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imported>LBGSHI (Added my latest discovery of health affecting weapon and armor smithed levels.) |
DavidJCobb (talk | contribs) (Special Loot formula, as well as some specifics on what level a leveled list is tested against.) |
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*'''Owner:''' The owner of the object, overriding ownership by the container or actor. | *'''Owner:''' The owner of the object, overriding ownership by the container or actor. | ||
*'''Preview Calculated Result:''' Given a '''Preview Level''' and '''Preview Count''', generates sample output from this list. | *'''Preview Calculated Result:''' Given a '''Preview Level''' and '''Preview Count''', generates sample output from this list. | ||
== Notes == | |||
=== Special Loot formula === | |||
The special loot formula modifies the level that is tested against a leveled list and its entries' level requirements. The formula is below ("Used Level" is the result). | |||
<math> | |||
\begin{align} | |||
C_{min} & = (Player\ Level \times gsMinPCLevelMult)+gsMinPCLevelBase+gsMinZoneLevelBase+(Input\ Level \times gsMinZoneLevelMult) \\ | |||
C_{max} & = (Player\ Level \times gsMaxPCLevelMult)+gsMaxPCLevelBase+gsMaxZoneLevelBase+(Input\ Level \times gsMaxZoneLevelMult) \\ | |||
C_{diff} & = C_{max} - C_{min} \\ | |||
Used\ Level & = C_{min} + C_{diff} \times \operatorname{rand}\left(-0.5, 0.5\right)^{gsWeighting} | |||
\end{align} | |||
</math> | |||
Sometimes, leveled lists are told to compute their contents based on the player's level; other times, they're told to compute based on the level of an encounter zone (though they will use the player's level instead if that's higher). In the special loot formula above, the "Input Level" is whatever level the leveled list was asked to compute against. This is not consistent within the game engine; it depends on the context in which the leveled list is being used. Known cases include: | |||
* If the player is harvesting a [[Flora]] and the ingredient is a LeveledItem, then the input level is the player's exact level. | |||
* If an actor has just died (or starts dead) and their death item is a LeveledItem, then the input level is the actor's exact level. | |||
* If the leveled list is the argument to [[AttachAshPile - Actor]], then the input level is the actor's exact level. | |||
* Otherwise, the encounter level is usually an ObjectReference's ''encounter level''. A ref's encounter level is the level of its containing Encounter Zone, unless it either isn't in a zone or is in the hardcoded <code>NoZoneZone</code>, in which case the encounter level is the player's level. The encounter level is additionally modified by the ''iCalcLevelAdjustUp'' and ''iCalcLevelAdjustDown'' game settings. | |||
** If the leveled list is the base form used for any variation on "PlaceAtMe" (e.g. the console command; the Papyrus function), then the encounter level of the basis ref (the "me" in "place at me") is used. | |||
{{languages|LeveledItem}} | {{languages|LeveledItem}} |
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