Difference between revisions of "Talk:ResistWaterDamage"

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766 bytes added ,  22:05, 21 September 2008
Clarification hopefully
imported>DragoonWraith
imported>Antares
(Clarification hopefully)
Line 8: Line 8:
: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)
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