Difference between revisions of "GetNthActiveEffectMagnitude"

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imported>Haama
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imported>Haama
(Fixed example)
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'''Example'''
'''Example'''
  short EffectMag
  short EffectMag
  set EffectMag to (player.GetNthActiveEffectCode 0)
  set EffectMag to (player.GetNthActiveEffectMagnitude 0)
If the player currently has one '''Shield''' effect (and no other effects) at 10 magnitude and another at 90, this will return 100.
If the player currently has one '''Shield''' effect (and no other effects) at 10 magnitude and another at 90, this will return 100.



Revision as of 22:38, 25 November 2007

A command for Oblivion Script Extender

Syntax:

(magnitude:long)  reference.GetNthActiveEffectMagnitude whichEffect:long
(magnitude:long)  reference.GetNthAEMagnitude whichEffect:long

Returns the magnitude of the Nth Active Effect on the reference.

Example

short EffectMag
set EffectMag to (player.GetNthActiveEffectMagnitude 0)

If the player currently has one Shield effect (and no other effects) at 10 magnitude and another at 90, this will return 100.

See Also