Difference between revisions of "Category:Actor Values"

383 bytes added ,  17:53, 26 July 2010
Split table columns; details on Max modifier
imported>JRoush
imported>JRoush
(Split table columns; details on Max modifier)
Line 5: Line 5:
! style="background:#efefef;" | <center> Factor </center>  
! style="background:#efefef;" | <center> Factor </center>  
! style="background:#efefef;" | <center> Description </center>  
! style="background:#efefef;" | <center> Description </center>  
! style="background:#efefef;" | <center> Notes </center>
|-
|-
| <center> '''Base''' </center>
| <center> '''Base''' </center>
| The AV value from the Actor's ''base form'' - all instances of the actor share this value (e.g. all 'Imps' 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).  This value is stored a little differently depending on the actor value, and for some (Skill & Attribute AVs, in particular) it may only have values between 0 and 255.
| The AV value from the Actor's ''base form'' - all instances of the actor share this value (e.g. all 'Imps' 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).   
| This value is stored a little differently depending on the actor value, and for some (Skill & Attribute AVs, in particular) it may only have values between 0 and 255.
|-
|-
| <center> '''Calculated Base''' </center>
| <center> '''Calculated Base''' </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 is generally used ''only for the player character''.  NPC and Creature health, to use the same example, do ''not'' depend on their endurance.
| 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 is generally used ''only for the player character''.  NPC and Creature health, to use the same example, do ''not'' depend on their endurance.
|-
|-
| <center> '''Calculated Multiplier''' </center>
| <center> '''Calculated Multiplier''' </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.  
| 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> '''Max Modifier''' </center>
| <center> '''Max Modifier''' </center>
| For Actors with middle process or higher.  This factor is modified by 'recoverable' effects such as Fortify, Drain, Feather.
| For Actors with middle process or higher.  This factor is modified by 'recoverable' effects such as Fortify, Drain, Feather
| Because it is stored only for actors with middle process, this modifier will be reset to zero if/when an actor's cell is unloaded. 
Furthermore, ''for the player only'', this modifier is recalculated every time the game is reloaded, apparently to guarantee that it's not affected by spells and equipment that are no longer active.
|-
|-
| <center> '''Offset Modifier''' </center>
| <center> '''Offset Modifier''' </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).   
| 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).
| Since it's not affected by ordinary damage or magic, changes this modifier cannot be undone by restoration spells or chapel healing, etcIf changed by a script, it is the script author's responsibility to change it back by the same amount later.
|-
|-
| <center> '''Damage Modifier''' </center>
| <center> '''Damage Modifier''' </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.
| 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.   
|  This modifier is intended only for '''negative''' values; any change that would increase it above zero sets it to zero instead.
|-
|-
|}
|}
Line 51: Line 59:
* These formulas do not apply to '''Fame,Infamy,Bounty,or Encumbrance'''.  These AVs are calculated differently, and stored differently as well.
* 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.
* 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.  If it is changed by a script, it is the script author's responsibility to change it back by the same amount later.
* It is possible, using the Offset multiplier, to make the player's current health (or magicka/fatigue) ''greater'' than their supposed Maximum value.  This is not seen in-game only because the Offset modifier is so rarely used.
* 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.
* 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.


Anonymous user