Difference between revisions of "Perk Entry Point"

2,339 bytes added ,  19:29, 16 May 2017
→‎Perk Entry Points: more descriptions from vanilla
imported>Hitbts
(created)
 
imported>Hitbts
(→‎Perk Entry Points: more descriptions from vanilla)
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|valign="top"|Get Component Radar Distance
|valign="top"|Get Component Radar Distance
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|Modifies the distance at which containers with desired components are highlighted with the Pip-Boy UI color. If the value is zero, there is no highlighting.
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|valign="top"|Mod Addiction Chance
|valign="top"|Mod Addiction Chance
|Modifies the chance that the perk owner will develop an addiction when taking a chem. The typical setup (used in the "AddictionManager" perk) is to create an "addiction" actor value for your chem, and set this perk to add that actor value * 0.01 to the input value.
|Modifies the chance that the perk owner will develop an addiction when taking a chem. The typical setup when creating chems (as seen in the "AddictionManager" perk) is to create an "addiction" actor value for your chem, and set this perk to add that actor value * 0.01 to the input value. Alternatively, a perk can modify the chance for all chems, as seen in "PA_BloodCleanser".
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|valign="top"|Mod Ammo Health Mult
|valign="top"|Mod Ammo Health Mult
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|For ammo items that have "health" (i.e. Fusion Cores), scales how much health they have when used by the perk owner. Setting the value to 110 would make Fusion Cores last 10% longer.
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|valign="top"|Mod Bash Critical Chance
|valign="top"|Mod Bash Critical Chance
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|Modifies the chance that a bash attack by the perk owner will be a critical hit.
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|valign="top"|Mod Breath Timer
|valign="top"|Mod Breath Timer
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|Modifies how long the perk owner can breathe underwater.
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|valign="top"|Mod Detection Light
|valign="top"|Mod Detection Light
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|Modifies how easily the perk owner can be detected as a result of their light level. The Sneak Bobblehead makes the player "10% harder to detect" by multiplying both this and ''Mod Detection Movement'' by 0.9.
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|valign="top"|Mod Detection Movement
|valign="top"|Mod Detection Movement
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|Modifies how easily the perk owner can be detected as a result of their movement. The Sneak Bobblehead makes the player "10% harder to detect" by multiplying both this and ''Mod Detection Light'' by 0.9.
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|valign="top"|Mod Incoming Battery Damage
|valign="top"|Mod Incoming Battery Damage
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|Modifies the drain on a Fusion Core incurred by taking damage while in Power Armor.
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|valign="top"|Mod Lockpick Sweet Spot
|valign="top"|Mod Lockpick Sweet Spot
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|Modifies how wide the "sweet spot" for lockpicking is.
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|valign="top"|Mod Mine Explode Chance
|valign="top"|Mod Mine Explode Chance
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|Modifies the likelihood that the perk owner will set off a mine when touching it.
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|valign="top"|Mod Outgoing Limb Bash Damage
|valign="top"|Mod Outgoing Limb Bash Damage
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|Modifies the damage that the perk owner does to enemies' limbs when bashing them. The Basher perk shows an interesting use case: Rank 2 sets this to 999 if a [[GetRandomPercent]] condition is met, affording the player a chance to break an enemy's limb with a single bash.
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|valign="top"|Mod Sprint AP Drain Rate
|valign="top"|Mod Sprint AP Drain Rate
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|Modifies the rate at which sprinting drains the perk owner's AP.
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|valign="top"|Mod VATS Penetration Min Visibility
|valign="top"|Mod VATS Penetration Min Visibility
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|If the value is made non-zero, the perk owner will be able to target enemy body parts through obstacles, and their accuracy will be scaled by the value (i.e. 0.5 means you can target through obstructions with half accuracy).
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|valign="top"|Mod VATS Reload Action Points
|valign="top"|Mod VATS Reload Action Points
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|Modifies the AP cost of reloading while in VATS.
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|valign="top"|Set Force Decapitate
|valign="top"|Set Force Decapitate
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|When the perk owner hits an enemy with a melee attack, the game engine will randomly check this entry point. If the entry point is checked and returns a non-zero value, the enemy that has been struck will be decapitated.
 
(Does this only work for melee attacks? It's used for the Big Leagues perk, to enable "Grand Slam" kills.)
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|valign="top"|Set VATS Critical Fill on Stranger
|valign="top"|Set VATS Critical Fill on Stranger
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|If the value is non-zero, the perk owner's critical bar will fill when the Mysterious Stranger kills on their behalf. This is typically combined with conditions like [[GetRandomPercent]].
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