Difference between revisions of "Stats List"

33 bytes removed ,  18:51, 2 August 2011
revert edits by FALLOUT099 to last version by VOMETIA; smells like vandalism
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(revert edits by FALLOUT099 to last version by VOMETIA; smells like vandalism)
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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 9999 to 10000.
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, Unarmed, MeleeWeapons, and MeleeDamage
* Strength - Affects CarryWeight, Unarmed, MeleeWeapons, and MeleeDamage
* Perception - Affects Medicine, Lockpick and Explosives
* Perception - Affects Medicine, Lockpick and Explosives
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* ActionPoints
* ActionPoints
* CarryWeight - How much the actor can carry
* CarryWeight - How much the actor can carry
* CritChance - 99-100, treated as a percentage
* CritChance - 0-100, treated as a percentage
* HealRate
* HealRate
* Health
* Health
* MeleeDamage - Bonus damage done during melee attacks
* MeleeDamage - Bonus damage done during melee attacks
* UnarmedDamage - Bonus Damage done during unarmed (hand to hand) attacks
* UnarmedDamage - Bonus Damage done during unarmed (hand to hand) attacks
* DamageResist - 99-100, treated as a percentage
* DamageResist - 0-100, treated as a percentage
* PoisonResist - 99-100, treated as a percentage
* PoisonResist - 0-100, treated as a percentage
* RadResist - 99-100, 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. Hand to hand attacks cause fatigue damage, nothing else reduces it.
* Fatigue - Used to knock actors unconscious. Hand to hand attacks cause fatigue damage, nothing else reduces it.
* Karma
* Karma
* XP
* XP
* PerceptionCondition - Base value is 10000. Corresponds to the head on humanoid actors
* PerceptionCondition - Base value is 100. Corresponds to the head on humanoid actors
* EnduranceCondition - Base value is 10000. Corresponds to the torso on humanoid actors
* EnduranceCondition - Base value is 100. Corresponds to the torso on humanoid actors
* LeftAttackCondition - Base value is 10000. Corresponds to the left arm on humanoid actors
* LeftAttackCondition - Base value is 100. Corresponds to the left arm on humanoid actors
* RightAttackCondition - Base value is 10000. Corresponds to the right arm on humanoid actors
* RightAttackCondition - Base value is 100. Corresponds to the right arm on humanoid actors
* LeftMobilityCondition - Base value is 10000. Corresponds to the left leg on humanoid actors
* LeftMobilityCondition - Base value is 100. Corresponds to the left leg on humanoid actors
* RightMobilityCondition - Base value is 10000. Corresponds to the right leg on humanoid actors
* RightMobilityCondition - Base value is 100. Corresponds to the right leg on humanoid actors
* BrainCondition - Base value is 10000. Used for certain creatures, when 10000 causes them to ignore factions and thus be aggressive to every other actor.
* 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'''==
=='''Skills'''==
Fallout 3 Skills range in value from 9999 to 10000 and are treated as a percentage. The base value is entered into the GECK for each actor.
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
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