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=='''Primary Statistics'''== | =='''Primary Statistics'''== | ||
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. | 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 | * Strength - Affects CarryWeight, Unarmed, MeleeWeapons, and MeleeDamage | ||
* Perception - Affects, Lockpick | * Perception - Affects Medicine, Lockpick and Explosives | ||
* Endurance - Affects Health, HealingRate, PoisonResistance | * Endurance - Affects Health, HealingRate, PoisonResistance and RadiationResistance | ||
* Charisma - Affects Barter and Speech | * Charisma - Affects Barter and Speech | ||
* Intelligence - Affects Science, Repair, Medicine | * Intelligence - Affects Science, Repair, Medicine and Explosives | ||
* Agility - Affects ActionPoints, Sneak, | * Agility - Affects ActionPoints, SmallGuns, BigGuns, EnergyWeapons, Throwing, Sneak, Unarmed, MeleeWeapons, Lockpick and Explosives | ||
* Luck - Affects CriticalChance | * Luck - Affects CriticalChance | ||
=='''Derived Statistics'''== | =='''Derived Statistics'''== | ||
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* RadResist - 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. | * 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. | * Fatigue - Used to knock actors unconscious. Hand to hand attacks cause fatigue damage, nothing else reduces it. | ||
* Karma | * Karma | ||
* XP | * XP | ||
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=='''Skills'''== | =='''Skills'''== | ||
Fallout 3 | Fallout 3 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 | * Barter | ||
* BigGuns | * BigGuns | ||
* EnergyWeapons | * EnergyWeapons | ||
* Explosives | * Explosives | ||
* Lockpick | * Lockpick | ||
* Medicine | * Medicine | ||
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* Repair | * Repair | ||
* Science | * Science | ||
* SmallGuns | * SmallGuns | ||
* Sneak | * Sneak | ||
* Speech | * Speech | ||
* Throwing | |||
* Throwing | |||
* Unarmed | * Unarmed | ||
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For more details on: | For more details on: | ||
*''' | *'''Agression''' | ||
*'''Assistance''' | *'''Assistance''' | ||
*'''[[Confidence]]''' | *'''[[Confidence]]''' | ||
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=='''Miscellaneous'''== | =='''Miscellaneous'''== | ||
Additional actor values | Additional actor values. | ||
* InventoryWeight - How much the actor is carrying. If InventoryWeight > CarryWeight, the actor is over-encumbered. | * InventoryWeight - How much the actor is carrying. If InventoryWeight > CarryWeight, the actor is over-encumbered. | ||
* Paralysis - If nonzero, the actor is paralyzed | * Paralysis - If nonzero, the actor is paralyzed | ||
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* Chameleon - 0-100, percentage of invisibility | * Chameleon - 0-100, percentage of invisibility | ||
* NightEye | * NightEye | ||
* DetectLifeRange | * DetectLifeRange | ||
* FireResist - 0-100, treated as a percentage | * FireResist - 0-100, treated as a percentage | ||
* WaterBreathing - If nonzero, the actor can breath underwater | * WaterBreathing - If nonzero, the actor can breath underwater | ||
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* BloodyMess - if nonzero, kills made by the actor will have extra gory 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. | * 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 | * 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. | ** 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. | ||
** | **PLEASE LOG USES OF AV VARIABLES HERE: [[Actor Value Variables]] | ||
=='''See Also'''== | =='''See Also'''== | ||
*[[:Category:Actor Value Functions|Actor Value Functions]] | *[[:Category:Actor Value Functions|Actor Value Functions]] | ||
*[[AI Window]] | *[[AI Window]] | ||
*[[Actor Value | *[[Actor Value Variables]] | ||
[[Category:Actors]] | [[Category:Actors]] | ||
[[Category:NPC]] | [[Category:NPC]] |