Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Statistics
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Re: Statistics[message #28539]
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Wed, 20 October 2004 08:02
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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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
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Sergeant 1st Class
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Re: Statistics[message #28542]
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Wed, 20 October 2004 09:22
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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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.
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Sergeant 1st Class
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Re: Statistics[message #28543]
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Wed, 20 October 2004 19:59
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AZAZEL |
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Messages:750
Registered:February 2004 |
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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?
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Re: Statistics[message #28544]
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Wed, 20 October 2004 21:12
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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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.
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Sergeant 1st Class
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Re: Statistics[message #28548]
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Fri, 27 May 2005 02:04
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LegacyOfApathy |
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Messages:101
Registered:September 2004 |
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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 I love the mysteries of the JA games.
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Sergeant
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Re: Statistics[message #28550]
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Sat, 28 May 2005 22:55
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kropotkin |
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Messages:47
Registered:May 2005 Location: lake titicaca |
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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 ).
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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Corporal
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