Difference between revisions of "Category:Actor Values"

7 bytes added ,  09:32, 9 August 2010
m
change 'offset modifier' to 'script modifier' to avoid confusion w/ obse
imported>JRoush
(Split table columns; details on Max modifier)
imported>JRoush
m (change 'offset modifier' to 'script modifier' to avoid confusion w/ obse)
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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every time the game is reloaded, apparently to guarantee that it's not affected by spells and equipment that are no longer active.
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every time the game is reloaded, apparently to guarantee that it's not affected by spells and equipment that are no longer active.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> '''Script/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, etc.  If changed by a script, it is the script author's responsibility to change it back by the same amount later.
| Since it's not affected by ordinary damage or magic, changes this modifier cannot be undone by restoration spells or chapel healing, etc.  If changed by a script, it is the script author's responsibility to change it back by the same amount later.
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  Calculated Base Value  =  (Base + Calculated Base) * (Calculated Multiplier)
  Calculated Base Value  =  (Base + Calculated Base) * (Calculated Multiplier)
     Maximum Value      =  Calculated Base Value + Max Modifier
     Maximum Value      =  Calculated Base Value + Max Modifier
     Current Value      =  Maximum Value + Offset Modifier + Damage Modifier
     Current Value      =  Maximum Value + Script Modifier + Damage Modifier


{|border="1" cellpadding="5" cellspacing="0"  
{|border="1" cellpadding="5" cellspacing="0"  
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* 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.
* 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.
* It is possible, using the Script 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 Script modifier is so rarely used.
* 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.


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* The '''Calculated Base''' is the total encumbrance bonus from strength.  Unlike most calculated factors, this applies to ''all'' actors, not just the player.
* 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:
* The '''Maximum Value''' and '''Current Value''' are calculated differently:
  Modifier Sum = (Max Modifier + Offset Modifier + Damage Modifier)
  Modifier Sum = (Max Modifier + Script Modifier + Damage Modifier)
if (Modifier Sum < 0) :
if (Modifier Sum < 0) :
  Maximum Value = Calculated Base - Modifier Sum
  Maximum Value = Calculated Base - Modifier Sum
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