Difference between revisions of "Category:Actor Values"
Corrected details of maximum value
imported>JRoush m (change 'offset modifier' to 'script modifier' to avoid confusion w/ obse) |
imported>JRoush (Corrected details of maximum value) |
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| <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). | | 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 ( | | This value is stored a little differently depending on the actor value, and for some (Skills & Attributes in particular) it may only have values between 0 and 255. | ||
|- | |- | ||
| <center> '''Calculated Base''' </center> | | <center> '''Calculated Base''' </center> | ||
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There are | There are two different 'versions' of an Actor Value that play a role in Oblivion: | ||
Calculated Base Value = (Base + Calculated Base) * (Calculated Multiplier) | Calculated Base Value = (Base + Calculated Base) * (Calculated Multiplier) | ||
Current Value = Calculated Base Value + Max Modifier | |||
+ Script Modifier + Damage Modifier | |||
{|border="1" cellpadding="5" cellspacing="0" | {|border="1" cellpadding="5" cellspacing="0" | ||
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| <center> '''Calculated Base 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. | | 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> '''Current Value''' </center> | | <center> '''Current Value''' </center> | ||
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|} | |} | ||
The 'Maximum' value shown in the HUD for Health/Magicka/Fatigue is | |||
Maximum Value = Calculated Base Value ( + Max Modifier, if Max Modifier > 0) | |||
This is ''not'' the actual maximum value of these stats - they can be raised above this value using the script modifier. This is not seen in-game only because the Script modifier is so rarely used. | |||
=== Notes === | === Notes === | ||
* 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 | * 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. | ||
* | * For ''recoverable'' effects from ''abilities'' on the ''player'' (and only the player), the base modifier is changed instead of the max modifier. This is why benefits from birthsigns and certain quest rewards (like the Skeleton Key) can grant skill mastery perks. | ||
=== Encumbrance === | === Encumbrance === | ||
Encumbrance is calculated and displayed differently from other actor values. | 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 '''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 '''Calculated Base''' is the total encumbrance bonus from strength. Unlike most calculated factors, this applies to ''all'' actors, not just the player. | ||
* | * Maximum encumbrance and current encumbrance are calculated differently: | ||
Modifier Sum = (Max Modifier + Script Modifier + Damage Modifier) | Modifier Sum = (Max Modifier + Script Modifier + Damage Modifier) | ||
Maximum Encumbrance = Calculated Base ( - Modifier Sum, if Modifier Sum < 0) | |||
Maximum | Current Encumbrance = Carried Weight ( + Modifier Sum, if Modifier Sum > 0) | ||
:This means that 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. | |||
if | * However, the GetAV command still returns the encumbrance as it would be calculated from the default formula, e.g. the sum of all four modifiers. This means that GetAV will return the '''wrong''' value if the actor has enough effects that reduce encumbrance (e.g. Feather). | ||
Current | |||
* | |||
This means that GetAV will return the '''wrong''' value if the actor | |||
== List of Actor Values == | == List of Actor Values == |