </center>
| <center> Movement Bonus </center>
| A multiplier to the AV from ''other'' AVs and game settings.  This factor is almost always 1.0; the exception is the [[MagickaMultiplier]] for the player character.  
| <center> moving </center>
|
[[fSneakBootWeightBase]] + [[fSneakBootWeightMult]] * (target boot weight) if target is moving
0.0 if target is stationary
|-
|-
| <center> '''Max Modifier''' </center>
| <center> In-Combat Bonus </center>
| For Actors with middle process or higher.  This factor is modified by 'recoverable' effects such as Fortify, Drain, Feather.
| <center> combat </center>
| [[fSneakTargetInCombatBonus]] if target is in combat
0.0 otherwise
|-
|-
| <center> '''Offset Modifier''' </center>
| <center> Running Factor </center>
| For all Actors.  This factor is doesn't seem to be used by the combat or magic systems.  It is modified only by the [[ModActorValue|ModAV]] and [[ForceActorValue|ForceAV]] ''script'' commands (''not'' the console versions).
| <center> running </center>
| [[fSneakRunningMult]] if target is running
1.0 otherwise
|-
|-
| <center> '''Damage Modifier''' </center>
| <center> Line-of-Sight Sound Factor </center>
| For Actors with low process or higher. This factor is modified by the [[ModActorValue|ModAV]] and [[ForceActorValue|ForceAV]] ''console'' commands, by direct damage from combat, falling, lava, etc., and by 'nonrecoverable' effects like Damage & Restore.  It is intended only for '''negative''' values; any change that would increase it above zero sets it to zero instead.
| <center> losSound </center>
| [[fSneakSoundLosMult]] if detector has line of sight to target
1.0 otherwise
|-
| <center> Line-of-Sight Light Factor </center>
| <center> losLight </center>
| 1.0 if detector has line of sight to target
0.0 otherwise
|-
| <center> Target Attack Bonus </center>
| <center> attack </center>
| [[fSneakTargetAttackBonus]] if target attacked detector
0.0 otherwise
|-
| <center> Swimming Light Factor </center>
| <center> swimLight </center>
| [[fSneakSwimmingLightMult]] if target is under water
1.0 otherwise
|-
|-
|}
|}
There are three different 'versions' of an Actor Value that play a role in Oblivion:
Calculated Base Value  =  (Base + Calculated Base) * (Calculated Multiplier)
    Maximum Value      =  Calculated Base Value + Max Modifier
    Current Value      =  Maximum Value + Offset Modifier + Damage Modifier
{|border="1" cellpadding="5" cellspacing="0"  
{|border="1" cellpadding="5" cellspacing="0"  
|-
|-
! style="background:#efefef;" | <center> Value </center>  
! style="background:#efefef;" | <center> Factor </center>  
! style="background:#efefef;" | <center> Used For </center>
! style="background:#efefef;" | <center> Value </center>
|-
| <center> '''Calculated Base Value''' </center>
| Returned by the [[GetBaseActorValue|GetBaseAV]] console+script commands.  This value is used to check mastery level in a skill, and (for Alchemy) to compute player-created potion strength.
|-
| <center> '''Maximum Value''' </center>
| The upper limit shown in the menu and HUD for the player's Health, Magicka, and Fatigue.
|-
|-
| <center> '''Current Value''' </center>
| <center> Sound Factor </center>
| Returned by the [[GetActorValue|GetAV]] console+script commands.  This is the value used for the vast majority of AV checks.  It is the value shown in the menu and HUD for the player's stats.
| [[fSneakSoundsMult]] * losSound *
|-
|-
|}
|}
 
=== Notes ===
* These formulas do not apply to '''Fame,Infamy,Bounty,or Encumbrance'''.  These AVs are calculated differently, and stored differently as well.
* When player stats are displayed in the menu, they are shown as <font color="Green">green</font> if the Current value is greater than the Calculated Base value, <font color="Red">red</font> if the Current value is less than the CBV, and <font color="Blue">blue</font> if the two are equal.  The exception is the players Health, Magicka, and Fatigue, where the comparison is between the Maximum value and the CBV.
* Since the Offset modifier is not affected by ordinary damage or magic, changes to it cannot be undone by restoration spells or chapel healing, etc.
* The Damage modifier is always negative or zero, but the Offset modifier can be positive, so it can be used to make the Current value greater than the Maximum value.  This isn't seen in game simply because nothing ever uses the Offset modifier.
* For (1) 'recoverable' effects from (2) Ability-type spells applied on the (3) player (and only the player), the ''Base'' factor is modified instead of the Max factor.  This is why benefits from birthsign and certain quest rewards (like the Skeleton Key) can actually alter the players skill mastery level.
=== Encumbrance ===
Encumbrance is calculated and displayed differently from other actor values. 
* The '''Base''' factor is ignored entirely.  It is not used in calculation, and cannot be altered by the SetAV command or any magical means.  It is, however, still included in the return value of the GetBaseAV command, making this command effectively useless.
* The '''Calculated Base''' is the total encumbrance bonus from strength.  Unlike most calculated factors, this applies to ''all'' actors, not just the player.
* The '''Maximum Value''' and '''Current Value''' are calculated differently:
Modifier Sum = (Max Modifier + Offset Modifier + Damage Modifier)
if (Modifier Sum < 0) :
Maximum Value = Calculated Base - Modifier Sum
Current Value = Carried Weight
if (Modifier Sum > 0) :
Maximum Value = Calculated Base
Current Value = Carried Weight + Modifier Sum
For this reason, the Current encumbrance of an actor will never be less than their total carried weight, and the Maximum encumbrance will never be less than the value calculated from their strength.
* The GetAV command does not return the Current Value, but rather the sum of carried weight and all modifiers, ''even if the sum of the modifiers is negative'':
  GetAV Return Value = Carried Weight + Modifier Sum
This means that GetAV will return the '''wrong''' value if the actor is currently subject to enough effects that reduce encumbrance (e.g. Feather).

Revision as of 17:53, 20 August 2010

Notes on Scripting

General Scripting

Adding or removing (possibly any modifying of) effects in an enchantment (or, presumably, a spell) that is currently affecting an actor results in CTD. Instead, we must cloneform the enchantment and use that instead. Previous testing gives me hope that the game might garbage collect unused formids.

Modifications to non-cloned forms (e.g. changes to name, etc) do not appear to stick upon reloading the game. Dynamically generated spells must be cloned, or else the base forms modified in script every time the game is reloaded.

Cloned forms are not removed when the mod is deactivated. Since there is no way for the average player to remove cloned spells from spell merchants, a "cleanup" script must be provided to do so. - makes the whole use of cloned spells unattractive -

GetOwner appears to work only on references (not items in a container). There is a stolen flag, I believe, but not sure how to set it.

Moveto and PositionCell don't transfer meshes. the 'usual' workarounds assume transfer to the current cell, and don't work for destination cells that aren't loaded.

Using GetIconPath on an object with no icon causes a CTD.

Menu Scripting

Traits of the form <user#> are parameters set by the game enigne. The visible manifestations (text, slider position, etc.) are usually set to derive from these inputs. As of OBSE v0017 modifying most traits from scripts will destroy derivative relationships; it appears that some values (e.g. quantity slider traits) are safe to modify. Modifying the <user#> traits directly one can "fake" user input; in particular spell/potion names and slider bar positions. Derivative relationships are reloaded when the menu is. Note that the HUD (and possibly the inventory) reloads only after exiting to the main menu; changes to the HUD will persist until then.

The Arrow + Enter keys can normally be used to navigate menus. I haven't found (or seriously looked for) a way to determine which tile is the focus of a keyboard event. It looks like the focus is *either* keyboard or mouse based, and transitions from one to the other are inconsistent or bugged. At any rate, OBSE v0017 GetActiveUIComponent* functions work only for tiles focused on by the mouse. Also, arrow+enter menu navigation is NOT based on mapped controls and cannot be disabled using Disablekey. It CAN be disabled by removing all traits of the form <xbutton>, <xleft>, <xright>, etc. from the menu in question, but not by simply setting them to zero in scripts. This is a problem because an errant keystrokes can apparently derail a ClickMenuButton call, which makes setting up long chains of automated click events unfeasible.

The GetCursorPos function is a bit dodgy. Returned positions are not consistent, and seem to depend on integrated movement history. This, combined with the lack of a function to get screen resolution, makes it impractical for use in menus (specifically, I couldn't use it to script in a custom slider bar).

Detection

Factor
Shorthand
Value
Max Detection Distance
maxDist
fSneakMaxDistance ( * fSneakExteriorDistanceMult, for exterior cells)
Distance Factor
distmult
1 - (distance between detector and target) / maxDist
Movement Bonus
moving

fSneakBootWeightBase + fSneakBootWeightMult * (target boot weight) if target is moving

0.0 if target is stationary

In-Combat Bonus
combat
fSneakTargetInCombatBonus if target is in combat

0.0 otherwise

Running Factor
running
fSneakRunningMult if target is running

1.0 otherwise

Line-of-Sight Sound Factor
losSound
fSneakSoundLosMult if detector has line of sight to target

1.0 otherwise

Line-of-Sight Light Factor
losLight
1.0 if detector has line of sight to target

0.0 otherwise

Target Attack Bonus
attack
fSneakTargetAttackBonus if target attacked detector

0.0 otherwise

Swimming Light Factor
swimLight
fSneakSwimmingLightMult if target is under water

1.0 otherwise

Factor
Value
Sound Factor
fSneakSoundsMult * losSound *