Difference between revisions of "Talk:Magic Effects"

Jump to navigation Jump to search
492 bytes added ,  11:03, 8 July 2008
imported>DragoonWraith
(→‎Base Cost: see Spell Cost)
imported>DragoonWraith
Line 18: Line 18:


:The problem with that is that you have to create X versions of the spell, and you can't have truly dynamic spells that way. That's sort of half-assed in my opinion, and certainly not a step forward from Morrowind. --[[User:DragoonWraith|DragoonWraith]] 21:35, 19 May 2006 (EDT)
:The problem with that is that you have to create X versions of the spell, and you can't have truly dynamic spells that way. That's sort of half-assed in my opinion, and certainly not a step forward from Morrowind. --[[User:DragoonWraith|DragoonWraith]] 21:35, 19 May 2006 (EDT)
----
It should be noted that OBSE has overcome this limitation: See [[:Category: Magic Functions (OBSE)]] for a list of functions, many of which can be used to modify spells dynamically.<br />
[[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>]] 12:03, 8 July 2008 (EDT)


= Hard-Coded Spell Effects are BAD =
= Hard-Coded Spell Effects are BAD =

Navigation menu