Difference between revisions of "GetNthActiveEffectTimeElapsed"

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imported>Haama
(→‎Notes: Better scripted effect info)
imported>DragoonWraith
(AE)
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[[Category:Magic Functions]]
[[Category:Magic Functions]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions - Active Effect (OBSE)]]

Revision as of 19:49, 1 March 2008

A command for Oblivion Script Extender

Syntax:

(timeElapsed:float) reference.GetNthActiveEffectTimeElapsed whichEffect:long
(timeElapsed:float) reference.GetNthAETime whichEffect:long

Returns the time that the Nth Active Effect has been applied to the reference.

Example

float EffectTimePassed
set EffectTimePassed to (player.GetNthActiveEffectTimeElapsed 0)

If the player currently has two Shield effects, the first in effect for 10 seconds and the second for 90, this will return 10.

Notes

  • Active Effects from different sources are counted as unique Active Effects, even if they are the same. For example, a Shield effect from a potion, a Shield effect from another potion, and a Shield effect from a spell, each one will return their own magnitude.
    • If the Magic Item has 2 of the same effect, they will be counted separately.
    • If the effect is from the same Magic Item (i.e., 2 instances of DrinkAle), it will still count as 2 separate Active Effects.
      • While counted separately, if there are multiple scripted effects with the same script generally only the first one's data (i.e., Magic Item Index, Caster) will be returned (i.e., GetNthActiveEffectMagicItemIndex, GetNthActiveEffectCaster).

See Also