Difference between revisions of "Category:Actor Values"

535 bytes removed ,  23:58, 9 November 2011
m
changed 'Offset' to 'Script' to reflect OBSE useage
imported>JRoush
imported>JRoush
m (changed 'Offset' to 'Script' to reflect OBSE useage)
 
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! 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, and then adjusted to the actor's level in game.  It can be further modified by skill & attribute level increases, the [[SetActorValue|SetAV]] console+script commands, and certain Ability effects (see notes).
| This value is stored a little differently for different actor values. For some (Skills & Attributes 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> '''Script 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.  However, there is a bug that sometimes allows positive values for NPCs and creatures.  See the Note below for details.
|-
|-
|}
|}


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 + Offset 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.  See the specifically pages for these stats for details.
* 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.
* 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.
* 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.
* 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.
* 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 zeroThis means that e.g. casting a Restore Health spell on an NPC who is already at full health will actually add to their max healthHowever, 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.
* 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 is calculated and displayed differently from other actor values. 
* The '''Base''' factor is ignored entirelyIt 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 strengthUnlike most calculated factors, this applies to ''all'' actors, not just the player.
* The '''Maximum Value''' and '''Current Value''' are calculated differently:
Modifier Sum = (Max Modifier + Offset Modifier + Damage Modifier)
if (Modifier Sum < 0) :
Maximum Value = Calculated Base - Modifier Sum
Current Value = Carried Weight
if (Modifier Sum > 0) :
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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