Difference between revisions of "Category:Detection"
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*'''Base''' The basis for the calculation of the end-result, independent of any other value. | *'''Base''' The basis for the calculation of the end-result, independent of any other value. | ||
**Sneak penalty governed by [[fSneakBaseValue]] (default: -25). This value is an absolute base value that is always applied, in order to indicate the intent to sneak. Basically it means that if the ''target'' makes no noise at all AND hiding in a very dark place AND does not make a move, the detection will fail (e.g. the ''target'' can successfully hide) even with a very low [[Sneak]] skill. | **Sneak penalty governed by [[fSneakBaseValue]] (default: -25). This value is an absolute base value that is always applied, in order to indicate the intent to sneak. Basically it means that if the ''target'' makes no noise at all AND hiding in a very dark place AND does not make a move, the detection will fail (e.g. the ''target'' can successfully hide) even with a very low [[Sneak]] skill. | ||
**Combat bonus governed by [[fSneakTargetAttackBonus]] (default: 100). This values is added to the base only | **Combat bonus governed by [[fSneakTargetAttackBonus]] (default: 100). This values is added to the base only for a moment when the target initiates combat, making it a virtual certainty that for a moment the actor will detect his assailant. In that moment, the origin can decide to enter combat or not. | ||
*'''Skill''' The difference between the actors' sneak skills ( | *'''Skill''' The difference between the actors' sneak skills (''origin'' vs. ''target''); governed by [[fSneakSkillMult]] (default: 0.5) | ||
**The variable is modified by the distance between the actors. | **The variable is modified by the distance between the actors. | ||
*'''Light''' The amount of light shining on the sneaking actor; governed by [[fSneakLightMult]] (default: 1.4) | *'''Light''' The amount of light shining on the sneaking actor; governed by [[fSneakLightMult]] (default: 1.4) |