Difference between revisions of "MagicItemHasEffectCode"

From the Oblivion ConstructionSet Wiki
Jump to navigation Jump to search
imported>WereWolf
imported>DragoonWraith
m (Reverted edits by DragoonWraith (Talk); changed back to last version by Haama)
 
(2 intermediate revisions by 2 users not shown)
Line 12: Line 12:
* Using [[MagicItemHasEffectCode]] on a magic item that doesn't have any effects (for instance, after using [[RemoveAllEffectItems]] on the item) will cause Oblivion to crash.
* Using [[MagicItemHasEffectCode]] on a magic item that doesn't have any effects (for instance, after using [[RemoveAllEffectItems]] on the item) will cause Oblivion to crash.
** However, using [[MagicItemHasEffectCode]] on a non-magic item will not cause a crash.
** However, using [[MagicItemHasEffectCode]] on a non-magic item will not cause a crash.
**This has been fixed as of v0013.


==See Also==
==See Also==

Latest revision as of 20:01, 1 March 2008

A command for Oblivion Script Extender

Syntax:

(hasEffect:bool) MagicItemHasEffectCode effectCode:long magicItem:ref
(hasEffect:bool) MagicHasEffectC effectCode:long magicItem:ref

Returns whether the magic item has an effect item with the specified effect code.

Notes[edit | edit source]

See Also[edit | edit source]