Difference between revisions of "GetTotalActiveEffectMagnitude"
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imported>Haama (→See Also: Added code links) |
imported>Haama m (→See Also) |
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==See Also== | ==See Also== | ||
* [[Magic Effects List]] | * [[Magic Effects List]] | ||
* [[GetTotalActiveEffectMagnitudeC]] | * [[GetTotalActiveEffectMagnitudeC]] | ||
* [[GetTotalAEAllSpellsMagnitude]] | * [[GetTotalAEAllSpellsMagnitude]] |
Revision as of 00:35, 26 November 2007
A command for Oblivion Script Extender
Syntax:
(totalMag:long) reference.GetTotalActiveEffectMagnitude effectCode:chars (totalMag:long) reference.GetTotalAEMagnitude effectCode:chars
Returns the total magnitude of all Active Effects with a given code on the reference.
Example
short EffectMag set EffectMag to (player.GetTotalActiveEffectMagnitude SHLD)
If the player currently has one Shield effect at 10 magnitude and another at 90, this will return 100.
See Also
- Magic Effects List
- GetTotalActiveEffectMagnitudeC
- GetTotalAEAllSpellsMagnitude
- GetTotalAEAllSpellsMagnitudeC
- GetTotalAESpellsMagnitude
- GetTotalAESpellsMagnitudeC
- GetTotalAEDiseaseMagnitude
- GetTotalAEDiseaseMagnitudeC
- GetTotalAEPowerMagnitude
- GetTotalAEPowerMagnitudeC
- GetTotalAELesserPowerMagnitude
- GetTotalAELesserPowerMagnitudeC
- GetTotalAEAbilityMagnitude
- GetTotalAEAbilityMagnitudeC
- GetTotalAENonAbilityMagnitude
- GetTotalAENonAbilityMagnitudeC
- GetTotalAEEnchantmentMagnitude
- GetTotalAEEnchantmentMagnitudeC
- GetTotalAEAlchemyMagnitude
- GetTotalAEAlchemyMagnitudeC