if ( Timer < 1 ) set Timer to ( Timer + GetSecondsPassed ) Return else if ( HasMagicEffect FRDG == 1 ) set FrostMag to GetTotalActiveEffectMagnitude FRDG ;This function uses OBSE set FrostMag to ( FrostMag * 2 ) ModAV2 Health FrostMag ;ModAV2 is also OBSE endif set Timer to 0 endif
What this does is every second it detects the magnitude of any "frost damage" effects on the wearer, then heals the player by double that. Since damage effects apply on a per-second basis, it would be silly to run this every frame. However, this means that instant-duration effects have a very very small chance of being absorbed, or am I mistaken in that? In any case, I want it to absorb any frost damage felt (after weaknesses and resistances are factored in), and I'd like to know the best way to do that.