Difference between revisions of "SetEquippedWeaponPoison"

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imported>WereWolf
 
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SetEquippedWeaponPoison - sets the poison applied to the equipped weapon and returns the previous poison.  Called on the weapon holder.
A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]]
 
'''Syntax:'''
  (oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref
  (oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref
Sets the poison applied to the equipped weapon and returns the previous poison.  Called on the weapon holder.


==Notes==
==Notes==
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*Using [[SetEquippedWeaponPoison]] when the reference doesn't have a poison-able weapon (hand to hand or staves) is the same as a [[Return]].
*Using [[SetEquippedWeaponPoison]] when the reference doesn't have a poison-able weapon (hand to hand or staves) is the same as a [[Return]].
*You can set a potion to a weapon, as well as poisons.
*You can set a potion to a weapon, as well as poisons.
**Unlike poisons, the effects will be applied directly to the player (both positive and negative effects).
**Unlike poisons, the effects will be applied directly to the player (both positive and negative effects). However, for blade/blunt you will have to hit a living NPC before the effects will be applied.
**Untested for blade/blunt, but for bows the effects will be applied whenever the arrow hits something, not just when it hits an NPC.
**For bows the effects will be applied whenever the arrow hits something, not just when it hits an NPC.
**It's not clear whether this counts towards the player's active potions limit - the effects of a single poison could be applied more than 4 times (with multiple poison applications and hits), but whether 5 different potions can affect the player hasn't been tested.
**This will count towards your potion limit, but you can go above the potion limit (if you have already drunk 4 potions, the effects of the potion-poison will still be applied)


==See Also==
==See Also==
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* [[RemoveEquippedWeaponPoison]]
* [[RemoveEquippedWeaponPoison]]


[[Category:Function Types]]
[[Category:Functions]]
[[Category:Function Types (OBSE)]]
[[Category:Functions (OBSE)]]
[[Category:Inventory Functions]]
[[Category:Inventory Functions]]
[[Category:Inventory Functions (OBSE)]]
[[Category:Inventory Functions (OBSE)]]

Latest revision as of 16:49, 14 September 2007

A command for Oblivion Script Extender

Syntax:

(oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref

Sets the poison applied to the equipped weapon and returns the previous poison. Called on the weapon holder.

Notes[edit | edit source]

  • Poison means the base object item.
  • Using SetEquippedWeaponPoison when the reference doesn't have a poison-able weapon (hand to hand or staves) is the same as a Return.
  • You can set a potion to a weapon, as well as poisons.
    • Unlike poisons, the effects will be applied directly to the player (both positive and negative effects). However, for blade/blunt you will have to hit a living NPC before the effects will be applied.
    • For bows the effects will be applied whenever the arrow hits something, not just when it hits an NPC.
    • This will count towards your potion limit, but you can go above the potion limit (if you have already drunk 4 potions, the effects of the potion-poison will still be applied)

See Also[edit | edit source]