Difference between revisions of "ActorValue"

1,101 bytes added ,  12:13, 24 January 2017
imported>Cipscis
m (→‎User Defined Actor Values: minor style fix for "Variable07")
imported>Pintocat
 
(9 intermediate revisions by 5 users not shown)
Line 5: Line 5:
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 its 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.


'''Perm Pool:''' These are permanent adjustments to the value. Entries in this pool are never removed. Scripted modav adjusts are an example of this. The only way to undo them is to apply another modav that is the opposite of the first one.
'''Perm Pool:''' These are permanent adjustments to the value. Entries in this pool are never removed. Scripted modav adjusts are an example of this. The only way to undo them is to apply another modav that is the opposite of the first one.
Line 28: Line 28:
=='''User Defined Actor Values'''==
=='''User Defined Actor Values'''==
There are ten user defined actor values. They have no defined game functions, but can be used by quests to establish permanent data on the actor. Keep in mind that setting one of the variables on an actor implicitly defines that variable for all actors.
There are ten user defined actor values. They have no defined game functions, but can be used by quests to establish permanent data on the actor. Keep in mind that setting one of the variables on an actor implicitly defines that variable for all actors.
Using these values to store extra information has the potential to cause conflicts with other mods.  If you need to store information on an actor, use a token (an unplayable, therefore invisible, piece of armour) instead. If for very, very specific reasons you must use an AV, record it here.


*'''Variable01'''
*'''Variable01'''
Line 38: Line 40:
** Evergreen Mills slave script
** Evergreen Mills slave script
** CG04 guard packages
** CG04 guard packages
** Super Mutant captives
*'''Variable03'''
*'''Variable03'''
**Used by vendors to initiate following the player if he goes into back rooms, etc.
**Used by vendors to initiate following the player if he goes into back rooms, etc.
Line 43: Line 46:
*'''Variable05'''
*'''Variable05'''
** TenpennyResidentSCRIPT
** TenpennyResidentSCRIPT
:The above script is actually never used by the game.
*'''Variable06'''
*'''Variable06'''
*'''Variable07'''
*'''Variable07'''
** LenfantMutantMoveScript
** LenfantMutantMoveScript
:The game only uses this actor variable on one placed creature (the Mutant referenced above).
*'''Variable08'''
*'''Variable08'''
*'''Variable09'''
*'''Variable09'''
** MS13CollarScript
** MS13CollarScript
:This script can easily be changed to not use an AV by using a token item instead.
*'''Variable10'''
*'''Variable10'''
** Water beggars
** Water beggars
** Player addiction
:Setting it to 2 on the beggars will kill them immediately.
=='''Mod Usage'''==
*'''Variable01'''
*'''Variable02'''
*'''Variable03'''
*'''Variable04'''
*'''Variable05'''
*'''Variable06'''
**Mart's Mutant Mod uses Var06 for tracking Increased Spawns, on NPCs only.
*'''Variable07'''
**Impervious Power Armour uses Var07 for tracking Damage Reduction on PCs and NPCs.
*'''Variable08'''
**Impervious Power Armour uses Var08 for tracking Damage Reduction on PCs and NPCs.
*'''Variable09'''
*'''Variable10'''


=='''See Also'''==
=='''See Also'''==
[[Actor_Value_Codes]]<br>
[[Stats List]]<br>
[[Stats List]]<br>
[[DamageActorValue]]<br>
[[DamageActorValue]]<br>
Anonymous user