Talk:ResistWaterDamage

Revision as of 22:56, 21 September 2008 by imported>DragoonWraith (correcting link)

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

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)
Return to "ResistWaterDamage" page.