Difference between revisions of "Category:Actor Values"

581 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)
 
(7 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 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, 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 depending on the actor value, and for some (Skills & Attributes in particular) it may only have values between 0 and 255.
| 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every time the game is reloaded, apparently to guarantee that it's not affected by spells and equipment that are no longer active.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every time the game is reloaded, apparently to guarantee that it's not affected by spells and equipment that are no longer active.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/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, 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; 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.
|-
|-
|}
|}
Line 59: Line 59:


=== 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.
* 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 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 '''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)
Maximum Encumbrance = Calculated Base ( - Modifier Sum, if Modifier Sum < 0)
  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.
* However, the GetAV command still returns the encumbrance as it would be calculated from the default formula, e.g. the sum of all four parts.  This means that GetAV will return the '''wrong''' value if the actor has enough effects that reduce encumbrance (e.g. Feather).


== List of Actor Values ==
== List of Actor Values ==
Anonymous user