Ingestible Settings

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Settings which control the potency of positive (non-detrimental) Ingestible effects.

There are two important kinds of Ingestibles to consider: those which have the Food Item flag checked, and those which have the Medicine flag. As will be seen below, these two flags determine which GameSettings will affect the potency of Positive Ingestible effects. The two flags are NOT mutually exclusive.

Food Item Flag Settings

Setting Default Description
fMagicSurvivalSkillBase 1.000 Acts as the base for the effect's potency. It is added to another value (see below) to affect the potency of Positive Ingestible effects.
fMagicSurvivalSkillMult 2.000 This value is multiplied by the Player's Survival skill (divided by 100) and added to fMagicSurvivalSkillBase to affect the potency of Positive Ingestible effects.


How These Settings Interact

  • First, fMagicSurvivalSkillBase's value is added to the potency pool.
  • Then, fMagicSurvivalSkillMult's value is multiplied by the Player's Survival skill (divided by 100), then added to the potency pool.
  • Finally, the potency pool is used as a multiplier for the potency of the positive effects for a Food Item-typed Ingestible.

Formula

 Positive Effect Potency = fMagicSurvivalSkillBase + (fMagicSurvivalSkillMult * (PlayerSurvivalSkill / 100)) 

Example

  • Assuming the Ingestible in question is flagged as a Food Item, the Player's Survival skill is 55 (as returned by GetAV), fMagicSurvivalSkillBase is 1.0, and fMagicSurvivalSkillMult is 2.0:
 Positive Effect Potency = 1.0 + (2.0 * (55 / 100)) = 2.1 
  • Therefore, in this example, the positive effects for the Food Item-typed Ingestible are +210% potent, compared to the default 100%.


Medicine Flag Settings

Setting Default Description
fMagicMedicineSkillBase 1.000 Acts as the base for the effect's potency. It is added to another value (see below) to affect the potency of Positive Ingestible effects.
fMagicMedicineSkillMult 2.000 This value is multiplied by the Player's Medicine skill (divided by 100) and added to fMagicMedicineSkillBase to affect the potency of Positive Ingestible effects.


How These Settings Interact

  • These settings work nearly identically as those for the Food Item-typed Ingestibles.
  • First, fMagicMedicineSkillBase's value is added to the potency pool.
  • Then, fMagicMedicineSkillMult's value is multiplied by the Player's Medicine skill (divided by 100), then added to the potency pool.
  • Finally, the potency pool is used as a multiplier for the potency of the positive effects for a Medicine-typed Ingestible.

Formula

 Positive Effect Potency = fMagicMedicineSkillBase+ (fMagicMedicineSkillMult * (PlayerMedicineSkill / 100)) 

Example

  • Assuming the Ingestible in question is flagged as Medicine, the Player's Medicine skill is 10 (as returned by GetAV), fMagicMedicineSkillBase is 1.0, and fMagicMedicineSkillMult is 2.0:
 Positive Effect Potency = 1.0 + (2.0 * (10/100)) = 1.2 
  • Therefore, in this example, the positive effects for the Medicine-typed Ingestible are +20% potent, compared to the default 100%.


Notes

  • Since the player's skill can't be below 1, the actual default is a little higher than 100%.

See Also