Difference between revisions of "ActorValue"

1 byte added ,  20:50, 11 December 2008
m
Typo fix - "I then adds" -> "It then adds"
imported>Cipscis
m (→‎User Defined Actor Values: minor style fix for "Variable07")
imported>Cipscis
m (Typo fix - "I then adds" -> "It then adds")
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Determining the final value of an actor value is a multi-step process. First the base value is found, either from a field in the GECK (as with the SPECIAL attributes) or from a formula (as with skills and derived attributes). For skills, this base value includes any GECK entered offsets.
Determining the final value of an actor value is a multi-step process. First the base value is found, either from a field in the GECK (as with the SPECIAL attributes) or from a formula (as with skills and derived attributes). For skills, this base value includes any GECK entered offsets.


The game uses this base value as a starting point. I then adds three pools of values to it.
The game uses this base value as a starting point. It then adds three pools of values to it.


'''Temp Pool:''' These are temporary effects that will expire with a timer or some other game event. Each effect is recorded separately, along with it's source. For example, poison effects are recorded in the Temp pool. They last for a certain length of time and then are removed. Radiation effects are recorded in the Temp pool. They are applied and remain active until the player heals.
'''Temp Pool:''' These are temporary effects that will expire with a timer or some other game event. Each effect is recorded separately, along with it's source. For example, poison effects are recorded in the Temp pool. They last for a certain length of time and then are removed. Radiation effects are recorded in the Temp pool. They are applied and remain active until the player heals.
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