Difference between revisions of "GetActiveEffectCount"

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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)]]

Latest revision as of 19:49, 1 March 2008

A command for Oblivion Script Extender

Syntax:

(count:long) reference.GetActiveEffectCount

Returns the number of Active Effects on the reference.

Example

short NumEffects
set NumEffects to player.GetActiveEffectCount

If the player currently has 1 potion with Shield and Restore Health, another potion with Restore Health, and a spell with Shield and Drain Health this will return 5 (2 Shields, 2 Restore Healths, and 1 Drain Health).

Notes[edit | edit source]

  • 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]