Difference between revisions of "GetNthActiveEffectMagnitude"

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imported>Haama
(Fixed example)
imported>DragoonWraith
(references are optional, at least in Object scripts...)
 
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'''Syntax:'''
'''Syntax:'''
  (magnitude:long)  reference.GetNthActiveEffectMagnitude whichEffect:long
  (magnitude:long)  ''reference.''GetNthActiveEffectMagnitude whichEffect:long
  (magnitude:long)  reference.GetNthAEMagnitude whichEffect:long
  (magnitude:long)  ''reference.''GetNthAEMagnitude whichEffect:long


Returns the magnitude of the Nth Active Effect on the reference.
Returns the magnitude of the Nth Active Effect on the reference.
Line 10: Line 10:
  short EffectMag
  short EffectMag
  set EffectMag to (player.GetNthActiveEffectMagnitude 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 two '''Shield''' effects, no other effects, the first at 10 magnitude and the second at 90, this will return 10.
 
==Notes==
*This returns the magnitude applied to the NPC, but not the original from the spell.
**For scripted effects (and for example), if you set the magnitude of a scripted effect to a non-zero number, this will still return 0. Presumably, this is because scripted effects aren't meant to have non-zero magnitudes, and no magnitude is applied to the NPC when it hits.
**Resistances: This may or may not include resistances.
*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==
==See Also==
* [[Magic Effects List]]
* [[Magic Effects List]]
* [[ModNthActiveEffectMagnitude]]
* [[SetNthActiveEffectMagnitude]]
* [[GetTotalActiveEffectMagnitude]]
* [[GetTotalActiveEffectMagnitudeC]]
* [[GetActiveEffectCount]]
* [[GetActiveEffectCount]]
* [[GetNthActiveEffectCode]]
* [[GetNthActiveEffectCode]]
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[[Category:Magic Functions]]
[[Category:Magic Functions]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions (OBSE)]]
[[Category:Magic Functions - Active Effect (OBSE)]]

Latest revision as of 13:35, 31 May 2008

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 two Shield effects, no other effects, the first at 10 magnitude and the second at 90, this will return 10.

Notes[edit | edit source]

  • This returns the magnitude applied to the NPC, but not the original from the spell.
    • For scripted effects (and for example), if you set the magnitude of a scripted effect to a non-zero number, this will still return 0. Presumably, this is because scripted effects aren't meant to have non-zero magnitudes, and no magnitude is applied to the NPC when it hits.
    • Resistances: This may or may not include resistances.
  • 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[edit | edit source]