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).