Difference between revisions of "Talk:ModActorValue"

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422 bytes added ,  15:05, 13 September 2007
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imported>DragoonWraith
(huh? This page is self-contradictory.)
imported>Haama
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OK, this page seems inconsistent. ModAV is permanent when called from a script, not the temporary "red or green" stuff from temporary spell effects or whatever, right?<br />
OK, this page seems inconsistent. ModAV is permanent when called from a script, not the temporary "red or green" stuff from temporary spell effects or whatever, right?<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>]] 15:33, 13 September 2007 (EDT)
[[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>]] 15:33, 13 September 2007 (EDT)
:It's permanent, but will still show up as green or red. I think SetAV changes the base value, so it'll still appear black, while ModAV acts as a permanent boost/drain. Not sure though. (I guess the first and third bullet points could be combined to reduce confusion)
:Also, what's the point of pushing a stat over 100? Are there any stats that benefit from this?
:--[[User:Haama|Haama]] 16:05, 13 September 2007 (EDT)


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