Difference between revisions of "Category:Actor Values"
m
changed 'Offset' to 'Script' to reflect OBSE useage
imported>JRoush m (change 'offset modifier' to 'script modifier' to avoid confusion w/ obse) |
imported>JRoush m (changed 'Offset' to 'Script' to reflect OBSE useage) |
||
(9 intermediate revisions by the same user not shown) | |||
Line 8: | Line 8: | ||
|- | |- | ||
| <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 | | 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 | | 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> | ||
Line 24: | Line 24: | ||
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every time the game is reloaded, apparently to guarantee that it's not affected by spells and equipment that are no longer active.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every time the game is reloaded, apparently to guarantee that it's not affected by spells and equipment that are no longer active.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> '''Script | | <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, 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. | ||
Line 30: | Line 30: | ||
| <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 | | 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 | 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" | ||
Line 47: | Line 48: | ||
| <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> | ||
Line 56: | Line 54: | ||
|} | |} | ||
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 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 | * 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. | ||
* 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. | |||
== List of Actor Values == | == List of Actor Values == |