Difference between revisions of "Talk:ForceActorValue"

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444 bytes removed ,  00:42, 10 June 2010
imported>Ibob222
m (forceav=modav2?)
imported>Ibob222
 
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::::Err... Yes. The example will not compile. That was semi-intentional - it was just pseudo-code. Regardless, your edit probably is better.
::::Err... Yes. The example will not compile. That was semi-intentional - it was just pseudo-code. Regardless, your edit probably is better.
::::[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 04:30, 8 February 2008 (EST)
::::[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 04:30, 8 February 2008 (EST)
== forceav=modav2? ==
I was thinking since force av modifies current stats and not the base value, wouldn't that mean its not an unalterable script modifier and could be restored by a spell. Meaning it could be used instead of the OBSE mod function modactorvalue2 using:
set value to Getav Health
Set value to value - 5
Forceav Health value
being the same as:
modav2 health -5
The point being you don't have to use OBSE to run the script,
Anonymous user

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