Difference between revisions of "Category:Actor Values"

340 bytes removed ,  18:21, 17 August 2010
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 (Skill & Attribute AVs, in particular) it may only have values between 0 and 255.
| 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 three different 'versions' of an Actor Value that play a role in Oblivion:
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)
     Maximum Value      =  Calculated Base Value + Max Modifier
    Current Value      =  Maximum Value + Script Modifier + Damage Modifier
     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> '''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> '''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.  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.
* 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 ''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.
* 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 ===
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.
* The '''Maximum Value''' and '''Current Value''' are calculated differently:
* Maximum encumbrance and current encumbrance are calculated differently:
  Modifier Sum = (Max Modifier + Script Modifier + Damage Modifier)
  Modifier Sum = (Max Modifier + Script Modifier + Damage Modifier)
if (Modifier Sum < 0) :
  Maximum Encumbrance = Calculated Base ( - Modifier Sum, if Modifier Sum < 0)
  Maximum Value = Calculated Base - Modifier Sum
  Current Encumbrance = Carried Weight ( + Modifier Sum, if Modifier Sum > 0)
Current Value = Carried Weight
: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 (Modifier Sum > 0) :
* However, the GetAV command still returns the encumbrance as it would be calculated from the default formula, e.g. the sum of all four modifiersThis means that GetAV will return the '''wrong''' value if the actor has enough effects that reduce encumbrance (e.g. Feather).
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).


== List of Actor Values ==
== List of Actor Values ==
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