Difference between revisions of "Talk:ResistWaterDamage"

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imported>Migck
 
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:Very much unsure of what you mean... What do you mean by "legitimacy"?
:Very much unsure of what you mean... What do you mean by "legitimacy"?
:[[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>]] 22:09, 21 September 2008 (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>]] 22:09, 21 September 2008 (EDT)
::Well as I stated before, this ''function'' has the "No Magnitude" flag checked in the Magic Effects Tab of the CS. Using the console you can easily set the players resistwaterdamage value to 100. What I wanted to do however was have a certain type of lava do damage under normal circumstances, but when certain conditions are met the damage is negated via an ability added to the player. As you cannot set (inside the CS Spell Creation menu) the magnitude to 100, my query was when you add this effect to a spell will it work as desired? I have now play tested it and it would seem that when used in spells, abilities or even diseases the default value is 100, granting 100% resistance to water damage.
::--[[User:Antares|Antares]] 23:05, 21 September 2008 (EDT)
:::Very confused. This is not a [[:Category: Functions|function]], it's an [[:Category: Actor Values|Actor Value]]. The "No Magnitude" marker is for [[Magic Effects]]. There is the RSWD magic effect, which presumably manipulates this value, but this isn't the article for it. And there is no function in the game that has anything to do with this value specifically.
:::As for the effect you desire, you could try creating a Magnitude 100 RSWD spell using OBSE's [[SetNthEffectItemMagnitude]], but I am guessing it wouldn't work, and I'm also guessing it would conflict with mods that use RSWD as a "blank" effect and modify it to become a "new" effect. So you're better off with a scripted ability (SEFF), which has a script something like this:
<dl><dd><dl><dd><dl><dd><pre>Begin ScriptEffectStart
  ModActorValue ResistWaterDamage 100
End
Begin ScriptEffectFinish
  ModActorValue ResistWaterDamage -100
End</pre></dl></dl></dl>
:::Hope that helps.
:::[[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>]] 23:55, 21 September 2008 (EDT)
==Magnitude?==
This actor value is used by the [[RSWD]] (Resist Water Damage) magic effect, and it seems the developers didn't think too well how to implement it. The effect has the 'No Magnitude' flag and 'Magnitude is %' flag. And despite that contradiction, it doesn't seem to need a magnitude at all to do its job, an actor value of 0 causes standard lava damage while a value of 1 negates it completely. It looks more like a toggle value such as silence, night eye or stunted magicka. [[User:Migck|Migck]] 07:07, 28 June 2011 (EDT)
:Good to know.
:I dunno if you've noticed, but I've been updating the pages you've been leaving these notes in to reflect them. You are welcome to do so yourself, if you wish. I don't particularly mind doing it myself, but there's also no reason for you to feel that you can't.
:Of course, notes of your testing, etc., are appropriate and appreciated on discussion pages.
:[[User:DragoonWraith|<span style="font-family: Oblivion; size=2;">D</span>ragoon <span style="font-family: Oblivion; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion; size=2;">TALK</span>]] 16:12, 28 June 2011 (EDT)
::I've never worked into a wiki before, and I'm afraid of turning it into a mess, or writing in a style that is clearly not professional enough due to not methodical enough testing of my findings (and I'm quite unprofessional in everything I do). But you are right, it is quite impolite of me to leave the real work for someone else to do, so I should really start reading the style and method guides (and click the Show Preview button quite a bit more...)
::For instance, my next test will be to see what happens when using OBSE to toggle magnitude of this effect on (OBSE can actually do that without the need of editing the effect in OBME)
::[[User:Migck|Migck]] 20:41, 28 June 2011 (EDT)

Latest revision as of 19:41, 28 June 2011

Perhaps it pertains to lava? Abramul 10:02, 6 February 2007 (EST)

Tested this in the Kvatch gate. Setting this to 100 for the player allowed me to safely swim in the lava. Didn't try any other values, but I'd assume they would be proportional.Abramul 09:55, 4 March 2007 (EST)

Legitimacy[edit source]

I think the legitimacy of this function as a magic effect should be noted as in the Magic Effects tab of the CS the No Magnitude flag is checked. I am about to test it out in game, giving the player a Resist Water Damage Ability when they're near a certain type of lava.
--Antares 21:53, 21 September 2008 (EDT)

Very much unsure of what you mean... What do you mean by "legitimacy"?
Dragoon Wraith TALK 22:09, 21 September 2008 (EDT)
Well as I stated before, this function has the "No Magnitude" flag checked in the Magic Effects Tab of the CS. Using the console you can easily set the players resistwaterdamage value to 100. What I wanted to do however was have a certain type of lava do damage under normal circumstances, but when certain conditions are met the damage is negated via an ability added to the player. As you cannot set (inside the CS Spell Creation menu) the magnitude to 100, my query was when you add this effect to a spell will it work as desired? I have now play tested it and it would seem that when used in spells, abilities or even diseases the default value is 100, granting 100% resistance to water damage.
--Antares 23:05, 21 September 2008 (EDT)
Very confused. This is not a function, it's an Actor Value. The "No Magnitude" marker is for Magic Effects. There is the RSWD magic effect, which presumably manipulates this value, but this isn't the article for it. And there is no function in the game that has anything to do with this value specifically.
As for the effect you desire, you could try creating a Magnitude 100 RSWD spell using OBSE's SetNthEffectItemMagnitude, but I am guessing it wouldn't work, and I'm also guessing it would conflict with mods that use RSWD as a "blank" effect and modify it to become a "new" effect. So you're better off with a scripted ability (SEFF), which has a script something like this:
Begin ScriptEffectStart

  ModActorValue ResistWaterDamage 100

End

Begin ScriptEffectFinish

  ModActorValue ResistWaterDamage -100

End
Hope that helps.
Dragoon Wraith TALK 23:55, 21 September 2008 (EDT)

Magnitude?[edit source]

This actor value is used by the RSWD (Resist Water Damage) magic effect, and it seems the developers didn't think too well how to implement it. The effect has the 'No Magnitude' flag and 'Magnitude is %' flag. And despite that contradiction, it doesn't seem to need a magnitude at all to do its job, an actor value of 0 causes standard lava damage while a value of 1 negates it completely. It looks more like a toggle value such as silence, night eye or stunted magicka. Migck 07:07, 28 June 2011 (EDT)

Good to know.
I dunno if you've noticed, but I've been updating the pages you've been leaving these notes in to reflect them. You are welcome to do so yourself, if you wish. I don't particularly mind doing it myself, but there's also no reason for you to feel that you can't.
Of course, notes of your testing, etc., are appropriate and appreciated on discussion pages.
Dragoon Wraith TALK 16:12, 28 June 2011 (EDT)
I've never worked into a wiki before, and I'm afraid of turning it into a mess, or writing in a style that is clearly not professional enough due to not methodical enough testing of my findings (and I'm quite unprofessional in everything I do). But you are right, it is quite impolite of me to leave the real work for someone else to do, so I should really start reading the style and method guides (and click the Show Preview button quite a bit more...)
For instance, my next test will be to see what happens when using OBSE to toggle magnitude of this effect on (OBSE can actually do that without the need of editing the effect in OBME)
Migck 20:41, 28 June 2011 (EDT)