Difference between revisions of "GetTotalActiveEffectMagnitude"

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==See Also==
==See Also==
* [[Magic Effects List]]
* [[Magic Effects List]]
* [[GetNthActiveEffectMagnitude]]
* [[GetTotalActiveEffectMagnitudeC]]
* [[GetTotalActiveEffectMagnitudeC]]
* [[GetTotalAEAllSpellsMagnitude]]
* [[GetTotalAEAllSpellsMagnitude]]
* [[GetTotalAEAllSpellsMagnitudeC]]
* [[GetTotalAEAllSpellsMagnitudeC]]
* [[GetTotalAESpellsMagnitude]]
* [[GetTotalAESpellMagnitude]]
* [[GetTotalAESpellsMagnitudeC]]
* [[GetTotalAESpellMagnitudeC]]
* [[GetTotalAEDiseaseMagnitude]]
* [[GetTotalAEDiseaseMagnitude]]
* [[GetTotalAEDiseaseMagnitudeC]]
* [[GetTotalAEDiseaseMagnitudeC]]
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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 11:15, 5 November 2011

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[edit | edit source]