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Statistics[message #28538] Wed, 20 October 2004 06:48 Go to next message
Rev1

 
Messages:207
Registered:October 2002
Location: Louisville, KY
Can someone tell me what the various stats influence? I ran a search on "stats" and got way too many posts to read.

I know wisdom impacts learning ability. ... Leadership, ability to influence others, train militia? Strength, how much you can carry? Dexterity, lock picking, maybe?

Anything else?

Does agility determine how far you can run, or is that strength? What influences your action points per combat round?
Re: Statistics[message #28539] Wed, 20 October 2004 08:02 Go to previous messageGo to next message
Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
ST: Carrying capacity, HTH damage, thrown objects range
DEX: Heavy weapons (LAWs, GLs, Mortar), thrown objects, lockpicking, fixing things
AGI: Stealthy movement, dodging
HLTH: Hit points
WIS: Increasing other stats, Heavy weapons
MRK: Guns, thrown objects/HTH
MED: First Aid/Doctor
MECH: Fixing things, picking locks
EXP: Chance of disarming explosives
Re: Statistics[message #28540] Wed, 20 October 2004 08:20 Go to previous messageGo to next message
Rev1

 
Messages:207
Registered:October 2002
Location: Louisville, KY
What determines how many action points you have?
Re: Statistics[message #28541] Wed, 20 October 2004 09:17 Go to previous messageGo to next message
Khor1255

 
Messages:1825
Registered:August 2003
Location: Pleasantville, NJ
I know Agility does but because I've had IMPs both with 85 Agility start out with 24 & 25 aps I'm sure something else factors in.
I think it might be need for sleep (which is a hidden trait you can see in Proedit). Possibly Strenght act as a negative modifyer to this since the merc I had with 24 aps also had 85 Str.
Re: Statistics[message #28542] Wed, 20 October 2004 09:22 Go to previous messageGo to next message
Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
According to the code I found in the file "soldier control.c", AP points are calculated as follows:
ubPoints = 5 + (((10 * EffectiveExpLevel( pSold ) + 3 * EffectiveAgility( pSold )+ 2 * pSold->bLifeMax + 2 * EffectiveDexterity( pSold )) + 20) / 40);
Which seems to say that APs are LVL/4 + 3*AGI/40 + HLTH/20 + DEX/20 + 5.5

So my IMP (LVL8,AGI80,HLT85,DX85) would get:
2 + 3*80/40 + (85+85)/20 + 5.5 or 22 points.

If you are wounded, this AP total is reduced
If you are tired, this AP total is reduced
If you are overweight, this AP total is reduced

If points are now less than 10, raised to 10.
If points are more than 25, reduced to 25

Reduce if claustrophobic underground or afraid of insects fighting monsters

Adjust APs due to drugs

If we are boxing, divide APs in half.

So to answer your question, LVL, AGI, HLTH and DEX all affect APs, but AGI has the most effect.
Re: Statistics[message #28543] Wed, 20 October 2004 19:59 Go to previous messageGo to next message
AZAZEL

 
Messages:752
Registered:February 2004
Funny,but why does Ira (always) get 25 ap to start with,when she(another merc) sees ennemies-(almost) fully rested and not overloaded-then?

That should be true,about your IMP,Bane(but there must be at least one other thing but I guess it refers to the minimal amount of points he gets each turn.
I never had less than 24 points to start with, entering a sector with that kind of IMP char.The next turn after he shoots or move,he has about 22 points.

The average per team,compared to how much you have as a plus in those important stats, was my wild guess-never seeing the code-about how the APs are distributed.

One more thing:My imp char always gets 25 to start with at 85 agi,health,(no matter the level),when he's the best at those stats.But if I hire,say, Magic on day one,he will get the 25 ap. and the IMP char will have 24 or less.
These are simple fact observations,and I am totally "code-virgin",but are you sure that's all there is to it(that formula),Bane?

Re: Statistics[message #28544] Wed, 20 October 2004 21:12 Go to previous messageGo to next message
Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
Well, no, I'm not sure. This is all that I found in the function called "CalcActionPoints" but without following this function elsewhere in the code, I can't say if this value gets modified later, or even if this function is used at all (maybe it's only used by, say, enemy troops).

Basically, this is my best guess based on the code I can see.
Re: Statistics[message #28545] Wed, 20 October 2004 21:37 Go to previous messageGo to next message
Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
Wait a minute! I just remembered that you also get extra points if you don't use all your points from the previous turn. The function I read made no mention of this so it must just be for calculating new points.
Re: Statistics[message #28546] Thu, 21 October 2004 06:20 Go to previous messageGo to next message
NocturnalC

 
Messages:15
Registered:October 2004
Yes, you can "store" up to 5 points from the previous turn, but never more than 25 points total (before energy boosters.)
Re: Statistics[message #28547] Mon, 14 February 2005 07:46 Go to previous messageGo to next message
fightcancer

 
Messages:211
Registered:February 2005
Location: USA
FYI, to get 25 AP's you only need 72 AGI. I don't know what DEX has to be.
Re: Statistics[message #28548] Fri, 27 May 2005 02:04 Go to previous messageGo to next message
LegacyOfApathy

 
Messages:101
Registered:September 2004

I was going to create a new thread about action points and firing costs, but. Since I'm enviromentally friendly, I'll recycle this old one =)

I don't know if anyone else mentioned this, but it seems as if the more badly your mercinaries are hurt\out of breath. The cost for firing weapons seems to go down a lot.

I should really run more tests on this, but I don't like to see my mercinaries get hurt. Call me a softie XD.

JA1 example. Ivan normally has 24 AP. After taking two rifle bullets into his treated spectra armor (lucky guy). He has 50% breath and 16 total action points.

In perfect health, it normally cost him 10 AP to throw a grenade, now it only costs him 8 AP. So, he can still preform close to the same number of actions per round.

Oh! And this happened a lot more in JA2. While it would normally have a base cost of 6 AP to make an unaimed shot with the C-7. It sometimes costs 5, 4, or 3. Depending on how close my character was to death.

I'm not exactly sure how or why this works the way it does. Perhaps it shows your character's strong will to live? Or a way for the game to give you a fighting chance when the odds have turned against you?

I find this very intresting Very Happy I love the mysteries of the JA games.
Re: Statistics[message #28549] Fri, 27 May 2005 07:59 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
See the section on Action Points on page 33 of the JA2 manual.
Re: Statistics[message #28550] Sat, 28 May 2005 22:55 Go to previous message
kropotkin

 
Messages:48
Registered:May 2005
Location: lake titicaca
Yup. In short, all mercs get the same amount of time. But they can do things at different speeds. The more APs the higher the speed, but the turns still take the same in-game real-time (english is so terrible Smile ).

Clicking a gun trigger however is supposed to always use the same amount of time, so the amount of APs needed for that will vary. Merc with only say 15 APs instead of full 25 might only need 5 or 4 APs instead of standard 7 to press the trigger.
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