With just a few triggers though, one can easily set the value of a stat to whatever value anytime and any amount of times one wants during a scenario. One can still add or subtract to the value of the stat.
For example, in a scenario the LOS of the character could vary depending on the place he is in. I've found that this system of triggers makes it easy for me to do this. For example, in a cave the LOS would be 10, but in a field it would be 45. A spell may be cast upon the character that takes his LOS down to 1, but will wear off after time until full LOS is restored. Or, a spell that reduces the characters strength by one every few seconds until the baddie is killed; then the strength is restored to its original value.
As the character gets old the effect 'modify protounit' may be used to lessen his LOS.
The triggers:
To set the stat ingame, set the QV 'stat_new' to the value of the stat. To add or subtract from the stat ingame, set the QV 'stat_change' to the value you want to add to the stat. However, this change will be overwritten if you set the stat after. For a permanant addition or subtraction, one that is independant of the stat setting system, use the effect 'modify protounit' ingame. [This message has been edited by greyshark (edited 07-29-2005 @ 03:12 PM).]
QV check, 'stat_new' greater than 0
QV modify 2, 'stat_new' - 'stat_current'
QV modify 2, 'stat_change' + 'stat_new'
Qv set, 'stat_new' = 0
Fire event, 'stat_change_up'
Fire event, 'stat_change_down'
QV check, 'stat_change' greater than 0
QV modify, 'stat_change' - 1
QV modify, 'stat_current' + 1
Modify protounit, (the stat in question) + 1
QV check, 'stat_change' less than 0
QV modify, 'stat_change' + 1
QV modify, 'stat_current' - 1
Modify protounit, (the stat in question) - 1
Always
QV set, 'stat_current' (the value is the value of the stat at the start of the game)