Category talk:Jumping

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Revision as of 23:35, 20 January 2010 by imported>Joben
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Discussions[edit source]

I've decided to document experiments used to reverse engineer formulas. Put random discussion stuff here to avoid messing up experiments below. ABO 20:11, 1 May 2008 (EDT)

That formula makes no sense to me, is that some kind of joke? --Ronyn 18:28, 23 November 2007 (EST)

Looking at the history, Entim maintained the formula, so I doubt it's a joke. Also, the formula makes sense - as the player progresses with Acrobatics, their jump height increases linearly from the minimum to the maximum. It doesn't take account of other game settings, would have been hard to test, and certainly isn't a formula that would be valid in the real world, but it does make sense.
--Haama 18:48, 23 November 2007 (EST)

I've tried changing fJumpMoveBase and fJumpMoveMult which are supposed to govern air control. Neither one seemed to have any effect at all. Does anyone have more information on how they are supposed to function? Joben 23:35, 20 January 2010 (EST)

Experiments[edit source]

Feel free to add your own experiments/conclusions here. ABO 20:11, 1 May 2008 (EDT)

There are 2 major things that define a experiment that the following do not have
  1. An experiment has as few variables as possible - ideally only 1 variable. The first experiment should be jumping around at high fatigue, then with little fatigue, then another experiment where fFatigueBase is modified, then yet another where both are modified, etc.
    • No matter how likely it may be, you're assuming fFatigueReturnBase, fFatigueReturnMult, and fFatigueBase aren't multiplied somewhere. If they are, then it would probably 0 the fatigue factor and would be the real reason fatigue doesn't seem to have an effect.
  2. An experiment has data that can be examined. Judging the height of a jump can be difficult, if not impossible, especially when it's a small difference. Please make a script that tracks the player's location and returns the highest height.--Haama 02:47, 2 May 2008 (EDT)

I never said they were particularly good experiments... but I thought it better to document what I did than not document them at all. There are certainly a lot of assumptions I made when doing these, including as-documented use of things like fFatigueReturnBase/fFatigueReturnMult. I also did have one variable for each test; fatigue in one, and luck in the other. For measuring jump height I positioned my character somewhere that a particular feature would be just visible at the top of my screen at the peak of my jump... this feature always stayed just visible regardless of fatigue or luck levels. If there was any variation in jump height then the difference is so minor that it is insignificant, and certainly does not correspond with the possiblities proposed in the theories. Feel free to add your own experiments to prove/disprove any theories about how jump might work. ABO 11:52, 8 May 2008 (EDT)

Does fatigue modify jumping height?[edit source]

ABO 20:11, 1 May 2008 (EDT)

Theory[edit source]

If fatigue does in any way modify jumping height, it will probably affect the following formulas;

The FatigueFactor (see Fatigue Game Settings) formula as known to be used for damage.

FatigueFactor = fFatigueBase - fFatigueMult * (1.0 - Fatigue/MaxFatigue)

Option A) FatigueFactor has no effect

JumpHeight = fJumpHeightMin + (fJumpHeightMax - fJumpHeightMin) * Acrobatics / 100

Option B) FatigueFactor modifies total jump height

JumpHeight = FatigueFactor * (fJumpHeightMin + (fJumpHeightMax - fJumpHeightMin) * Acrobatics / 100)

Option C) FatigueFactor modifies effective acrobatics

JumpHeight = fJumpHeightMin + (fJumpHeightMax - fJumpHeightMin) * FatigueFactor * Acrobatics / 100

Procedure[edit source]

At the console, do the following;

Turn off fatigue regen

SetGS fFatigueReturnBase to 0.0
SetGS fFatigueReturnMult to 0.0

Maximise FatigueFactor effect

SetGS fFatigueBase 0.0
SetGS fFatigueMult 1.0

Emphasise jump height settings

SetGS fJumpHeightMin 64
SetGS fJumpHeightMax 256

Turn off luck effects and set acrobatics to max

player.setav luck 50
player.setav acrobatics 100

Now jump around comparing jump height for different fatigue levels.

If jump height does not decrease, it's option A) If jump height decreases and goes to zero it's option B). If Jump height decreases but doesn't go to zero, it's option C)

Conclusion[edit source]

Fatigue has no effect on jumping height.

Does Luck modify acrobatics for jumping height?[edit source]

ABO 20:11, 1 May 2008 (EDT)

Theory[edit source]

The formulas for the LuckModifier (see fActorLuckSkillMult) are;

LuckModifier = iActorLuckSkillBase + fActorLuckSkillMult * Luck

ModifiedSkill = Skill + LuckModifier

If Luck has any effect on jumping height, it will be by modifying acrobatics.

Procedure[edit source]

Since we now know fatigue has no effect, we don't need to take it into account. At the console do;

Maximise the LuckModifier settings

SetGS iActorLuckSkillBase 50
SetGS fActorLuckSkillMult 1.0

Maximise jump height settings

SetGS fJumpHeightMin 0
SetGS fJumpHeightMax 256

Set acrobatics to 50

player.setav acrobatics 50

Jump around with luck set to different values

player.setav luck 0

player.setav luck 100

With these settings, jump height should be directly proportional to the effective acrobatics. If luck has any effect then effective acrobatics should be equal to luck. If it does not change for different luck levels, then jump height is not modified by luck.

Conclusion[edit source]

Luck has no effect on jump height. Additional fiddling was done that confirmed with these settings jump height was directly proportional to acrobatics (at 0, jump height was 0) and independent of luck.