Difference between revisions of "Category:Actor Values"

597 bytes added ,  03:47, 21 June 2011
m
Added Note on bug in Damage modifier code
imported>JRoush
imported>JRoush
m (Added Note on bug in Damage modifier code)
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| <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.   
| 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.
|  This modifier is intended only for '''negative''' values.  Any change that would increase it above zero sets it to zero instead.  However, there is a bug that sometimes allows positive values for NPCs and creatures.  See the Note below for details.
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* 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.
* 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.
* There is a bug in the code for NPCs and creatures that allows the Damage modifier to be made positive if the ''current'' value of the modifier is zero.  This means that e.g. casting a Restore Health spell on an NPC who is already at full health will actually add to their max health.  However, any further change to the Damage modifier, including taking damage or casting the spell a second time will trigger the non-bugged code and force the Damage modifier to be <= zero.


=== Encumbrance ===
=== Encumbrance ===
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