Difference between revisions of "Category:Detection"

547 bytes added ,  17:33, 11 July 2011
Minor corrections to the formula and notes on special player treatement
imported>Saebel
imported>JRoush
(Minor corrections to the formula and notes on special player treatement)
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Quite a few variables go into calculating detection levels.  They fall into three basic categories: Sight, Sound, and Sneak Skill.  Sight describes how well the detector can see the target, and only matter if the detector actually has a direct line-of-sight.  Sound measures how much noise the target is making from movement and from being in combat.  Skill measures the sneak skills of the detector  and the target.  In all three categories the distance from the detector to target plays a very important role.  
Quite a few variables go into calculating detection levels.  They fall into three basic categories: Sight, Sound, and Sneak Skill.  Sight describes how well the detector can see the target, and only matter if the detector actually has a direct line-of-sight.  Sound measures how much noise the target is making from movement and from being in combat.  Skill measures the sneak skills of the detector  and the target.  In all three categories the distance from the detector to target plays a very important role.  
Some of the conditions in the formula are a little different for the player than for NPCs and creatures.  Specifically, for the purposes of detection the player is never "in combat".
   
   
The complete formula for Detection Level is given below.  Because the formula is so complicated, it is broken into smaller pieces and organized in a table.  Conditional terms are enclosed in square brackets, e.g. "[ + 400, if target is yellow]" means "add 400 if the target is yellow, otherwise ignore this term".
The complete formula for Detection Level is given below.  Because the formula is so complicated, it is broken into smaller pieces and organized in a table.  Conditional terms are enclosed in square brackets, e.g. "[ + 400, if target is yellow]" means "add 400 if the target is yellow, otherwise ignore this term".
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Otherwise:
Otherwise:
  [[fSneakBaseValue]]  
  [[fSneakBaseValue]]  
  [ + [[fSneakTargetAttackBonus]], if target attacked detector]
  [ + [[fSneakTargetAttackBonus]], for a single frame the first time the target attacks the detector]
  [ + SoundBonus, if target is not swimming]
  [ + SoundBonus, if target is not swimming]
  [ + [[fSneakSleepBonus]], if detector is sleeping]
  [ + [[fSneakSleepBonus]], if detector is sleeping]
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  )
  )
  [ * [[fSneakSoundLosMult]], if detector has no line of sight to target]
  [ * [[fSneakSoundLosMult]], if detector has no line of sight to target]
 
The sound bonus cannot be negative.  If it is less than zero, it is set to zero.
|-
|-
| Movement Factor
| Movement Factor
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  [[fSneakLightMult]] * DistanceFactor * LightFactor * ChameleonFactor * BlindnessFactor
  [[fSneakLightMult]] * DistanceFactor * LightFactor * ChameleonFactor * BlindnessFactor
  [ * [[fSneakSwimmingLightMult]], if target is swimming]   
  [ * [[fSneakSwimmingLightMult]], if target is swimming]   
   
The sight bonus cannot be negative. If it is less than zero, it is set to zero.
|-
|-
| Light Factor
| Light Factor
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  (
  (
   (detector Sneak skill * DistanceFactor)
   (detector Sneak skill * DistanceFactor)
   [ - target Sneak skill, if target is sneaking]
   [ - target Sneak skill, if target is sneaking and not in combat]
  )
  )


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! style="background:#efefef;" | <center> Threshold </center>  
! style="background:#efefef;" | <center> Threshold </center>  
! style="background:#efefef;" | <center> Used By </center>
! style="background:#efefef;" | <center> Used By </center>
|-
| 0
| Zero seems to be an upper limit for detection thresholds.  If the detection level is greater than zero, the target is always(?) detected.
|-
|-
| [[fSneakUnseenMin]]
| [[fSneakUnseenMin]]
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