Difference between revisions of "Stats List"
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*[[:Category:Actor Value Functions|Actor Value Functions]] | *[[:Category:Actor Value Functions|Actor Value Functions]] | ||
*[[AI Window]] | *[[AI Window]] | ||
*[[Actor Value Codes]] | |||
[[Category:Actors]] | [[Category:Actors]] | ||
[[Category:NPC]] | [[Category:NPC]] |
Latest revision as of 04:34, 17 July 2014
AI Traits[edit | edit source]
These values control how actors behave. The base values for these are entered for each NPC or creature in the AI Window in the GECK.
Primary Statistics[edit | edit source]
S.P.E.C.I.A.L. is the fundamental character system of Fallout. The base values are entered for each NPC or creature in the AI tab in the GECK. These values range from 0 to 10.
- Strength - Affects CarryWeight, MeleeWeapons, and MeleeDamage
- Perception - Affects, Lockpick, Explosives, and EnergyWeapons
- Endurance - Affects Health, HealingRate, PoisonResistance, RadiationResistance, Unarmed, Big Guns (Fallout 3) and Survival (Fallout: New Vegas)
- Charisma - Affects Barter and Speech
- Intelligence - Affects Science, Repair, Medicine, and number of skill points per level.
- Agility - Affects ActionPoints, Sneak, SmallGuns (Fallout 3) and Guns (Fallout: New Vegas). In Fallout: New Vegas this also affects reload speed and draw/holster speed.
- Luck - Affects CriticalChance, all Skills
Derived Statistics[edit | edit source]
These actor values are derived based on other statistics, and that derivation becomes the base value. Some can also be entered in to the GECK for an individual NPC or creature. In these cases, the value entered into the GECK is added to a derived value to determine the base value. Remember that calling SetActorValue on an actor value that does not have an entry field in the GECK will have no effect.
- ActionPoints
- CarryWeight - How much the actor can carry
- CritChance - 0-100, treated as a percentage
- HealRate
- Health
- MeleeDamage - Bonus damage done during melee attacks
- UnarmedDamage - Bonus Damage done during unarmed (hand to hand) attacks
- DamageResist - 0-100, treated as a percentage
- PoisonResist - 0-100, treated as a percentage
- RadResist - 0-100, treated as a percentage
- SpeedMult - Value is divided by 100. For NPCs, modifies the base speed fMoveBaseSpeed before accounting for encumberance; for creatures this modifies the speed of the animation.
- Fatigue - Used to knock actors unconscious. In Fallout: New Vegas certain weapons cause Fatigue damage, and damage automatically heals at a rate of 1 unit per second. In Fallout 3 this is only used for the Vault 87 capture sequence.
- Karma
- XP
- PerceptionCondition - Base value is 100. Corresponds to the head on humanoid actors
- EnduranceCondition - Base value is 100. Corresponds to the torso on humanoid actors
- LeftAttackCondition - Base value is 100. Corresponds to the left arm on humanoid actors
- RightAttackCondition - Base value is 100. Corresponds to the right arm on humanoid actors
- LeftMobilityCondition - Base value is 100. Corresponds to the left leg on humanoid actors
- RightMobilityCondition - Base value is 100. Corresponds to the right leg on humanoid actors
- BrainCondition - Base value is 100. Used for certain creatures, when 0 causes them to ignore factions and thus be aggressive to every other actor.
Skills[edit | edit source]
Fallout 3 and Fallout: New Vegas Skills range in value from 0 to 100 and are treated as a percentage. The base value is entered into the GECK for each actor.
- Barter
- BigGuns (Fallout 3)
- EnergyWeapons
- Explosives
- Guns (Fallout: New Vegas)
- Lockpick
- Medicine
- MeleeWeapons
- Repair
- Science
- SmallGuns (Fallout 3)
- Sneak
- Speech
- Survival (Fallout: New Vegas)
- Throwing (Fallout 3, unused)
- Unarmed
AI Attributes[edit | edit source]
For more details on:
- Aggression
- Assistance
- Confidence
- Energy
- Responsibility
- Mood
Miscellaneous[edit | edit source]
Additional actor values exist which are not directly related to normal character statistics. Many of these variables are used by the game engine to track or initiate specific effects, such as the Bloody Mess perk or the ability to breathe under water.
- InventoryWeight - How much the actor is carrying. If InventoryWeight > CarryWeight, the actor is over-encumbered.
- Paralysis - If nonzero, the actor is paralyzed
- Invisibility - If nonzero, the actor is completely invisible
- Chameleon - 0-100, percentage of invisibility
- NightEye
- DetectLifeRange - No effect (see Fallout: New Vegas)
- FireResist - 0-100, treated as a percentage
- WaterBreathing - If nonzero, the actor can breath underwater
- RadiationRads - Accumulated radiation, different levels have different effects
- BloodyMess - if nonzero, kills made by the actor will have extra gory effects
- IgnoreCrippledLimbs - If this is non-zero, movement animations and speed are unaffected by having crippled legs, and gun spread is unaffected by having crippled arms or a crippled head.
- Variable01 through Variable10 - no game function, available as a hook for package conditions and scripts
- CAUTION: Be careful when modifying Variable actor values. Due to their non-specific nature, several scripts and package conditions may all be checking these values for widely diverse reasons.
- See User Defined Actor Values for notes on the game's use of these Actor Values (and how to use them anyway).
Fallout: New Vegas[edit | edit source]
Fallout: New Vegas adds additional stats to the engine, and activates or repurposes a small number of stats which were unused in Fallout 3.
- DamageThreshold - The actor's base Damage Threshold level
- Dehydration - Dehydration/Thirst level (Hardcore mode)
- Hunger - Hunger/Starvation level (Hardcore mode)
- SleepDeprevation (sic) - Sleep Deprivation level (Hardcore mode)
- DetectLifeRange - if non-zero, the game initiates the "Turbo" effect, whereby gameplay is slowed while player movement speed is increased.
- NightEye - Disables whiteout or blackout effects when the player transitions between very light and very dark areas, e.g. lighted buildings to outdoors during the night.