Class

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The Class Form, used on the Actor Stats Tab, allows you to specify how an Actor will distribute the attribute and skill bonuses they gain based on their level. It also affects a few other systems, such as Bleedout for Essential Actors and skill training for Trainers.

Class is only applicable to NPCs. It has no meaning for the player.

ClassWindow.png

Data Fields[edit | edit source]

  • ID: The Form ID of the object.
  • Full Name: A label to identify the class. Not displayed in game.
  • Auto-Calc Other:
    • Recharge: Not used.
    • Training: If checked, this NPC is a Skill Trainer, and can train the player in the selected skill to the selected maximum value.
  • Bleedout Default: If the Actor is Essential or Protected, and their health falls below this ratio, they enter the Bleedout state and drop to one knee until their health recovers. This is typically set to 0.1, which means that Bleedout occurs when the Actor's health falls below 10%.
  • Voice Points: The pool of 'Voice Points' the Actor has for Shouts. Has no effect if the Actor has no Shouts.
  • Description: Not displayed in the game.
  • Menu Image: Not used.

Attribute and Skill Weights[edit | edit source]

  • Attribute Weights: For Actors above Level 1, these weights determine how the Actor distributes the Health, Magicka and Stamina bonuses they gain based on their level. Like the player, all Actors gain 10 points to distribute per level (this value comes from the iAVDhmsLevelUp game setting). Unlike the player, NPC's get a bonus amount of health per level as set by the fNPCHealthLevelBonus game setting; by default this is 5.
    • For example, say Health = 1, Magicka = 2, Stamina = 3. An Actor at Level 7 has a total of 60 HMS points to distribute. 1/6 of them are given to Health, 2/6 to Magicka, and 3/6 to Stamina. So the NPC has +40 Health (+10 from Health's class weight and +30 from the per-level health bonus), +20 Magicka, and +30 Stamina.
    • The game and/or Construction Kit ensure that no attribute points are lost due to rounding, so for fractional results, do the following:
      1. Calculate the total number of points available (10 * (level - 1)).
      2. Calculate the result for the attribute with the highest weight, rounded down, and subtract that from the total.
      3. Repeat for the next-highest result, remembering to use the ratio of only the two remaining attributes. Again, subtract that from the available points.
      4. Any remaining points go to the last attribute.
    • In the event of two or all three attributes having equal weight, calculate Health first, then Magicka, then Stamina. For example, if you have 50 HMS points to distribute, with 1/6 to Health and 4/6 to Magicka and 1/6 to Stamina, you would do Magicka first, which would receive 33 points (33.33 rounded down); next you'd do Health, which would receive 8 points (half of the remaining 17 points, rounded down); finally, Stamina would receive the remaining 9 points.
  • Skill Weight: For Actors above Level 1, these weights and their sum determine how the Actor distributes the Skill Points based on their level.
    • For each level above Level 1, the Actor gains a number of skill points equal to the iAVDskillsLevelUp gamesetting (by default 8).
    • An NPC's skill at a given level seems to be the sum of their base value for the skill (the iAVDSkillStart game setting plus any bonuses set by the Actor's Race) plus the number of skill points they have to distribute multiplied by the fraction of the skill's weight compared to their total skill weights. This Skill = This Skill Base + (Total Skill Points * (This Skill Weight / Sum of Skill Weights)) Any resulting fraction should be rounded to the nearest integer.
    • For example, say a Class defines skill weights of One-handed = 3, Light Armor = 3, Archery = 2, Block = 1. Their sum is 9. An Actor reaching Level 20 would have a total of 152 skill points to distribute (8 skill points gained over each of 19 level-ups). Their One-Handed skill at level 20 would be their base skill plus 152 * 3 / 9; that is, the base plus 51.