Difference between revisions of "Stats List"
revert edits by FALLOUT099 to last version by VOMETIA; smells like vandalism
imported>Henning |
imported>Truant (revert edits by FALLOUT099 to last version by VOMETIA; smells like vandalism) |
||
Line 3: | Line 3: | ||
=='''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 | 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 | ||
Line 16: | Line 16: | ||
* ActionPoints | * ActionPoints | ||
* CarryWeight - How much the actor can carry | * CarryWeight - How much the actor can carry | ||
* CritChance - | * 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 - | * DamageResist - 0-100, treated as a percentage | ||
* PoisonResist - | * PoisonResist - 0-100, treated as a percentage | ||
* RadResist - | * 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 | * PerceptionCondition - Base value is 100. Corresponds to the head on humanoid actors | ||
* EnduranceCondition - Base value is | * EnduranceCondition - Base value is 100. Corresponds to the torso on humanoid actors | ||
* LeftAttackCondition - Base value is | * LeftAttackCondition - Base value is 100. Corresponds to the left arm on humanoid actors | ||
* RightAttackCondition - Base value is | * RightAttackCondition - Base value is 100. Corresponds to the right arm on humanoid actors | ||
* LeftMobilityCondition - Base value is | * LeftMobilityCondition - Base value is 100. Corresponds to the left leg on humanoid actors | ||
* RightMobilityCondition - Base value is | * RightMobilityCondition - Base value is 100. Corresponds to the right leg on humanoid actors | ||
* BrainCondition - Base value is | * 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 | 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 |